Gothic Horror Quick Reference

Combat Actions

Each round you get one Move-Equivalent Action and one Standard Action. You can combine them both to do a Full Round Action if necessary. Below are descriptions of the actions you can take in combat.

Move-Equivalent Action
A Move-Equivalent Action lets you move your Speed or do something equivalent, such as draw a weapon, reload a weapon, or stand up from a prone position. You cannot attack with a Move-Equivalent Action.

Standard Action
A Standard Action lets you attack or use a skill (such as Treat Injury or Disable Device).

Full Round Action
Full Round Actions require you to use both your Move-Equivalent and Standard Actions. An example of a Full Round Action would be making more than one attack (such as with two weapons) or the Double Move or Run actions. The only movement allowed when doing a Full Round Action is the 5-Foot Step.

Double Move
The Double Move is a Full Round Action that lets you move double your Speed. When you Double Move, the square you start your movement in is not considered threatened. You may still provoke other Attacks of Opportunity if you move through other threatened squares, however.

The Run action is a Full Round Action that lets you move quadruple your Speed. However, to Run you must move in a straight line.

5-Foot Step
The 5-Foot Step is just what it says; it lets you move 5 feet. A 5-Foot Step does not provoke an Attack of Opportunity. If you have moved in any other way, you cannot take a 5-Foot Step. Even if you do a Full Round Action, you can still take a 5-Foot Step.

1 Round Action
This is an unusual type of action. A 1 Round Action is started with a Full Round Action on your turn, but is not completed until your next turn.

Action Points
Don't squander your Action Points. You get 5 + one half your level rounded down every time you gain a level, but that's it. You never gain Action Points in any other way. You must state that you are using an Action Point before the DM reveals the result of your skill check. You can only spend one Action Point per round.

Critical Hits
Each weapon has a Threat Range, located in the Critical section of the weapon specs on your character sheet. For example, it might say 19-20x2. This means that if you roll a natural 19 or 20 on the twenty-sided die, you score a Threat, which is a possible critical hit. Make another attack roll, and if this roll would beat the target's Defense normally, you have landed a Critical Hit. Multiply your normal damage by the number with the "x" before it (double it for 19-20x2, triple it for 19-20x3, etc). If there is no number listed before the "x" (for example, x3) then the weapon scores a threat on a 20 only.

19-20x2 (Threatens a critical on natural 19 or 20. Double the damage for the Critical Hit.)
x3 (Threatens a critical on natural 20 only. Triple the damage for the Critical Hit.)
18-20x3 (Threatens a critical on natural 18, 19, or 20. Triple the damage for the Critical Hit.)
x2 (Threatens a critical on natural 20 only. Double the damage for the Critical Hit.)

Some creatures, especially those without an anatomy (such as a blob of ooze), are immune to critical hits.

Back to The Devil's Monastery

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License