Every team runs better when you're moving as a unit. Discord within a team can turn an otherwise trivial encounter into an insurmountable challenge. Work together to overcome your obstacles.
Attempting a Combo Check
We will be using an optional combo system for combat during this campaign. If you choose to attack the same target as your ally immediately before you, you can take a skill check to attempt to combo off your previous ally's attack. The general rules for all combo attacks are:- You must be attacking the same target as your previous ally
- You must have successfully passed your Attack roll for the target
- Enemy rounds break the combo chain
- Ally rounds that do not continue the combo break the combo chain
- You cannot combo off of yourself
To initiate a combo, after succeeding your Attack roll, you must pass a Combo Check. The DC for this check changes based on your character level, as well as how long the combo chain is. Refer to the table below for the DC that you must check. The stat you use for the check will differ depending on what type of attack you are using:
- Melee attacks will use Strength
- Ranged attacks will use Dexterity
- Magic attacks will use Wisdom or Intelligence, whichever governs the school of magic you are using
Level Range | Starting Combo DC | Third Hit DC | Fourth Hit DC | Fifth Hit DC | Sixth Hit DC |
---|---|---|---|---|---|
1-5 | 15 | 18 | 21 | 24 | 27 |
6-10 | 20 | 23 | 26 | 29 | 32 |
11-15 | 25 | 28 | 31 | 34 | 37 |
16-20 | 30 | 33 | 36 | 39 | 42 |
Succeeding a Combo Check
After successfully passing the combo check, your attack will now combo with the previous attack! Other circumstantial combo bonuses may apply, but by default refer to the table below for the baseline extra damage to add to your damage roll. This will also move the combo meter one level up, making it more difficult for the next person to perform a successful combo.Level Range | Second Hit Bonus | Third Hit Bonus | Fourth Hit Bonus | Fifth Hit Bonus | Sixth Hit Bonus |
---|---|---|---|---|---|
1-5 | +2 | +3 | +4 | +5 | +6 |
By default, your Combo meter does not carry over from encounter to encounter. Once combat ends, the combo meter is reset to 0. There may be circumstances or environmental effects that change this, however.
Failing a Combo Check
If you fail a combo check, you suffer a minor condition penalty for 1 full round, effective immediately. To determine your penalty, roll on the table below.# | Condition | |
---|---|---|
1 | Confused | Details |
2 | Dazed | Details |
3 | Fatigued | Details |
4 | Shaken | Details |
5 | Staggered | Details |
6 | No Effect | :) |