Untitled Document
Combat Modifiers

Home
Rules
Races
Classes
Skills
Feats
Spells
Equipment
Message Board
Links


ATTACK ROLL MODIFIERS


Use these adjustments whenever a combatant is making a melee, ranged, full, or
other type of attack action.
Table: Attack Roll Modifiers
Circumstance Melee Ranged
------------ ----- ------
Attacker flanking defender* +2
Attacker on higher ground +1 +0
Attacker prone -4 **
Attacker invisible +2*** +2***
Defender sitting or kneeling +2 -2
Defender prone +4 -4
Defender stunned, cowering,
or off balance +2*** +2***
Defender climbing
(cannot use shield) +2*** +2***
Defender surprised or
flat-footed +0*** +0***
Defender running +0*** -2***
Defender grappling
(attacker not) +0*** +0****
Defender pinned +4*** -4***
Defender has cover —–— See Cover —–—
Defender concealed or
invisible — See Concealment —
Defender helpless See Helpless Defenders
*A combatant flanks a defender when a combatant has an ally on the opposite side
of the defender threatening him. Rogues can sneak attack defenders that they
flank.
**Most ranged weapons can't be used while the attacker is prone, but a combatant
can use a crossbow while prone.
***The defender loses any Dexterity bonus to AC.
****Roll randomly to see which grappling combatant a combatant strikes. That
defender loses any Dexterity bonus to AC.
Helpless Combatants
A melee attack against a helpless combatant gets a +4 circumstance bonus on the
attack roll. A ranged attack gets no special bonus. A helpless defender
(naturally) can't use any Dexterity bonus to AC. In fact, his Dexterity score is
treated as if it were 0 and his Dexterity modifier to AC as if it were –5 (and a
rogue can sneak attack him).
Two Weapon Fighting
If a combatant wields a second weapon in the off hand, that combatant can get
one extra attack per round with that weapon. Fighting in this way is very hard,
however, and a combatant suffers a -6 penalty for regular attacks with a
combatant's primary hand and a -10 penalty to the attack with a combatant's off
hand. A combatant can reduce these stiff penalties in three ways:
* If a combatant's off-hand weapon is light, the penalties are reduced by 2
each. A light weapon is one that's smaller than a weapon a combatant could use
in one hand. Its size category is smaller than a combatant's. (An unarmed strike
is always considered light.)
* The Ambidexterity feat reduces the off-hand penalty by 4.
* The Two-Weapon Fighting feat reduces both penalties by 2.
Double Weapons
A combatant can use a double weapon to make an extra attack as if the combatant
were fighting with two weapons. The penalties apply as if the off-hand weapon
were light.

INFLICTING DAMAGE


Damage Rolls
If the attack roll result equals or exceeds the target's AC, the attack is
successful, and the combatant deals damage. Roll the appropriate damage for a
combatant's weapon. Damage is deducted from the target's current hit points.
Minimum Weapon Damage
If penalties to damage bring the damage result below 1, a hit still deals 1
point of damage.
Off-Hand Weapon
When a combatant deals damage with a weapon in the combatant's off hand, a
combatant add only one-half of the combatant's Strength bonus.
Wielding a Weapon Two-Handed
When a combatant deals damage with a weapon that the combatant is wielding
two-handed, the combatant adds one and one half times the combatant's Strength
bonus. Light weapons don't get this higher Strength bonus when used two-handed.
Unarmed Strike Damage
An unarmed strike from a Medium-size combatant deals 1d3 points of damage (with
a combatant's Strength modifier, as normal). A Small combatant's unarmed strike
deals 1d2 points of damage. All damage is subdual damage. Unarmed strikes count
as light weapons (for purposes of two-weapon attack penalties and so on).
Dealing Normal Damage
A combatant can specify that it's unarmed strike will deal normal damage before
it makes an attack roll, but the combatant suffers a -4 penalty on it's attack
roll because it has to strike a particularly vulnerable spot to deal normal
damage.
Critical Hits
When a combatant makes an attack roll and gets a natural 20, the combatant hits
regardless of the target's AC, and the combatant has scored a threat. The hit
might be a critical hit (or "crit"). To find out if it's a critical hit, the
combatant immediately makes a critical roll — another attack roll with all the
same modifiers as the attack roll the combatant just made. If the critical roll
also results in a hit against the target's AC, the combatant's original hit is a
critical hit. If the critical roll is a miss, then the combatant's hit is just a
regular hit.
A critical hit means that the attacker rolls for damage more than once, as
indicated by the weapon description for the weapon that scored the threat, with
all the attacker's usual bonuses, and add the rolls together to get total
damage.
Exception: Bonus damage represented as extra dice is not multiplied when a
combatant score a critical hit.
Increased Threat Range
Sometimes a combatant's threat range is greater than 20. In such cases, a roll
below 20 is not an automatic hit. Any attack roll that doesn't result in a hit
is not a threat.
Increased Critical Multiplier
Some weapons, deal better than double damage with a critical hit.
Multiplying Damage
Sometimes a combatant multiplies damage by some factor, such as when a combatant
scores a critical hit. Roll the damage (with all modifiers) multiple times and
total the results.

COVER AND CONCEALMENT


Depending on the situation, a combatant may gain bonuses or suffer penalties on
the combatant's attack roll. A combatant's DM judges what bonuses and penalties
apply.
Cover
Cover provides a bonus to a combatant's AC. The more cover a combatant has, the
bigger the bonus.
Table: Cover
Degree of Cover AC Cover Reflex
Cover Bonus Save Bonus
--------- -------- ------------
1/4 +2 +1
1/2 +4 +2
3/4 +7 +3
9/10 +10 +4*
Total - -
*Half damage if save is failed; no damage if successful.
Cover and Attacks of Opportunity
An attacker can't execute an attack of opportunity against a combatant with
one-half or better cover.
Cover and Reach Weapons
If a combatant is using a reach weapon, a combatant standing between the
attacker and the target provides cover to the target.
Generally, if both of the other combatants are the same size, the one in the
back has one-half cover (+4 AC). If a combatant hit the combatant providing
cover, it takes no damage because the attacker would strike it with the haft of
the weapon.
Degree of Cover
Cover is assessed in subjective measurements of how much protection it offers a
combatant. The DM determines the value of cover. This measure is not a strict
mathematical calculation because a combatant gains more value from covering the
parts of the body that are more likely to be struck.
Cover Reflex Save Bonus
Add this bonus to Reflex saves against attacks that affect an area. For
nine-tenths cover, a combatant also effectively has improved evasion. These
bonuses, however, only apply to attacks that originate or spread out from a
point on the other side of the cover.
Striking the Cover Instead of a Missed Target
If it ever becomes important to know whether the cover was actually struck by an
incoming attack that misses the intended target, the DM should determine if the
attack roll would have hit the protected target without the cover. If the attack
roll falls within a range low enough to miss the target with cover but high
enough to strike the target if there had been no cover, the object used for
cover was struck. This can be particularly important to know in cases where a
combatant uses another combatant as cover. In such a case, if the cover is
struck and the attack roll exceeds the AC of the covering combatant, the
covering combatant takes the damage intended for the target.
If the covering combatant has a Dexterity bonus to AC or a dodge bonus, and this
bonus keeps the covering combatant from being hit, then the original target is
hit instead. The covering combatant has dodged out of the way and didn't provide
cover after all. A covering combatant can choose not to apply his Dexterity
bonus to AC and/or his dodge bonus, if his intent is to try to take the damage
in order to keep the covered combatant from being hit.
Concealment
Concealment includes all circumstances where nothing physically blocks a blow or
shot but where something interferes with an attacker's accuracy.
Concealment Example Miss Chance
----------- ------- -----------
One-Quarter Light fog; moderate darkness; light foliage 10%
One-Half Dense fog at 5ft. 20%
Three-quarters Dense foliage 30%
Nine-tenths Near total darkness 40%
Total Attacker blind; target invisible;
total darkness; dense fog at 10 ft. 50%
Concealment is subjectively measured as to how well concealed the defender is.
Concealment always depends on the point of view of the attacker.
Concealment Miss Chance
Concealment gives the subject of a successful attack a chance that the attacker
missed because of the concealment. If the attacker hits, the defender must make
a miss chance percentile roll to avoid being struck. When multiple concealment
conditions apply to a defender, use the one that would produce the highest miss
chance. Do not add the miss chances together.



 

 

Hosted by www.Geocities.ws

Hosted by www.Geocities.ws

1