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	<title>Ground Combat Guide - Revision history</title>
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	<updated>2026-06-01T23:10:26Z</updated>
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	<entry>
		<id>https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10295&amp;oldid=prev</id>
		<title>Orcephrye: /* Attack Rules */</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10295&amp;oldid=prev"/>
		<updated>2026-05-07T22:43:14Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Attack Rules&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:43, 7 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l159&quot;&gt;Line 159:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 159:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Major Hit with Extra Damage: As a Character levels up, they periodically gain an &amp;#039;&amp;#039;&amp;#039;Extra Damage&amp;#039;&amp;#039;&amp;#039;. This just means that the Character gets to roll their Weapon&amp;#039;s Damage Die again when beating the &amp;#039;&amp;#039;&amp;#039;Major Hit&amp;#039;s Threshold&amp;#039;&amp;#039;&amp;#039;. This acts as if the Character hit the target twice, allowing them to add two Weapon Damage totals together, including Bonus Damage. However, this doesn&amp;#039;t include Bonus Effects such as trip, bleed, stunned, etc. A Character can gain more than one Extra Damage status. Each Extra Damage has its own Threshold value. The first Extra Damage Threshold is equal to the Target&amp;#039;s AC + 4, the same as a Major Hit. Every Extra Damage has to beat the previous Threshold by the same increment. Example: The opponent&amp;#039;s AC is 15, and the Hero is a [[Character_Path#Path_of_Strength_(Strong_Hero)|Strong Hero]] level 5. He has 1 Extra Damage. If the player rolls a 15, 16, 17, or 18, then the Strong Hero hits the target but only deals normal damage. If the player rolls a 19+, then they get to roll the Weapon&amp;#039;s damage dice twice for extra damage. However, no matter how much higher the Player rolls, they only get one Extra Damage at level 5. If the Character was at level 11, and the Player rolls a 23+, then the Player can roll the Weapon&amp;#039;s damage dice 3 times.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Major Hit with Extra Damage: As a Character levels up, they periodically gain an &amp;#039;&amp;#039;&amp;#039;Extra Damage&amp;#039;&amp;#039;&amp;#039;. This just means that the Character gets to roll their Weapon&amp;#039;s Damage Die again when beating the &amp;#039;&amp;#039;&amp;#039;Major Hit&amp;#039;s Threshold&amp;#039;&amp;#039;&amp;#039;. This acts as if the Character hit the target twice, allowing them to add two Weapon Damage totals together, including Bonus Damage. However, this doesn&amp;#039;t include Bonus Effects such as trip, bleed, stunned, etc. A Character can gain more than one Extra Damage status. Each Extra Damage has its own Threshold value. The first Extra Damage Threshold is equal to the Target&amp;#039;s AC + 4, the same as a Major Hit. Every Extra Damage has to beat the previous Threshold by the same increment. Example: The opponent&amp;#039;s AC is 15, and the Hero is a [[Character_Path#Path_of_Strength_(Strong_Hero)|Strong Hero]] level 5. He has 1 Extra Damage. If the player rolls a 15, 16, 17, or 18, then the Strong Hero hits the target but only deals normal damage. If the player rolls a 19+, then they get to roll the Weapon&amp;#039;s damage dice twice for extra damage. However, no matter how much higher the Player rolls, they only get one Extra Damage at level 5. If the Character was at level 11, and the Player rolls a 23+, then the Player can roll the Weapon&amp;#039;s damage dice 3 times.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Critical Success&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;/Failure&lt;/del&gt;: This is when a &#039;&#039;&#039;Natural Twenty&#039;&#039;&#039; is rolled. Natural Twenty means the d20 landed on 20. This is considered a Critical Success and automatically hits the target regardless of the actual total. If the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Character has Extra Damage&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;then all &lt;/del&gt;that is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;successful as well&lt;/del&gt;. Some weapons allow &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for &lt;/del&gt;the Critical Range to be adjusted &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to make &lt;/del&gt;it easier to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have &lt;/del&gt;a Critical Success. Such as 19-20 or 18-20. Weapons have a Critical Multiplier which defaults to x2. If it is not displayed, then it is assumed to be x2. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This multiplier determines how many extra times &lt;/del&gt;the Damage &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Die is rolled. A x2 multiplier means &lt;/del&gt;the Damage &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Die is rolled twice&lt;/del&gt;. When using Extra Damage, the Critical only accounts for the Damage &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Die of the Normal Hit&lt;/del&gt;. The Player rolls the d20 again. If the roll is another Critical, then the Damage Die for next Extra Damage is also multiplied. If the Player fails to roll another critical, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or even if they roll &lt;/del&gt;a 1, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nothing negative happens, and the rest of &lt;/del&gt;the Extra Damage is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rolled as normal&lt;/del&gt;. A &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; means that the Character fails to do any damage at all and possibly has another negative side affect the GM can state. Such as you fumble and drop your gun.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Critical Success: This is when a &#039;&#039;&#039;Natural Twenty&#039;&#039;&#039; is rolled. Natural Twenty means the d20 landed on 20. This is considered a Critical Success and automatically hits the target regardless of the actual total. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This includes dealing more damage with the rule: &#039;&#039;&#039;&quot;Role twice and multiply the highest&quot;&#039;&#039;&#039;. Ie: &lt;/ins&gt;If the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Weapon is a [[Laser_Pistol|Laser Pistol]] 1d8+1 (T) 20/x2&lt;/ins&gt;, that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;means its damage die is a 1d8, and it &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;considered a critical hit only if the d20 lands on a 20, and the critical damage multiplier is x2. When the Critical happens, the Player rolls 1d8 twice, takes the higher of the two values, and multiplies it by 2. Then they would add the +1 bonus damage for the total&lt;/ins&gt;.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;:: &#039;&#039;&#039;Note:&#039;&#039;&#039;: &lt;/ins&gt;Some weapons allow the Critical Range to be adjusted&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, making &lt;/ins&gt;it easier to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;achieve &lt;/ins&gt;a Critical Success. Such as 19-20 or 18-20. Weapons have a Critical Multiplier which defaults to x2. If it is not displayed, then it is assumed to be x2. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;An example of an Weapon that has both its Critical Range and Critical Multipler adjusted. [[Plasma_QCB#Micro_Plasma_Rapid_Pistol|Micro Plasma Rapid Pistol]] 2d10 (T) 19-20/x3. &lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Critical Success with Major Hits: Major Hits without Extra Damage do not factor into Criticals. If &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Character has Extra &lt;/ins&gt;Damage &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;when they roll a Critical, then consider &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Major Damage threshold met for all Extra &lt;/ins&gt;Damage. When using Extra Damage, the Critical only accounts for the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first &lt;/ins&gt;Damage &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;roll&lt;/ins&gt;. The Player rolls the d20 again. If the roll is another Critical, then the Damage Die for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/ins&gt;next Extra Damage is also multiplied&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and so on&lt;/ins&gt;. If the Player fails to roll another critical, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the rest of the Extra Damage rolls are normal and not multiplied. If the player rolls &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;natural &lt;/ins&gt;1, the Extra Damage is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ignored&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Critical Failure: &lt;/ins&gt;A &#039;&#039;&#039;Critical Failure&#039;&#039;&#039; means that the Character fails to do any damage at all and possibly has another negative side affect the GM can state. Such as you fumble and drop your gun.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Attack Actions ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Attack Actions ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10294&amp;oldid=prev</id>
		<title>Orcephrye: /* Attack Rules */</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10294&amp;oldid=prev"/>
		<updated>2026-05-07T21:47:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Attack Rules&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 21:47, 7 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l155&quot;&gt;Line 155:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 155:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Minor Hit: An Accuracy Check that misses the AC by no more than 2 points can still roll for Damage. However, the total damage is halved, rounded down. No bonus weapon effects can be applied. Bonus Effects account for Bonus Damage Dice, or effects like Trip or Stunned. Static Bonus Damage from things like Masterworked status, such as &amp;quot;1d6+1,&amp;quot; still counts towards the total before it is halved. Also, bonuses or effects that come from active Techniques, Class or Path Talents, Tricks, etc., only count on Noram or Major Hits.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Minor Hit: An Accuracy Check that misses the AC by no more than 2 points can still roll for Damage. However, the total damage is halved, rounded down. No bonus weapon effects can be applied. Bonus Effects account for Bonus Damage Dice, or effects like Trip or Stunned. Static Bonus Damage from things like Masterworked status, such as &amp;quot;1d6+1,&amp;quot; still counts towards the total before it is halved. Also, bonuses or effects that come from active Techniques, Class or Path Talents, Tricks, etc., only count on Noram or Major Hits.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Major Hit without Extra Damage: An Accuracy Check that beats the AC of the target by 4 or more is considered a &#039;&#039;&#039;Major Hit&#039;&#039;&#039;. Another way to say this is that the Major Hit&#039;s &#039;&#039;&#039;Threshold&#039;&#039;&#039; is 4. If a Character gains a Major Hit, they may roll their &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Advantage Die &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have 1/2 round up &lt;/del&gt;the result &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to the total Damage to the target&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Consider this &lt;/del&gt;Bonus Damage &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same type as the Weapon used&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Major Hit without Extra Damage: An Accuracy Check that beats the AC of the target by 4 or more is considered a &#039;&#039;&#039;Major Hit&#039;&#039;&#039;. Another way to say this is that the Major Hit&#039;s &#039;&#039;&#039;Threshold&#039;&#039;&#039; is 4. If a Character gains a Major Hit, they may roll their &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Weapon&#039;s damage die twice &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;higher &lt;/ins&gt;result. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This doesn&#039;t include rolling &lt;/ins&gt;Bonus Damage &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dice twice if &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapon has any&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Major Hit with Extra Damage: As a Character levels up, they periodically gain an &#039;&#039;&#039;Extra Damage&#039;&#039;&#039;. This just means that the Character gets to roll their Weapon&#039;s Damage Die again when beating the &#039;&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Extra Damage &lt;/del&gt;Threshold&#039;&#039;&#039;. This doesn&#039;t include &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bonus effects&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so the target cannot be &lt;/del&gt;stunned &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;again or get even more on fire than they already were&lt;/del&gt;, etc. A Character can gain more than one Extra Damage status. Each Extra Damage has its own Threshold value. The first Extra Damage Threshold is equal to the Target&#039;s AC + 4, the same as a Major Hit. Every Extra Damage has to beat the previous Threshold by the same increment. Example: The opponent&#039;s AC is 15, and the Hero is a [[Character_Path#Path_of_Strength_(Strong_Hero)|Strong Hero]] level 5. He has 1 Extra Damage. If the player rolls a 15, 16, 17, or 18, then the Strong Hero hits the target but only deals normal damage. If the player rolls a 19+, then they get to roll the Weapon&#039;s damage dice twice for extra damage. However, no matter how much higher the Player rolls, they only get one Extra Damage at level 5. If the Character was at level 11, and the Player rolls a 23+, then the Player can roll the Weapon&#039;s damage dice 3 times.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Major Hit with Extra Damage: As a Character levels up, they periodically gain an &#039;&#039;&#039;Extra Damage&#039;&#039;&#039;. This just means that the Character gets to roll their Weapon&#039;s Damage Die again when beating the &#039;&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Major Hit&#039;s &lt;/ins&gt;Threshold&#039;&#039;&#039;. This &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;acts as if the Character hit the target twice, allowing them to add two Weapon Damage totals together, including Bonus Damage. However, this &lt;/ins&gt;doesn&#039;t include &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bonus Effects such as trip, bleed&lt;/ins&gt;, stunned, etc. A Character can gain more than one Extra Damage status. Each Extra Damage has its own Threshold value. The first Extra Damage Threshold is equal to the Target&#039;s AC + 4, the same as a Major Hit. Every Extra Damage has to beat the previous Threshold by the same increment. Example: The opponent&#039;s AC is 15, and the Hero is a [[Character_Path#Path_of_Strength_(Strong_Hero)|Strong Hero]] level 5. He has 1 Extra Damage. If the player rolls a 15, 16, 17, or 18, then the Strong Hero hits the target but only deals normal damage. If the player rolls a 19+, then they get to roll the Weapon&#039;s damage dice twice for extra damage. However, no matter how much higher the Player rolls, they only get one Extra Damage at level 5. If the Character was at level 11, and the Player rolls a 23+, then the Player can roll the Weapon&#039;s damage dice 3 times.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Critical Success/Failure: This is when a &amp;#039;&amp;#039;&amp;#039;Natural Twenty&amp;#039;&amp;#039;&amp;#039; is rolled. Natural Twenty means the d20 landed on 20. This is considered a Critical Success and automatically hits the target regardless of the actual total. If the Character has Extra Damage, then all that is successful as well. Some weapons allow for the Critical Range to be adjusted to make it easier to have a Critical Success. Such as 19-20 or 18-20. Weapons have a Critical Multiplier which defaults to x2. If it is not displayed, then it is assumed to be x2. This multiplier determines how many extra times the Damage Die is rolled. A x2 multiplier means the Damage Die is rolled twice. When using Extra Damage, the Critical only accounts for the Damage Die of the Normal Hit. The Player rolls the d20 again. If the roll is another Critical, then the Damage Die for next Extra Damage is also multiplied. If the Player fails to roll another critical, or even if they roll a 1, nothing negative happens, and the rest of the Extra Damage is rolled as normal. A &amp;#039;&amp;#039;&amp;#039;Critical Failure&amp;#039;&amp;#039;&amp;#039; means that the Character fails to do any damage at all and possibly has another negative side affect the GM can state. Such as you fumble and drop your gun.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Critical Success/Failure: This is when a &amp;#039;&amp;#039;&amp;#039;Natural Twenty&amp;#039;&amp;#039;&amp;#039; is rolled. Natural Twenty means the d20 landed on 20. This is considered a Critical Success and automatically hits the target regardless of the actual total. If the Character has Extra Damage, then all that is successful as well. Some weapons allow for the Critical Range to be adjusted to make it easier to have a Critical Success. Such as 19-20 or 18-20. Weapons have a Critical Multiplier which defaults to x2. If it is not displayed, then it is assumed to be x2. This multiplier determines how many extra times the Damage Die is rolled. A x2 multiplier means the Damage Die is rolled twice. When using Extra Damage, the Critical only accounts for the Damage Die of the Normal Hit. The Player rolls the d20 again. If the roll is another Critical, then the Damage Die for next Extra Damage is also multiplied. If the Player fails to roll another critical, or even if they roll a 1, nothing negative happens, and the rest of the Extra Damage is rolled as normal. A &amp;#039;&amp;#039;&amp;#039;Critical Failure&amp;#039;&amp;#039;&amp;#039; means that the Character fails to do any damage at all and possibly has another negative side affect the GM can state. Such as you fumble and drop your gun.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10266&amp;oldid=prev</id>
		<title>Orcephrye: /* Bonus Actions */</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10266&amp;oldid=prev"/>
		<updated>2026-05-06T20:04:56Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Bonus Actions&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 20:04, 6 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l217&quot;&gt;Line 217:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 217:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Bonus Actions ==  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Bonus Actions ==  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Bonus Actions are usually earned through performing a successful Standard Action and are meant to represent the Character taking advantage of the momentum of their success to follow through with another of the same action. A Bonus Action is an earned Simple Action option the Player can choose from. Just because a Bonus Action was earned doesn&#039;t mean the Player can pick to have the Character perform a different Simple Action. Also, remember that a Character can only perform 1 Simple Action per turn. So this is only possible if the Character hasn&#039;t already performed a Simple Action.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bonus Attack Off-Handed/Main Weapon (from Standard Attack): Bonus Attacks happen after a Character earns it through a qualifying action. By default, only the Standard Attack Action grants a Bonus Attack Action. The Character must have a qualified weapon to benefit from a Bonus Attack Action.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bonus Attack Off-Handed/Main Weapon (from Standard Attack): Bonus Attacks happen after a Character earns it through a qualifying action. By default, only the Standard Attack Action grants a Bonus Attack Action. The Character must have a qualified weapon to benefit from a Bonus Attack Action.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10265&amp;oldid=prev</id>
		<title>Orcephrye: /* Simple Actions */</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10265&amp;oldid=prev"/>
		<updated>2026-05-06T20:01:28Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Simple Actions&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 20:01, 6 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l94&quot;&gt;Line 94:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 94:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Simple Actions ==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Simple Actions ==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Simple Actions can often serve as placeholders for other actions as the Character levels up. For example, reloading is a Standard action unless the Player gains the [[Quick Reload]] feat. There are many examples of when Simple actions can gain more utility.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Simple Actions can often serve as placeholders for other actions as the Character levels up. For example, reloading is a Standard action unless the Player gains the [[Quick Reload]] feat&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. Bonus Actions are earned Simple Actions; they just add an additional option the Character can do if they haven&#039;t yet used their Simple Action after performing a Standard Action&lt;/ins&gt;. There are many examples of when Simple actions can gain more utility.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;5-foot step: The 5-foot step is a Simple Move action that is also the declaration of the end of the Character&amp;#039;s turn. It must be done as the last action in a Player&amp;#039;s Turn for the Group they are in. If a 5ft step removes a Character from a Threat Range, then a Tactical Opportunity still applies. This 5ft step allows you to move a little bit after a Standard Attack. So one can fire and move slightly in one turn.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;5-foot step: The 5-foot step is a Simple Move action that is also the declaration of the end of the Character&amp;#039;s turn. It must be done as the last action in a Player&amp;#039;s Turn for the Group they are in. If a 5ft step removes a Character from a Threat Range, then a Tactical Opportunity still applies. This 5ft step allows you to move a little bit after a Standard Attack. So one can fire and move slightly in one turn.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10239&amp;oldid=prev</id>
		<title>Orcephrye: /* Attack Rules */</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10239&amp;oldid=prev"/>
		<updated>2026-05-05T04:06:40Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Attack Rules&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 04:06, 5 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l155&quot;&gt;Line 155:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 155:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Minor Hit: An Accuracy Check that misses the AC by no more than 2 points can still roll for Damage. However, the total damage is halved, rounded down. No bonus weapon effects can be applied. Bonus Effects account for Bonus Damage Dice, or effects like Trip or Stunned. Static Bonus Damage from things like Masterworked status, such as &amp;quot;1d6+1,&amp;quot; still counts towards the total before it is halved. Also, bonuses or effects that come from active Techniques, Class or Path Talents, Tricks, etc., only count on Noram or Major Hits.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Minor Hit: An Accuracy Check that misses the AC by no more than 2 points can still roll for Damage. However, the total damage is halved, rounded down. No bonus weapon effects can be applied. Bonus Effects account for Bonus Damage Dice, or effects like Trip or Stunned. Static Bonus Damage from things like Masterworked status, such as &amp;quot;1d6+1,&amp;quot; still counts towards the total before it is halved. Also, bonuses or effects that come from active Techniques, Class or Path Talents, Tricks, etc., only count on Noram or Major Hits.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Extra Damage &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(&#039;&#039;&#039;Major Hit&#039;&#039;&#039;)&lt;/del&gt;: An Accuracy Check that beats the AC of the target by &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 &lt;/del&gt;or more is considered a &#039;&#039;&#039;Major Hit&#039;&#039;&#039;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However, a Character cannot take advantage of &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;until they have earned at least one &lt;/del&gt;&#039;&#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Extra Damage&lt;/del&gt;&#039;&#039;&#039; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or has some other special Talent&lt;/del&gt;/&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ability&lt;/del&gt;. As a Character levels up, they periodically gain an &#039;&#039;&#039;Extra Damage&#039;&#039;&#039;. This just means that the Character gets to roll their Weapon&#039;s Damage Die again&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, but not additional &lt;/del&gt;bonus effects&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. So &lt;/del&gt;the target cannot be stunned again or get even more on fire than they already were, etc. A Character can gain more than one Extra Damage status. Each Extra Damage has its own &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;AC &lt;/del&gt;value &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that the Player&#039;s Accuracy roll needs to beat&lt;/del&gt;. The first Extra Damage &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;AC &lt;/del&gt;is equal to the Target&#039;s AC + &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2&lt;/del&gt;. Every Extra Damage has to beat the previous &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;value AC &lt;/del&gt;by &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more than 1&lt;/del&gt;. Example: The opponent&#039;s AC is 15, and the Hero is a [[Character_Path#Path_of_Strength_(Strong_Hero)|Strong Hero]] level 5. He has 1 Extra Damage. If the player rolls a 15 or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;16&lt;/del&gt;, then the Strong Hero hits the target but only deals normal damage. If the player rolls a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;17&lt;/del&gt;+, then they get to roll the Weapon&#039;s damage dice twice for extra damage. However, no matter how much higher the Player rolls, they only get one Extra Damage at level 5. If the Character was at level 11, and the Player rolls a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;19&lt;/del&gt;+, then the Player can roll the Weapon&#039;s damage dice 3 times.  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Major Hit without &lt;/ins&gt;Extra Damage: An Accuracy Check that beats the AC of the target by &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/ins&gt;or more is considered a &#039;&#039;&#039;Major Hit&#039;&#039;&#039;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Another way to say &lt;/ins&gt;this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is that the Major Hit&#039;s &lt;/ins&gt;&#039;&#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Threshold&lt;/ins&gt;&#039;&#039;&#039; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is 4. If a Character gains a Major Hit, they may roll their Advantage Die and have 1&lt;/ins&gt;/&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 round up the result to the total Damage to the target&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Consider this Bonus Damage and of the same type as the Weapon used.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;;Major Hit with Extra Damage: &lt;/ins&gt;As a Character levels up, they periodically gain an &#039;&#039;&#039;Extra Damage&#039;&#039;&#039;. This just means that the Character gets to roll their Weapon&#039;s Damage Die again &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;when beating the &#039;&#039;&#039;Extra Damage Threshold&#039;&#039;&#039;. This doesn&#039;t include &lt;/ins&gt;bonus effects&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, so &lt;/ins&gt;the target cannot be stunned again or get even more on fire than they already were, etc. A Character can gain more than one Extra Damage status. Each Extra Damage has its own &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Threshold &lt;/ins&gt;value. The first Extra Damage &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Threshold &lt;/ins&gt;is equal to the Target&#039;s AC + &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4, the same as a Major Hit&lt;/ins&gt;. Every Extra Damage has to beat the previous &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Threshold &lt;/ins&gt;by &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the same increment&lt;/ins&gt;. Example: The opponent&#039;s AC is 15, and the Hero is a [[Character_Path#Path_of_Strength_(Strong_Hero)|Strong Hero]] level 5. He has 1 Extra Damage. If the player rolls a 15&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, 16, 17, &lt;/ins&gt;or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;18&lt;/ins&gt;, then the Strong Hero hits the target but only deals normal damage. If the player rolls a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;19&lt;/ins&gt;+, then they get to roll the Weapon&#039;s damage dice twice for extra damage. However, no matter how much higher the Player rolls, they only get one Extra Damage at level 5. If the Character was at level 11, and the Player rolls a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;23&lt;/ins&gt;+, then the Player can roll the Weapon&#039;s damage dice 3 times.  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Critical Success/Failure: This is when a &amp;#039;&amp;#039;&amp;#039;Natural Twenty&amp;#039;&amp;#039;&amp;#039; is rolled. Natural Twenty means the d20 landed on 20. This is considered a Critical Success and automatically hits the target regardless of the actual total. If the Character has Extra Damage, then all that is successful as well. Some weapons allow for the Critical Range to be adjusted to make it easier to have a Critical Success. Such as 19-20 or 18-20. Weapons have a Critical Multiplier which defaults to x2. If it is not displayed, then it is assumed to be x2. This multiplier determines how many extra times the Damage Die is rolled. A x2 multiplier means the Damage Die is rolled twice. When using Extra Damage, the Critical only accounts for the Damage Die of the Normal Hit. The Player rolls the d20 again. If the roll is another Critical, then the Damage Die for next Extra Damage is also multiplied. If the Player fails to roll another critical, or even if they roll a 1, nothing negative happens, and the rest of the Extra Damage is rolled as normal. A &amp;#039;&amp;#039;&amp;#039;Critical Failure&amp;#039;&amp;#039;&amp;#039; means that the Character fails to do any damage at all and possibly has another negative side affect the GM can state. Such as you fumble and drop your gun.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Critical Success/Failure: This is when a &amp;#039;&amp;#039;&amp;#039;Natural Twenty&amp;#039;&amp;#039;&amp;#039; is rolled. Natural Twenty means the d20 landed on 20. This is considered a Critical Success and automatically hits the target regardless of the actual total. If the Character has Extra Damage, then all that is successful as well. Some weapons allow for the Critical Range to be adjusted to make it easier to have a Critical Success. Such as 19-20 or 18-20. Weapons have a Critical Multiplier which defaults to x2. If it is not displayed, then it is assumed to be x2. This multiplier determines how many extra times the Damage Die is rolled. A x2 multiplier means the Damage Die is rolled twice. When using Extra Damage, the Critical only accounts for the Damage Die of the Normal Hit. The Player rolls the d20 again. If the roll is another Critical, then the Damage Die for next Extra Damage is also multiplied. If the Player fails to roll another critical, or even if they roll a 1, nothing negative happens, and the rest of the Extra Damage is rolled as normal. A &amp;#039;&amp;#039;&amp;#039;Critical Failure&amp;#039;&amp;#039;&amp;#039; means that the Character fails to do any damage at all and possibly has another negative side affect the GM can state. Such as you fumble and drop your gun.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10210&amp;oldid=prev</id>
		<title>Orcephrye: /* Bonus Actions */</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10210&amp;oldid=prev"/>
		<updated>2026-05-04T05:08:44Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Bonus Actions&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 05:08, 4 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l220&quot;&gt;Line 220:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 220:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Off-Handed Weapon&amp;#039;&amp;#039;&amp;#039; Qualifying Rules&amp;lt;/u&amp;gt;: If the Character is holding an Off-Handed weapon, that weapon must qualify for Bonus Attacks, or it cannot be used in this manner.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Off-Handed Weapon&amp;#039;&amp;#039;&amp;#039; Qualifying Rules&amp;lt;/u&amp;gt;: If the Character is holding an Off-Handed weapon, that weapon must qualify for Bonus Attacks, or it cannot be used in this manner.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# The Character must be considered proficient in the weapon&amp;#039;s use.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# The Character must be considered proficient in the weapon&amp;#039;s use.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# The Weapon cannot have the &#039;Two-Handed&#039; or &#039;Clunky&#039; attributes, nor be considered &#039;Heavy&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# The Weapon cannot have the &#039;Two-Handed&#039; or &#039;Clunky&#039; attributes, nor be considered &#039;Heavy&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, nor can the main hand weapon. If the Main Hand Weapon cannot also qualify as an off-handed weapon, then the Character cannot wield both at the same time&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:# The default rules for this are that the Weapon must be considered Light or Levels 0 through 2. If Medium (Levels 3 thru 5), then the Weapon must have the Versatile attribute.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:# The default rules for this are that the Weapon must be considered Light or Levels 0 through 2. If Medium (Levels 3 thru 5), then the Weapon must have the Versatile attribute.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Off-Handed Weapon&amp;#039;&amp;#039;&amp;#039; Bonus Attack Rules&amp;lt;/u&amp;gt;:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Off-Handed Weapon&amp;#039;&amp;#039;&amp;#039; Bonus Attack Rules&amp;lt;/u&amp;gt;:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10202&amp;oldid=prev</id>
		<title>Orcephrye: /* Bonus Actions */</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10202&amp;oldid=prev"/>
		<updated>2026-05-01T22:19:57Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Bonus Actions&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:19, 1 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l228&quot;&gt;Line 228:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 228:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# If the Weapon is Melee, then by default the Weapon Damage is reduced by one die level. IE: 1d8 to 1d6. This can be changed with the [[Niten Ichi]] Feat. If the weapon is already a d2 then the damage is just 1 each time.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# If the Weapon is Melee, then by default the Weapon Damage is reduced by one die level. IE: 1d8 to 1d6. This can be changed with the [[Niten Ichi]] Feat. If the weapon is already a d2 then the damage is just 1 each time.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# If the Weapon is a ranged weapon, then by default, the weapon has to take disadvantage when doing accuracy checks. This can be changed with the [[Gun-Fu]] Feat.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# If the Weapon is a ranged weapon, then by default, the weapon has to take disadvantage when doing accuracy checks. This can be changed with the [[Gun-Fu]] Feat.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# All Bonus Damage, including Bonus Damage Die for a Weapon, is reduced by 1/2. Ie: 1d8(K) + 1d4(T) + 2 weapon all the damage provided after the primary Weapon Die is halved, rounded down.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# All Bonus Damage, including Bonus Damage Die for a Weapon, is reduced by 1/2. Ie: 1d8(K) + 1d4(T) + 2 weapon all the damage provided after the primary Weapon Die &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(1d8(K)) &lt;/ins&gt;is halved, rounded down.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# An Off-Handed/Bonus Attack cannot benefit from extra effects on a Weapon, such as Trip, for example.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# An Off-Handed/Bonus Attack cannot benefit from extra effects on a Weapon, such as Trip, for example.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10201&amp;oldid=prev</id>
		<title>Orcephrye: /* Bonus Actions */</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10201&amp;oldid=prev"/>
		<updated>2026-05-01T22:18:25Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Bonus Actions&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:18, 1 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l220&quot;&gt;Line 220:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 220:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Off-Handed Weapon&amp;#039;&amp;#039;&amp;#039; Qualifying Rules&amp;lt;/u&amp;gt;: If the Character is holding an Off-Handed weapon, that weapon must qualify for Bonus Attacks, or it cannot be used in this manner.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Off-Handed Weapon&amp;#039;&amp;#039;&amp;#039; Qualifying Rules&amp;lt;/u&amp;gt;: If the Character is holding an Off-Handed weapon, that weapon must qualify for Bonus Attacks, or it cannot be used in this manner.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# The Character must be considered proficient in the weapon&amp;#039;s use.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# The Character must be considered proficient in the weapon&amp;#039;s use.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# The Weapon cannot have the &#039;Two-Handed&#039; or &#039;Clunky&#039; attributes.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;# The Weapon cannot have the &#039;Two-Handed&#039; or &#039;Clunky&#039; attributes&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, nor be considered &#039;Heavy&#039;&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:# The default rules for this are that the Weapon must be considered Light or Levels 0 through 2. If Medium (Levels 3 thru 5), then the Weapon must have the Versatile attribute.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:# The default rules for this are that the Weapon must be considered Light or Levels 0 through 2. If Medium (Levels 3 thru 5), then the Weapon must have the Versatile attribute.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Off-Handed Weapon&amp;#039;&amp;#039;&amp;#039; Bonus Attack Rules&amp;lt;/u&amp;gt;:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Off-Handed Weapon&amp;#039;&amp;#039;&amp;#039; Bonus Attack Rules&amp;lt;/u&amp;gt;:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10200&amp;oldid=prev</id>
		<title>Orcephrye: /* Bonus Actions */</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10200&amp;oldid=prev"/>
		<updated>2026-05-01T22:17:31Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Bonus Actions&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:17, 1 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l216&quot;&gt;Line 216:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 216:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Bonus Actions ==  &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;== Bonus Actions ==  &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bonus Attack Off-Handed/Main Weapon (from Standard Attack): Bonus Attacks happen after a Character earns it through a qualifying action. By default, only the Standard Attack Action grants a Bonus Attack Action. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ALso the &lt;/del&gt;Character must have a qualified weapon to benefit from a Bonus Attack Action.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Bonus Attack Off-Handed/Main Weapon (from Standard Attack): Bonus Attacks happen after a Character earns it through a qualifying action. By default, only the Standard Attack Action grants a Bonus Attack Action. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The &lt;/ins&gt;Character must have a qualified weapon to benefit from a Bonus Attack Action.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Off-Handed Weapon&amp;#039;&amp;#039;&amp;#039; Qualifying Rules&amp;lt;/u&amp;gt;: If the Character is holding an Off-Handed weapon, that weapon must qualify for Bonus Attacks, or it cannot be used in this manner.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;u&amp;gt;&amp;#039;&amp;#039;&amp;#039;Off-Handed Weapon&amp;#039;&amp;#039;&amp;#039; Qualifying Rules&amp;lt;/u&amp;gt;: If the Character is holding an Off-Handed weapon, that weapon must qualify for Bonus Attacks, or it cannot be used in this manner.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
	<entry>
		<id>https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10199&amp;oldid=prev</id>
		<title>Orcephrye: /* Tactical Opportunity */</title>
		<link rel="alternate" type="text/html" href="https://d20futurepath.com/index.php?title=Ground_Combat_Guide&amp;diff=10199&amp;oldid=prev"/>
		<updated>2026-05-01T22:16:14Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Tactical Opportunity&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 22:16, 1 May 2026&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l286&quot;&gt;Line 286:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 286:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Attacking at Point Blank range: If a Character is using a Ranged weapon and targeting an adjacent enemy target or has adjacent enemy targets, then all adjacent enemies have a Tactical Opportunity counter for one round against the Character. The [[Feats|feat]] [[Point_Blank_Shot|Point Blank Shot]] negates this.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Attacking at Point Blank range: If a Character is using a Ranged weapon and targeting an adjacent enemy target or has adjacent enemy targets, then all adjacent enemies have a Tactical Opportunity counter for one round against the Character. The [[Feats|feat]] [[Point_Blank_Shot|Point Blank Shot]] negates this.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Performing a Technique/Tricks: If a Character performs a Technique adjacent to or within melee threat range of enemies, those enemies gain a Tactical Opportunity. This does not count for the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;basic &lt;/del&gt;or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;advanced &lt;/del&gt;Combat Techniques but only to Class-specific Techniques or Psionic powers. All class-specific &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tricks &lt;/del&gt;are treated like &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;preforming Techinques&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Performing a Technique/Tricks: If a Character performs a Technique adjacent to or within melee threat range of enemies &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that are not the target of the Technique&lt;/ins&gt;, those enemies gain a Tactical Opportunity. This does not count for the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Basic &lt;/ins&gt;or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Advanced &lt;/ins&gt;Combat Techniques&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;but only to Class-specific Techniques or Psionic powers. All class-specific &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tricks and Talents &lt;/ins&gt;are treated like &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;performing Techniques in the context of earning Tactical Opportunity&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Negating TC with a Withdrawal: A Player can commit to the Withdraw action. This allows the Character to move at their Run speed for the terrain they are in, but negates any Tactical Opportunities that are caused by movement. This cannot be done in difficult terrain.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;;Negating TC with a Withdrawal: A Player can commit to the Withdraw action. This allows the Character to move at their Run speed for the terrain they are in, but negates any Tactical Opportunities that are caused by movement. This cannot be done in difficult terrain &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and does not earn a Bonus Action&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Traps/Mines in Combat ===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;=== Traps/Mines in Combat ===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Traps can be encountered in and out of combat. In combat, if a Trap is detected, the Character can still attempt to [[Disable_Device|Disable]] it, but they cannot Take 20. Instead, it takes &amp;#039;&amp;#039;&amp;#039;both&amp;#039;&amp;#039;&amp;#039; a &amp;#039;&amp;#039;&amp;#039;Simple&amp;#039;&amp;#039;&amp;#039; and a &amp;#039;&amp;#039;&amp;#039;Standard&amp;#039;&amp;#039;&amp;#039; action together, and they have disadvantage. If they fail by more than 5 against the DC, then the Trap detonates. If it fails by 5 or fewer, they have to wait 1 round before trying again.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Traps can be encountered in and out of combat. In combat, if a Trap is detected, the Character can still attempt to [[Disable_Device|Disable]] it, but they cannot Take 20. Instead, it takes &amp;#039;&amp;#039;&amp;#039;both&amp;#039;&amp;#039;&amp;#039; a &amp;#039;&amp;#039;&amp;#039;Simple&amp;#039;&amp;#039;&amp;#039; and a &amp;#039;&amp;#039;&amp;#039;Standard&amp;#039;&amp;#039;&amp;#039; action together, and they have disadvantage. If they fail by more than 5 against the DC, then the Trap detonates. If it fails by 5 or fewer, they have to wait 1 round before trying again.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>Orcephrye</name></author>
	</entry>
</feed>