Talanor, the Bright Tower
Rules - Miscellaneous
Acid Splash is considered a splash weapon and, as such, affects swarms as any other splash weapon, i.e. vial of acid, alchemist’s fire, etc.
Upon their initiative, a combatant may declare that they are running from combat or, in the alternative declare they are withdrawing and running from combat. As a reaction to the combatant running, any other combatant, regardless if they are threatening the running combatant, can react and “give chase” by using an AOO and maintaining their current distance from the running combatant. At that time, any other AOO’s against the running combatant or any chasing combatant will be immediately resolved in order of the moving combatant’s initiative. Following that resolution, the running combatant and all chasing combatants will be removed from combat and enter a chase sequence.
During a Chase Sequence, running checks, if required, are made at the beginning of every round following the standard rules for running. The initiative order will be the running combatant first, followed by all chasing combatants in their initiative order from the preceding combat. Distance between each runner will be tracked. Upon their turn, each runner may take a standard action in addition to running. Such action will take 1/2 of their running movement. If a chaser is within threatening range at the beginning of a runner’s turn in which the runner chooses to take an action, the chaser may take an AOO, if permitted by rule; i.e. the runner chooses to cast a spell, the chaser gets an AOO.
In addition, the GM may choose to place obstacles or situations to skill or ability checks for all runners. Failure of such checks may result in slowing or stopping.
All “running” occurs simultaneously. That is, if the distance between to runners is 5’. The first runner does not get to run half of their movement, then hide. The pursuer would still be within 5’ and be able to observe the hiding. If however, the distance between them is 50’, the runner may be able to hide. The GM will adjudicate the plausibility of any action.
You can withdraw 10’ from a prone position as a full round action if the opponent is not aware that you are still an active threat. (Scenario #1) If you are tripped by the opponent, they know you are still a threat (even though you aren’t “threatening” their square mechanically), and therefore, you cannot withdraw crawling. (Scenario #2) If you are knocked unconscious and then healed and become conscious, they are not aware of you as a threat, and therefore you can withdraw. (Scenario #2b) If, after becoming conscious, you then attack from prone, cast a spell, etc., they are now aware of you, and therefore, you cannot subsequently withdraw from prone.
Critical Hits, Strikes & Misses
Combatants can make critical hits and have critical misses, and so can spell casters. A confirmed critical from a PC’s attack roll of a natural ‘20’, will also receive a random critical hit effect as determined by the GM. A PC’s or NPC’s attack foll of a natural ‘1’, will receive a random critical fumble effect as determined by the GM. Additionally, if a PC or NPC rolls a natural 20 with an attack in which she has weapon focus or spell focus, a confirmation roll is not required.
If you’re just dropping them, then it is a free action; however, you aren’t aiming them, so I’ll randomly determine where they land. The higher up you are, the larger the possible drift from your intended square. If you’re actively aiming and then dropping them, it is a move action. You will need an attack roll a “to hit” the intended square, and the penalty for range increments will apply… although I will double the range increment to 20’. Note, that if you drop 2 “bombs” without actually moving, they will be targeted at the same square. Aiming for any square other than the one you are hovering over, is a standard action. Range for height and distance will be additive. You could aim & drop one bomb as a move action, then throw another bomb for a standard action. If he is 40’ above the ground, the first bomb has a penalty for 2 range increments, and if the second target is 20’ to the south, it has a penalty for 3 range increments. Alternatively, he could aim/drop one bomb, then move 20’ during round #1. Then in round #2, drop the 2nd bomb, thereby avoiding the additional range increment. Further, he would still have a standard action for round #2.
Running in Different Movement Modes
The default assumption is: All movement modes can be used to run unless otherwise stated. And they are otherwise stated in at least some cases:
Swim: The skill entry describes that you must have a swim speed to run.
Climb: The skill entry says no run action, even with climb speed. However, using accelerated climb lets you move at double speed per action, which is effectively the same for an unladen character without special feats.
Fly: Neither the bestiary entry for “Flight (Ex or Su)” nor the skill lists any special exemptions. Therefore, fly speeds can be used to run. As long as it isn’t the Fly spell or an ability based on it, since that spell description does forbid the run action. A non-trivial portion of player-accessible flight references the spell, so many PCs may not be able to run with their fly speeds, but not all of them.
Burrow: The “Burrow (Ex)” special ability explicitly forbids running or charging.