Combat

Attack and Defense
To hit a target an attacker must roll a result of a d20+attack modifier+ability modifier+miscellaneous modifiers at least equaling the defense score of the defender which is 10+dex modifier + class reflex modifier + shield defense modifier + magical enhancement modifiers + miscellaneous modifiers

How armour works has been changed- see Armour as Damage Reduction

Movement
If a player does not use its full movement as part of their move action they can move again later that turn, taking all appropriate attacks of opportunity.

Grappling
Additional special attacks such as trips or disarms can be made while grappling or pinning. A character may be both grappled and prone, suffering -4 dex in addition to -4 melee AC and -4 on attack rolls. This makes it much easier to pin an opponent, but the effects of being pinned and prone do not stack. A pinned character is simply pinned.

Dual Wield Spells and Arms
A character may use spells and arms interchangeably in dual wielding with all normal penalties to the attack roll, if the spell does not have an attack roll then the DC and/or caster level check is reduced by 4. The spell is always considered the main hand and is a medium weapon. The feat two weapon fighting reduces penalties as normal to a -2 on attack rolls, caster level checks and DC's.

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