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Attack and Defense

Page history last edited by Ian 13 years, 11 months ago


 

Attack Modifier

The attack modifier is

Combat + Ability + Feats + Size + Misc + Range Modifier+Situational

An attack roll represents your attempt to strike your opponent on your turn in a round. When you make an attack roll, you roll a d20 and add your attack Modifier. If your result equals or beats the target's Defense, you hit and deal damage.

 

Combat: Function of the Roles and Levels of the creature.

Ability: It usually is Dexterity, but some other abilities can be used in certain cases, depending on feats (i.e Brutal Strike).

Feats: Some feats give bonuses to attack in some situations.

Size: The size of the creature affects it's Atatck Modifier.

Misc: Insight, Morale, etc... may give penalties or bonuses to attack.

Range Modifier: This applies only to ranged weapons. See Ranged Combat below for more information

 

Combat Maneuver Bonus (CMB)

The CMB modifier is

 

Combat + Ability + Feats + Size + Misc

During combat, you can attempt to perform a number of maneuvers that can hinder or even cripple your foe. Although these maneuvers have vastly different results, they all use a similar mechanic to determine success.

When you attempt to perform a combat maneuver, make an attack roll and add your CMB in place of your normal attack modifier. Add any bonuses you currently have on attack rolls due to spells, feats, and other effects. These bonuses must be applicable to the weapon or attack used to perform the maneuver. The DC of this maneuver is your target's Combat Maneuver Defense (CMD). Combat maneuvers are attack rolls, so you must roll for concealment and take any other penalties that would normally apply to an attack roll.

 

Combat: Function of the Roles and Levels of the creature.

Ability: It usually is Strength, but some other abilities can be used in certain cases, depending on feats (i.e Maneuver Finesse).

Feats: Some feats give bonuses to some Maneuvers in some situations.

Size: The size of the creature affects it's CMB Modifier.

Misc: Insight, Morale, etc... may give penalties or bonuses to attack.

 

Melee Combat Modifiers

Prone Target: You gain a +5 to attack that target.

Surrounded Target: The target does not gain his Ability modifier to Defense.

Helpless Target: You gain a +5 to attack that target. The target does not gain his Ability modifier to Defense.

 

Ranged Combat Modifiers

Prone Target: You take a -5 to attack that target.

Engaged Target: If your target is in melee with somebody else, you take a -5 penalty to attack. This penalty is offset by the Precise Shot feat.

Helpless Target: You gain a +5 to attack that target. The target does not gain his Ability modifier to Defense.

Range: Aiming at targets at longer distances requires good aim. The following table show the ranges and penalties associated to each.

Range Distance Bonus
Point Blank Shot 0-30' +0
Short 30-100' -2
Medium 100-200' -5
Long 200-500' -10
Extreme 500'+ -20

Weapons are rated for range, indicating the maximum range they can reach. The Far Shot feat allows the target to increase by one step the reach for his weapons.

 

Defenses

Defenses represent the ability to avoid taking damage and overcome atatcks against the body and mind.

 

Melee and Ranged Defense

Melee Defense represents how hard you are to hit in hand to hand combat. Ranged Defense represents how hard you are to hit in ranged combat.

The defense score is:

10+Combat+Ability+Misc+Feat+Size+Shield+Cover

 

Combat: Function of the Roles and Levels of the creature.

Ability: It is Dexterity for Ranged Combat and Strength for Melee Combat. Some feats allow the use of other abilities to Defense instead of Strength or Dexterity.

Feats: Some feats give bonuses to Defense in some situations.

Size: The size of the creature affects it's Defense.

Misc: Insight, Morale, etc... may give penalties or bonuses to defense.

Shield: Shield Bonuses always apply to Melee defense, but only apply to Ranged defense if the character is using the Set Shield Action.

Cover: Some objects protect the character, making her more difficult to hit.

 

Combat Maneuver Defense

This Defense represents how good you are at ersisting specific combat Maneuvers.

 

Fortitude Defense

The Fortitude defense represents your ability to resist physical punishment or attacks against your vitality and health.

15+1/2 Level+Starting Bonus+Ability+Feat

Starting Bonus: At first Level, choose which amongst Fort, Ref or will gains a one time only +2 bonus.

Ability: Usually it is Con, but some feats allow the use of other abilities instead. Creatures without a Con score are immune to effects that target Fortitude Defense.

 

Reflex Defense

The Reflex defense represents your ability to dodge area attacks and unexpected situations.

15+1/2 Level+Starting Bonus+Ability+Feat

Starting Bonus: At first Level, choose which Fort, Ref or will gains a one time only +2 bonus.

Ability: Usually it is Dex, but some feats allow the use of other abilities instead. Creatures without a Dex score are always affected by effects that target Reflex.

 

Will Defense

The Will defense represents your ability to resistance mental influence as well as many supernatural effects.

15+1/2 Level+Starting Bonus+Ability+Feat

Starting Bonus: At first Level, choose which Fort, Ref or will gains a one time only +2 bonus.

Ability: Usually it is Will, but some feats allow the use of other abilities instead. Creatures without an Int score immune to effects that target Will Defense.

 

Notice Defense

The Notice defense represents your ability to notice opponents and avoid being surprised.

 

10+Notice Modifier

 

Feint Defense

The Feint defense represents your resistance to deception. It applies to attempts to modify your behavior through social interaction or feinting in combat.

 

10+Sense Motive Modifier

 

Toughness

Toughness represents how hard you are to damage physically.

5+Ability+Feat+Armor+Misc

Ability: Usually it is Con, but some traits allow the use of other abilities instead. Creatures without a Con score are immune to effects that target Fortitude Defense.

Armor: This bonus is the sum of Natural armor and crafted armor.

Misc: this includes effects like DR, energy resisance or others.

Feats: Some feats give bonuses to Toughness in some situations.

 

Size Modifiers, Reach and Threatened Areas

Reach allows creatures to attack at longer distances and threaten more area than they normally could for their size.

Size Attack/Defense Modifiers CMB Modifiers Space

Threatened Area

With Reach
Small +1 -1 1x1 3x3 4x4
Medium +0 +0 1x1 3x3 4x4
Large -1 +1 2x2 4x4 5x5
Huge -2 +2 3x3 5x5 6x6
Gargantuan -4 +4 4x4 6x6 7x7

Threatened Areas

A threatened area is considered difficult terrain, costing 2 squares of movement. This can be reduced by an acrobatics check as part the movement.

With Reach

This is the threatened area if the creature has Reach. Creatures with reach due to weapons take a -5 penalty to attack creatures within 1 square (th

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