Rules Index | GM Screen | Player's Guide


Chapter 1: Gamemastery Basics / Running Encounters

Special Battles and Movement

Source Gamemastery Guide pg. 14
The Core Rulebook covers the essential rules for mounted, aerial, and aquatic combat on page 478, but more complex battles can require specialized rules.

Mounted Combat

Source Gamemastery Guide pg. 14
The logistics of mounted combat take some extra work. If you know one is coming up, make sure the fight takes place in a location with plenty of space to move, since you’ll likely be dealing with multiple larger creatures. For a fight in which only one side has mounts, you might want an environment with a few areas too small for mounts, so the side on foot can get a tactical advantage there to offset the other side’s greater mobility.

When the PCs are mounted, their enemies should focus most of their attacks on the PCs, not their mounts. Having foes target PCs’ mounts too often gets really annoying, so have the enemies remember who the real threat is! When PCs fight mounted enemies, try to keep the mount’s level fairly close to the PCs, rather than putting a 13th-level enemy on a 2nd-level war horse, use an 11th-level greater nightmare or something similar. This will fit better thematically and prevent the enemy from being dismounted too easily. If a mount is knocked out, the rider might be able to dismount without trouble if the mount was stationary, but if they were in motion, you should probably have the rider attempt a Reflex save. If they fail, the rider is thrown a short distance and falls prone. Setting a simple expert DC of 20 often works well for such checks.

Mounted combat on a grid is difficult for a running fight with both sides racing at full speed. For something like that, it can be better to no grid at all, though miniatures can still help for relative positioning and distances for ranged attacks. For such a race, consider using the chase subsystem instead.

Different Types of Mounts

Source Gamemastery Guide pg. 14
The mount rules are for common cases: humanoids riding quadrupedal animals. However, you might allow someone to ride a beast or other type of creature by making a few adjustments. For an intelligent mount (such as a pegasus or unicorn), use the standard rules for mounted combat, but instead of attempting a check to Command an Animal, the rider uses the same number of actions to ask the creature to do what they want. As the GM, you determine whether the creature does as requested and whether Diplomacy checks or the like are needed. It’s recommended you disallow humanoid creatures and most other bipeds as mounts, especially if they are PCs. If you choose to allow this anyway, either the rider or mount should use at least one hand to hold onto the other, and both should spend an action on each of their turns to remain mounted.

Aerial Combat

Source Gamemastery Guide pg. 15
Determining positioning in the air can be tricky, and it’s often best to be more relaxed with movement rules, flanking, and so forth than you would be on a flat grid. Note that battles can get more spread out with flight. If any creature is flying, it’s important to establish the height of potential obstacles in the area early. This way, no one’s surprised to suddenly find out the ceiling is lower than they thought or tall trees create a barrier. Be careful about using aerial combat before PCs have magic that lets them fly. Be especially careful with flying foes who use ranged attacks, because PCs might have few good tools to fight them.

The rules for flight say that a creature might need to attempt an Acrobatics check to Maneuver in Flight to pull off tricky maneuvers. You can generally use the same judgment you would for calling for Acrobatics checks when someone’s moving on the ground. Trying to dive through a narrow space, make a sharp turn, or the like might require checks, usually with a simple DC.

Falls can be deadly, and often happen when fly or a similar spell gets dispelled. This is part of the risk of flying! Flying enemies might keep closer to the ground to avoid this danger, or have the feather fall spell to prevent the damage or a jade cat talisman to reduce it.

Aquatic Combat

Source Gamemastery Guide pg. 15
The rules in the Core Rulebook are fairly generous to allow high-action battles underwater. Two significant challenges for non-aquatic creatures are breathing underwater (or holding their breath) and lacking a swim Speed. It’s often best to save aquatic adventure until higher levels when PCs can get magical solutions for these problems, but you can instead give out such magic early, since it’s not easy to exploit in land-based adventures the way flight magic can be. As with flight, dispelling can be deadly if someone relies on magic to breathe underwater. It’s generally best to avoid having enemies who can breathe underwater dispel the water-breathing magic aiding PCs. Though PCs might be able to use air bubble and quickly cast water breathing again, having this happen repeatedly can be frustrating, and being forced to prepare an extremely high-level water breathing spell to avoid it isn’t much fun either. Lacking a swim Speed is easier to deal with, except for characters with poor Athletics, who might need to strategize around their shortcomings. The DC to Swim underwater shouldn’t be very high—typically 15, or 13 in calm water.

When someone gets knocked out underwater, they usually float up or sink down. You decide based on their buoyancy; most adventurers carry a heavy enough load to sink.

When one group is in water and another outside it, note that the aquatic combat rules for attacks apply when either party is in water. You might judge that a character in the water is concealed against someone outside it due to distortion, and vice versa.