In SagaBorn a combat turn is broken into two actions. One is a Move Action. This can happen before, after, or split by a Combat Action. The second is a Combat Action. This can be performed before, during, or after a Move Action. The third is a free action with can be done at anytime within your turn.
Perrin sees Ratty run for the door on the tavern. Perrin bursts into action (on his initiative) and uses his Move Action to run 30’ to be adjacent to Ratty. He then uses his Combat Action to try and pin him against the wall. He rolls a 9 + 4 for his DEX, and Ratty rolls 8 + 3 for his STR. Perrin wins and Ratty is considered Grappled. Ratty then uses a free action to yell “I got him, he was trying to escape!” Perrin’s turn is now over.
Move Action: You may perform one of the following.
- Heroic Action
- Interact with an object
Combat Action: You may perform one of the following:
- Cast a spell
- Heroic action
- Interact with an object or person
Free Actions: You may perform two Free Actions per round:
- Say, shout, or whisper something.
- Switch weapons
- Attack – Using their base attack.
- Base Attack Bonus – The bonus added to your d20 attack roll.
- Damage – Damage is based on the weapon. Melee weapons, thrown weapons, and compound bows add a character’s STR modifier.
- Full round action – If something specifies as a full round action, the character must use their whole turn to complete that action. A character can still do one free action while attempting a full round action.
- Heroic Action – When a character wants to do something out of the ordinary, such as tackle their opponent, they must succeed at a Heroic Action. A Heroic Action is a player vs. Game Master roll: each rolls a d20 and adds the appropriate ability modifier (for a roll against the environment the GM adds a default +2). The highest roll wins. Heroic actions can be used for any non-combat actions that would be contested by another creature.
- Skill Checks – Most skill checks are against the standard DC 15. The GM can add modifiers based on different situations.
- Move Action – The player can move up to their full movement. She can move, then perform another action, then continue moving as long as she does not move further than their full movement.
- Round – Combat is measured in rounds. During an individual round, all creatures have a chance to take a turn to act, in order of initiative. A round represents 6 seconds in the game world.
- Spell – Casting a single spell.
- Stabilize – A standard action to stabilize a disabled character on a DC12 Survival check.
- Standard Action – A standard action is one action that takes a limited amount of time. Examples: Opening a door, flipping a table, unlocking a lock.
- Turn – In a round, a creature receives one turn, during which it can perform a wide variety of actions. Generally in the course of one turn, a character can perform one Combat Action, one Move Action, and two Free Actions.
How to attack another creature
D20 + BAB (Base Attack Bonus) + Ability Modifier (STR for melee, DEX for ranged) = or > Target’s Armor Class
Criticals and fumbles
Rolling a 20 is always a Critical Hit. Some weapons have a larger range, and you can choose the Expanded Critical Talent which adds 1 to your crit range.
A roll of a natural 20 during any attack causes double damage. Roll your damage dice twice, with all applicable bonuses, and add the rolls together for the total damage inflicted.
A roll of a natural 1 during any attack or action causes the character to fumble. The circumstances and consequences of a fumble are up to the GM, but we suggest it causes the character to have some negative effect, like dropping their weapon, tripping when charging, or says something incredibly offensive during a diplomatic negotiation.
Your Armor Class (AC) represents how hard it is for you or your opponent to strike each other. An attack roll is made on a d20, with all appropriate modifiers added, and is successful if the result is equal to or higher than the target’s AC. Your AC is equal to the following:
10 + armor bonus + shield bonus + Dexterity modifier + size modifier + natural armor
Table: AC size modifier chart
If a creature is at least 50% hidden behind an object, or has the ability to duck behind cover, then attackers suffer a -2 to attack rolls to hit. If a creature is fully Concealed, but still attacking, attackers suffer a -5 to attack rolls to hit.
Challenge Rating (CR)
A monster’s CR is the average level of a party of adventurers for which one creature would make an encounter of moderate difficulty.
When your character’s current hit points drop to -10 or lower, they’re dead. They cannot be healed, and barring some kind of miracle, they cannot return to the world.
When a character wants to do something out of the ordinary, such as tackle their opponent, they must succeed at a Heroic Action. A Heroic Action is a player vs. Game Master roll: each rolls a d20 and adds the appropriate ability modifier (for a roll against the environment the GM decides the Difficulty Class and the player rolls against that DC). The highest roll wins. Heroic actions can be used for any non-combat actions that would be contested by another creature. A tie in a heroic action goes to the initiator.
A Heroic action can be anything that both the GM and player agree on. A character can perform two Heroic Actions, one as a Move and another as a Combat. Some special abilities act like Heroic Actions and their rules may override this rule.
Example of a double Heroic Action:
Kad uses a Heroic Action to kick the leg of the goblin, hoping to knock it prone. A d20 is rolled with a result of 13 + 3 for Kad’s DEX bonus. The goblin rolls and gets 5 + 2 for their DEX. The goblin loses and is knocked prone. As his Combat Action, Kad tries to pin the goblin using another Heroic Action. Kad rolls 10 +3 for his DEX bonus and the goblin rolls 10 but loses its DEX bonus since it is prone. Kad has pinned the goblin and it is considered grappled.
A character can choose to use nonlethal damage during combat. Nonlethal damage accumulates with standard damage. If nonlethal damage exceeds your current hit points, you fall unconscious.
Stabilizing a Disabled Character
If a hero is Disabled they must succeed at a DC 12 Constitution (Con) check to stabilize. After stabilized, they can try to succeed at a DC 14 Con check to see if they become mobile. If they become mobile, they can perform one action such as move at 1/2 speed, cast a spell, use a skill, or attack an adjacent creature at – 5 to hit and damage.
- Bleed – A creature that is bleeding takes the amount of damage listed at the beginning of its turn. Bleeding can be stopped by a DC 10 Survival check or through the application of any spell that cures hit point damage
- Blinded – The character cannot see. They take a -2 penalty to Armor Class, lose their Dexterity bonus to AC (if any), and moves at half speed. Any target they attack gets a 50% chance to dodge the attack.
- Confused – A Confused character’s actions are determined by rolling d% at the beginning of his turn: 01-10, attack caster with melee or ranged weapons (or close with caster if attacking is not possible); 11-20, act normally; 21-50, do nothing but babble incoherently; 51-70, flee away from caster at top possible speed; 71-100, attack nearest creature (for this purpose, a familiar counts as part of the subject’s self). A Confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a Confused character. Any Confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still Confused when its turn comes.
- Cower – The character is frozen in fear and can take no actions. A Cowering character takes a -2 penalty to Armor Class and loses their Dexterity bonus (if any).
- Dazed – The character or creature loses one action.
- Dead – A character or creature below -10 hit points.
- Deafened – A Deafened character cannot hear. They take a -4 penalty on initiative checks, have a 50% chance of failure of Awareness checks, and a 20% chance of spell failure when casting spells. Characters who remain Deafened for a long time grow accustomed to these drawbacks and can overcome some of them.
- Disabled – A character or creature at or below zero (0) hit points. No actions, communication, or movement allowed.
- Distracted – The character’s focus is so intent that they are unaware of other actions around them.
- Energy-Drained – The character gains one or more negative levels, which might permanently drain the character’s levels. If the subject has at least as many negative levels as Hit Dice, they die. Each negative level gives a creature the following penalties: -1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and -1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities).
- Entangled – Being Entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An Entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity. An Entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell.
- Exhausted – An Exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes Fatigued. A Fatigued character becomes Exhausted by doing something else that would normally cause fatigue.
- Fatigued – A Fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the Fatigued character to become Exhausted. After 8 hours of complete rest, characters are no longer Fatigued.
- Flanked – A Flanked character has two enemies on opposite sides threatening them. They lose their DEX bonus to AC (Armor Class).
- Flat-footed – A character who has not yet acted during a combat is Flat-footed, not yet reacting normally to the situation. A Flat-footed character loses their Dexterity bonus to AC (if any).
- Frightened – A Frightened creature flees from the source of its fear as best it can. If unable to flee, it will fight. A Frightened creature takes a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A Frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
- Helpless – A Helpless character is Paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A Helpless target is treated as having a Dexterity of 0 (-5 modifier). Melee attacks against a Helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no special bonus against helpless targets. Rogues can Sneak Attack Helpless targets. As a full-round action, an enemy can use a melee weapon to deliver a killing blow to a Helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. A rogue also gets their sneak attack damage bonus against a helpless foe when delivering a killing blow. If the damage inflicted is not enough to to kill the defender, they must still make a Fortitude save (DC 10 + damage dealt) or die; multiple attacks require multiple saves.
- Immobilized – The character or creature cannot move, but can perform any other action.
- Incorporeal – The character or creature has no physical body. Incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other Incorporeal creatures, +1 or better magic weapons, legacy weapons, spells, spell-like effects, or supernatural effects.
- Nauseated – The character or creature experiences gastric distress, and may also vomit up the contents of their stomach. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.
- Panicked – A Panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. If cornered, a Panicked creature is also considered to be Cowering.
- Paralyzed – A Paralyzed character is frozen in place and unable to move or act. A Paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes Paralyzed cannot flap its wings and falls. A Paralyzed swimmer can’t swim and will drown. A creature can move through a space occupied by a Paralyzed creature, regardless of whether it is an ally or an opponent..
- Prone – A character knocked down is considered Flat-footed and does not get their DEX bonus. Standing up from being Prone is a standard movement action.
- Scared – The character or creature tries to flee the source of the fear.
- Shaken – The character or creature takes a -2 penalty to all rolls.
- Sickened – The character takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
- Stunned – Unable to take any actions.
- Unconscious – Knocked out and helpless. Unconsciousness can result from having current hit points between -1 and -9, or from nonlethal damage in excess of current hit points.
Generally, when you are subject to an unusual or magical attack, you get a saving throw to avoid or reduce the effect. Like an attack roll, a saving throw is a d20 roll plus a bonus based on your class, level, and an ability score. Your saving throw modifier is:
Base save bonus + ability modifier
Base Save Bonus
A saving throw modifier derived from character class and level. Base save bonuses increase at different rates for different character classes. Base save bonuses gained from different classes, such as when a character is a multiclass character, stack.
Saving Throw Types
The three different kinds of saving throws are Fortitude, Reflex, and Will:
These saves measure your ability to stand up to physical punishment or attacks against your vitality and health. Apply your Constitution modifier to your Fortitude saving throws.
These saves test your ability to dodge area attacks. Apply your Dexterity modifier to your Reflex saving throws.
These saves reflect your resistance to mental influence as well as many magical effects. Apply your Wisdom modifier to your Will saving throws.
Saving Throw Difficulty Class
The DC for a save is determined by the attack itself.
Automatic Failures and Successes
A natural 1 (the d20 roll is actually a 1 on the die) on a saving throw is always a failure (and might cause damage to exposed items; see Items Surviving after a Saving Throw). A natural 20 (the d20 is actually a 20 on the die) is always a success.
Attacks of Opportunity (Optional)
If a character moves through a threatened space, or is performing an action that would distract them, any enemy who threatens them can perform an attack of opportunity. You can perform a single attack of opportunity once per round. The attack of opportunity is a free action.
Coup de grâce (Optional)
As a full-round action, you can use a melee weapon to deliver a coup de grâce to a helpless opponent. You can also use a bow or crossbow, provided you are adjacent to the target. You automatically hit and deliver a killing blow.