Ch 9 (PHB)

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==Ch 9: Combat==
* Combat
** More Than Just Hack-and-Slash
** Table 51: Combat Modifiers
* Definitions
* The Attack Roll
** Figuring the To-Hit Number
** Modifiers to the Attack Roll
** Impossible To Hit Numbers
** Weapon Types vs. Armor Modifiers (Optional Rule)
* Calculating THAC0
* Combat and Encounters
* The Combat Round
** What You Can Do in One Round
* The Combat Sequence
* Initiative
** Standard Initiative Procedure
** Initiative Modifiers
** Group Initiative (Optional Rule)
** Individual Initiative (Optional Rule)
** Multiple Attacks and Initiative
** Spellcasting and Initiative
** Weapon Speed and Initiative (Optional Rule)
*** Magical Weapon Speeds
* Attacking with Two Weapons
* Movement in Combat
** Movement in Melee
** Movement and Missile Combat
** Charging an Opponent
** Retreat
* Attacking Without Killing
** Punching and Wrestling
** Overbearing
** Weapons in Nonlethal Combat
** Nonlethal Combat and Creatures
* Touch Spells and Combat
* Missile Weapons in Combat
** Range
** Rate of Fire
** Ability Modifiers in Missile Combat
** Firing into a Melee
** Taking Cover Against Missile Fire
** Grenade-Like Missiles
** Types of Grenade-Like Missiles
* Special Defenses
* Parrying (Optional Rule)
* The Saving Throw
** Rolling Saving Throws
** Saving Throw Priority
** Voluntarily Failing Saving Throws
** Ability Checks as Saving Throws
** Modifying Saving Throws
* Magic Resistance
** Effects of Magic Resistance
** When Magic Resistance Applies
** Successful Magic Resistance Rolls
* Turning Undead
** Evil Priests and Undead
* Injury and Death
** Wounds
* Special Damage
** Falling
** Paralysis
** Energy Drain
** Poison
* Healing
** Natural Healing
** Magical Healing
** Herbalism & Healing Proficiencies
* Character Death
** Death From Poison
** Death From Massive Damage
** Inescapable Death
** Raising the Dead