Nephilim Wars
Combat Systems & Mechanics — Pathfinder 2e

Core Mechanics

Three-Action Economy

Each turn you get 3 actions, 1 reaction, and unlimited free actions. Spend your actions on Strikes, movement, spells, skill actions, or any combination.

Activities may cost 1, 2, or 3 actions (A, AA, or AAA). You can mix and match freely each turn.

Initiative

Roll: d20 + Dexterity modifier + other bonuses.

Corruption Penalty: Subtract your total CP from your initiative modifier.

Ties broken by higher DEX modifier; GM decides if still tied.

The Three-Action Economy

Single Actions A

ActionDescription
StrikeMake a melee or ranged attack. Subject to MAP on 2nd/3rd Strikes.
StrideMove up to your Speed.
StepMove 5 feet without triggering reactions.
InteractDraw a weapon, open a door, retrieve an item.
Raise a Shield+2 circumstance bonus to AC until your next turn.
HideStealth check to become Hidden from enemies.
DemoralizeIntimidation check; on success, target is Frightened 1.
Trip / Shove / GrappleAthletics check vs target's Athletics or Acrobatics DC.

Two-Action Activities AA

ActivityDescription
Most SpellsStandard spellcasting requires 2 actions (somatic + verbal).
Sudden ChargeStride twice, then Strike (Warrior/Gibbor feat).
SearchCarefully examine an area for hidden features or threats.

Three-Action Activities AAA

ActivityDescription
Powerful SpellsHighest-level or ritual spells may consume all 3 actions.
Treat WoundsMedicine check to restore HP to an ally (10 min outside combat).

Reactions & Free Actions

Reaction: 1 per round, triggered by specific events.

ReactionTrigger
Attack of OpportunityEnemy uses a manipulate action or moves out of your reach.
Shield BlockYou take damage while you have a shield Raised. Reduce damage by shield's Hardness.
Divine ShieldSpend 1 RP to interpose divine energy, granting resistance to one attack (Priest).

Free Actions: Speaking, dropping items, and other trivial activities cost no actions.

Desperation Actions (Bloodied)

Trigger: You are at 50% HP or below.

The Soul Economy

Righteousness Points (RP)

Gained through protecting innocents, showing mercy, keeping sacred oaths, and resisting corruption.

CostBenefit
1 RPReroll a failed d20 check
1 RPRighteous Strike: +1d8 radiant damage on a Strike
1 RPStabilize an ally within 30ft (free action)
2 RPGrant an ally +2 status bonus on their next check
3 RPResistance to all damage from one attack
5 RPDivine Intervention: re-attempt a critical failure as a normal failure

Corruption Points (CP)

Gained through forbidden magic, cruelty, breaking oaths, and consorting with dark powers.

Marked for Judgment Thresholds

CP LevelMarked LevelEffect
CP 3+Subtract CP from initiative modifier. Animals uneasy.
CP 5+Marked 1Nat 1 triggers DC 15 Will save or suffer minor divine judgment (dazzled 1 rd, 1d6 mental dmg, or frightened 1).
CP 10+Marked 2DC 18 Will save; triggers on nat 1-2. Severe effects (stunned 1 rd, 2d6 mental dmg, or frightened 2). Righteous NPCs refuse aid.
CP 15+Marked 3DC 20 Will save; triggers on nat 1-3. Extreme effects (paralyzed 1 rd, 3d6 mental dmg, frightened 3). Divine abilities may auto-fail on you.

Net Righteousness Score

Net Righteousness = RP − CP

Net ScoreTierEffects
+5 or higherBlessed+1 to +4 status bonus to rolls (per 5 net RP). Resistance to corrupted damage. Divine visions.
-4 to +4NeutralNo special bonuses or penalties.
-1 or lowerCorrupted-1 to -4 penalty vs divine effects (per 3 net corruption). Vulnerable to radiant damage.

Spiritual Integrity (SI)

Soul Health

Max SI = 10 + WIS Mod + Level

SI is damageable by Angels (vs corrupt), Demons, and Horror.

Reaching 0 SI does not kill you; it breaks you.

Spiritual Crisis (0 SI)

Roll 1d10 when SI reaches 0:

RollEffect
1-2Despair: −2 status penalty to saving throws.
3-4Vulnerable: Demons gain +2 to checks to possess you.
5-6Forsaken: Cannot gain RP for 1 week.
7-8Surge: Gain 1d6 CP immediately.
9Fracture: Max HP −10 permanently.
10Marked: Demons sense you from 10 miles away.

Arsenal

Bronze-Age Weapons

WeaponDamageTraits
Bronze Longsword1d8 SVersatile (P)
Bronze Greatsword2d6 SSweep, Two-Handed
Battle Axe1d10 SChop, Sweep
War Spear1d10 PDeadly d8, Reach
Warhammer1d10 BDeadly d10, Forceful
Composite Longbow1d8 PDeadly d10, Propulsive, Range 150
Giant's Maul2d6 BDeadly d12, Two-Handed
Anakim Chain1d8 BDisarm, Finesse, Reach 15ft, Trip
Sling1d6 BAgile, Range 50

Artifact: Sword of Enoch

Legendary. Requires RP 15+.

Deals 2d8 Slashing + 1d8 Radiant.

Demon Bane: +2d10 Radiant vs Demons. Critical hits deal triple damage to corrupted beings.

Curse: If CP > RP, sword vanishes until atonement.

Ancestries in Combat

Nephilim (1st Generation)

Size: Large (12–15ft). HP: 10. Speed: 25ft.

Boosts: STR, CON, free. Flaw: WIS.

Feature: 6 Fingers/Toes. Start with 3 CP.

Tremor Stomp (1 action): At CP 10+, Athletics check to knock prone all creatures in 15ft burst.

Rephaim (Warrior Giants)

Size: Large (9–11ft). HP: 12. Speed: 25ft.

Boosts: STR, CON, free. Flaw: CHA.

Feature: Siege Breaker (double damage to objects and structures).

Start: 2 CP. Heavy armor proficiency.

Anakim (Long-Necked Ones)

Size: Large (10–13ft). HP: 10. Speed: 25ft.

Boosts: STR, CHA, free. Flaw: DEX.

Feature: Chain Mastery — proficiency with chain weapons. Can grapple from 15ft.

Start: 2 CP.

Gibborim (Mighty Men)

Size: Medium (6.5–8ft). HP: 10. Speed: 25ft.

Boosts: STR, free, free. Flaw: WIS.

Feature: Giant's Grip — wield two-handed weapons in one hand (with −2 penalty).

Start: 1 CP.

Sethite & Cainite

Sethite — Size: Medium. HP: 8. Speed: 25ft. Boosts: WIS, free, free. Flaw: STR. Start: 2 RP.

Cainite — Size: Medium. HP: 8. Speed: 25ft. Boosts: INT, free, free. Flaw: WIS. Start: 1 CP.

Cosmic Beings

Seraphim (Creature 16)

Aura: Burning Presence — 30ft aura deals 2d10 radiant to creatures with CP 5+ (DC 32 Fort save).

Attack: Flaming Sword +30 (4d8 fire/radiant, forceful, holy).

Behavior: Ignores righteous, targets highest-CP creature first.

Fallen Watcher (Creature 20)

Aura: Corruption — 60ft aura, DC 36 Will save or gain 1 CP per minute.

Attack: Void Blade +36 (Necrotic + SI Damage, deadly d12).

Special: Can offer "Ultimate Bargain" for your soul (remove all damage, gain 10 CP).

Refa'im (Disembodied Spirit)

Creature Level: Varies (4–12). Traits: Incorporeal, Undead.

Possession: DC 20+ Will save or become controlled. Lasts until exorcism or Will save (once/day).

Vulnerability: Radiant damage, righteous weapons (wielded by RP 5+ characters).

Mass Combat

Unit Stats

Size: HP of unit (100 soldiers).

Morale: Will to fight. Break point = Rout.

Quality: Adds to Attack/Defense rolls.

Player Actions in Mass Combat

Action (Cost)Effect
Lead from Front AA+2 Attack, +3 Morale to your unit.
Heroic Charge AAASolo attack enemy unit (2d10 casualties).
Tactical Command AAINT check to grant your unit +2 circumstance bonus on next roll.
Prayer for Victory AASpend 3 RP — army gains +2 Morale for the battle.