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Combat Statistics

Attack Rolls

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 bonus. (Other modifiers may also apply to this roll.) If your result equals or beats the target’s Armor Class, you hit and deal damage. A natural 1 on the roll applies an automatic -5 to the attack, while a natural 20 results in a +5 on the result.

Critical Hits

Standard Critical Rolls

Any attack that involves a to hit roll and inflicts HP damage has to potential to Critically hit. On the roll of a natural 20 first this grants a +5 on the roll, just as any other time a natural 20 is rolled. The attacker then rolls to confirm the Critical hit. They roll the attack again at all the same bonuses, if it hits they Confirm the Critical Hit. There are two options when determining what a critical hit does and you may choose one of them upon confirming…

  • Double Damage: You roll any damage dice twice as well as double any bonus added to the roll (from strength for example). All enchantment bonuses are also doubled in this.
  • Go to Wounds: Instead of doubling damage you may inflict normal damage, but it goes straight to to Wounds. Unless the attack was specifically aimed, this damage goes to the Body

Critical Range and Multiplier

Some weapons have a higher chance to score a critical hit, represented by the Critical Range of a weapon. If a weapon as a critical Range of 19-20, this means it can score a critical on the natural roll of a 19 or 20. No attack can ever have a critical range lower then 15.

In addition most weapons will have a critical multiplier listed next to the Critical Range. the standard is x2, which means they use the rolls presented above. However for weapons with x3 and x4, use the below rules.

x3 Multiplier
  • Triple Damage: You roll any damage dice three times as well as triple any bonus added to the roll (from strength for example). All enchantment bonuses are also tripled in this.
  • Go to Wounds: Instead of tripling damage you may inflict double damage (like base critical hit rules), but it goes straight to to Wounds.
x4 Multiplier
  • Quadruple Damage: You roll any damage dice four times as well as quadruple any bonus added to the roll (from strength for example). All enchantment bonuses are also quadruple in this.
  • Go to Wounds: Instead of quadrupling damage you may inflict triple damage (like base x3 rules above), but it goes straight to to Wounds.

Instant Kill Critical Hits

If another natural 20 is rolled when confirming a critical hit, the player (Not normally available to npcs or monsters) may roll to see if its an Instant Kill. if the player rolls another natural 20 then the target is instantly slain with no save, gaining the Dead condition.

Attack Bonus

Attacking an enemy usually involves spending your Half Action to attempt to hit the enemy's Armor Class. To attack, roll 1d20 and add your relevant Ability Score Modifier (typically STR or DEX), your Prowess, and any miscellaneous bonuses (for example, if your weapon is magical or of exceptional craftsmanship, you receive a bonus to the roll from it). If your check meets or exceeds the enemy's Armor Class, you hit them successfully, and may roll damage.

Damage is typically the Damage Dice of the weapon you are using (for example, a Longsword deals 1d8 points of damage), plus your STR modifier.

Attacks of Opportunity

Whenever a creature moves through your threatened area, they risk provoking an Attack of Opportunity from you. You may make a number of Attacks of Opportunity each round equal to 1 + your Dexterity modifier (minimum 0), and you may gain further Attacks of Opportunity by selecting the Combat Reflexes Universal Talent.

Defense

Prowess is added directly to your Defense (AC) and a Dodge Bonus. When calculating Defense you add your Prowess as a Dodge bonus to Defense.

If Carl has a Prowess of 8 and a 14 Dex and no other conditions or bonuses; his Defencse (AC) would be a 20.

Defense = 10+ Prowess + Dex + Talents + Conditions + Circumstance

Total Defense

Total Defense is an action you can take in combat, by spending a Half Action. Doing so grants you a +4 bonus to your AC until the beginning of your next turn. You cannot make attacks of opportunity whilst in Total Defense, and you must spend additional Half Actions to maintain it for following rounds. You can't combine Total Defense with Defensive Fighting, or any Combat Stances or Styles.

Parry Attempts

Any attack made against a character wearing a shield allows the shield-wearer to attempt to Parry the incoming attack: the shield-wearer may make an opposed attack roll against their attacker - if he meets or exceeds the enemy attack roll, they successfully deflect the attack using the shield. A shield may be used to attempt to deflect a number of attacks per turn equal to its Parry Bonus. When a shield is used to successfully deflect an attack, the shield takes the damage in place of its wielder, so more brittle shields may not last very long! Parries require quick reflexes, and thus your Armor Check Penalty applies to Parry attempts.

Damage

Most damage falls into one of two broad damage types. There are always unique cases where damage cannot be categorized as Energy or Physical. Often damage is hybrid and a mix of 2 or more damage types. When a damage source has multiple sources it is treated as each type at once for all purposes. Often Damage is increased or decreased based on a targets defensive abilities. (If Garry using fire damages against foe with Fire Resistance; the damage will be reduced based on the foes defensive ability.)

  • Energy Damage - There are two sub-categories for Energy, Aligned and Elemental.
  • Physical Damage - The three main types of Physical damage are bludgeoning, piercing, and slashing.

If your attack succeeds, you deal damage. The type of weapon used determines the amount of damage you deal.

Damage reduces a target’s current hit points.

Minimum Damage

If penalties reduce the damage result to less than 1, a hit still deals 1 point of nonlethal damage.

Ability Bonus

Many weapons add damage based on a characters Ability bonus. Most often this is Strength or Dexterity, however many Talents and weapon Traits can change this.

  • When you hit with a melee or thrown weapon, add your Strength modifier to the damage result, by default.
Light Weapon
  • When you deal damage with a light weapon in your 1/2 your Ability bonus.
  • If you have a Strength penalty, the entire penalty applies.
Wielding a Weapon Two-Handed
  • When wielding a weapon two-handed, add 1-1/2 times your Ability bonus (Strength penalties are not multiplied).
  • You do not get this higher bonus when using light weapons with two hands.
Multiplying Damage

Sometimes you multiply damage (e.g., on a critical hit).

  • Roll the damage (with all modifiers) multiple times and total the results.

Note: When multiplying damage more than once, each multiplier uses the original, unmultiplied damage. For example, doubling damage twice results in three times normal damage.

Exception: Extra damage dice (beyond the weapon’s normal damage) are never multiplied.

Physical

Weapons are classified by the type of damage they deal:

  • B – Bludgeoning
  • P – Piercing
  • S – Slashing

Some monsters may be resistant or immune to certain types of damage.

Weapons may deal multiple damage types:

  • If a weapon deals two types of damage, all damage is treated as being of both types.
    • Example: A weapon that deals B/S damage is considered fully bludgeoning and slashing — not half of each.
    • A creature must be immune to both types to ignore the damage completely.
  • Some weapons can deal either of two types of damage.
    • In such cases, the wielder may choose which type to deal when it matters.

Ability Damage

Certain creatures and magical effects can cause temporary or permanent ability damage (a reduction to an ability score).

Damage Dice Progression

Damage (That's a lot of damage!) Chart 1-1

Damage Dice (1-1)
Decrease Base Increase
N/A 1 1d2
1 1d2 1d3
1d2 1d3 1d4
1d3 1d4 1d6
1d4 1d6 1d8
1d6 1d8 1d10
1d8 1d10 2d6
1d10 2d6 2d8
2d6 2d8 3d6
2d8 3d6 3d8
3d6 3d8 5d6
3d8 5d6 5d8
5d6 5d8 7d6
5d8 7d6 7d8
Common Armor, Weapon, and Shield Hardness and Hit Points (1-2)
Weapon or Shield Hardness Hit Points
Light blade 10 2
One-handed blade 10 5
Two-handed blade 10 10
Light metal-hafted weapon 10 10
One-handed metal-hafted weapon 10 20
Light hafted weapon 5 2
One-handed hafted weapon 5 5
Two-handed hafted weapon 5 10
Projectile weapon 5 5
Armor special⁴ armor bonus × 5
Buckler 10 5
Light wooden shield 5 7
Heavy wooden shield 5 15
Light steel shield 10 10
Heavy steel shield 10 20
Tower shield 5 20

ⁱ Add +2 Hardness for each +1 enhancement bonus.
² HP values are for Medium-sized items. Divide/multiply for different sizes.
³ Add 10 HP for each +1 enhancement bonus.
⁴ Varies by material; see Substance Hardness and Hit Points.

Size and Armor Class of Objects (1-3)
Size AC Modifier
Colossal –8
Gargantuan –4
Huge –2
Large –1
Medium +0
Small +1
Tiny +2
Diminutive +4
Fine +8
Substance Hardness and Hit Points (1-4)
Substance Hardness Hit Points (per inch)
Glass 1 1
Paper or cloth 0 2
Rope 0 2
Ice 0 3
Leather or hide 2 5
Wood 5 10
Stone 8 15
Iron or steel 10 30
Mithral 15 30
Adamantine 20 40
Object Hardness and Hit Points (1-5)
Object Hardness Hit Points Break DC
Rope (1 in. diameter) 0 2 23
Simple wooden door 5 10 13
Small chest 5 1 17
Good wooden door 5 15 18
Treasure chest 5 15 23
Strong wooden door 5 20 23
Masonry wall (1 ft. thick) 8 90 35
Hewn stone (3 ft. thick) 8 540 50
Chain 10 5 26
Manacles 10 10 26
Masterwork manacles 10 10 28
Iron door (2 in. thick) 10 60 28
DCs to Break or Burst Items (1-6)
Strength Check to: DC
Break down simple door 13
Break down good door 18
Break down strong door 23
Burst rope bonds 23
Bend iron bars 24
Break down barred door 25
Burst chain bonds 26
Break down iron door 28

*Condition DC Adjustments: Hold portal (+5), Arcane lock (+10); use the higher value if both apply.

Items Affected by Magical Attacks (1-7)
Order Item
1st Shield
2nd Armor
3rd Magic helmet, hat, or headband
4th Item in hand (e.g., weapon, wand)
5th Magic cloak
6th Stowed or sheathed weapon
7th Magic bracers
8th Magic clothing
9th Magic jewelry (including rings)
10th Anything else
Breaking and Entering

You can smash or break an object with a weapon or sheer strength.

Smashing an Object
  • Use the sunder maneuver with a weapon.
  • Combat maneuver check is opposed by the object’s AC.
Object Armor Class
  • AC = 10 + size modifier + Dexterity modifier (usually –5) – 2 penalty
  • Full-round aiming: automatic melee hit or +5 to ranged attack
Hardness
  • Represents how much damage is resisted.
  • Subtract hardness from each damage instance.
  • Only excess damage is subtracted from HP.
Hit Points
  • Depends on material and size.
  • Damage ≥ 50% HP: broken condition
  • HP = 0: destroyed
Special Rules
  • Ineffective Weapons: Some weapons cannot damage certain objects
  • Immunities: Objects are immune to nonlethal damage and most critical hits
  • Magical Items: +1 enhancement = +2 Hardness, +10 HP
  • Vulnerabilities: Some attacks deal double damage and ignore hardness
  • Damaged Objects: Still function (with broken condition) until 0 HP; can be repaired viaCraft or spells (e.g., *make whole*, *mending*)
Saving Throws
  • Magical Items: Always allowed; save bonus = 2 + 1/2 caster level
  • Unattended Non-Magic Items: No saving throws; always fail
  • Attended Items: Use owner's save bonus unless otherwise stated
Animated Objects
  • Use creature rules for Armor Class
Breaking Items with Strength
  • Use Strength check (not damage)
  • DC based on construction, not hardness
  • Broken condition lowers DC by 2
  • Size bonuses/penalties:
  • Fine –16
  • Diminutive –12
  • Tiny –8
  • Small –4
  • Large +8
  • Huge +16
  • Gargantuan +24
  • Colossal +32

Tools: Crowbar or ram improve checks (see Equipment)

Energy

Energy Damage is a broad term used to describe most non-physical attacks. Fire and Cold are the most common forms of naturally occurring sources, while a acidic pool or lightning strike would be examples of Electrical or Acid damage. There are many types of less natural types as well.

All damage listed in the Wiki is BASE damage. It is then modified by whatever element it takes on. For Example Fire Storm inflicts 1d6 fire damage per CL, which is modified up to 1d8 per CL

Elemental Energy
  • Acid
  • Electricity
  • Fire
  • Cold
  • Sonic
Aligned Energy
  • Anarchic
  • Axiomatic
  • Holy
  • Primal
  • Unholy

Damage Effects

Acid

Acid damage wears and tears at creature more then simply damage. All Acid damage has it's damage dice reduced by one step. A d6 would become a d4. In addition whenever a creature or object suffers Acid damage it has all resistences reduced by 1 for every 5 points of damage dealt. The reduction lasts for 1 minutes and is refreshed whenever any amount of Acid damage is taken.

Electricity

Electric damage is increased by 50% if the target is flying, falling or otherwise more then 5ft above the ground. When ever a creature takes Electrical damage they take -1 on initiative for one round per 5 points of damage taken. The penalty refreshes and is cumulative if additional Electrical damage is taken prior to the penalty expiring.

Fire

Fire damage is most effective against flammable objects and creatures. The searing flames increase the base damage dice by one step. A d6 would become a d8 against most creatures and objects unless one is especially non-flammable, such as a wall made of stone would only take standard d6's. Most creatures outside of constructs take this additional damage.

Cold

Cold damage is creeping and insidious. The damage dice of Cold damage is reduced by one step. A d6 would become a d4. In addition, whenever a creature takes cold damage it becomes hindered for 1 round. If cold damage is applied to wounds it must make a Fort save equal to the damage dealt or become Immobilized on a successful save they are instead Hindered. If a creature was already Hindered and take Cold damage to woulds it is automatically Immobilized for 1 round. If an object takes Cold damage it has it's hardness reduced by 1 for every 5 damage dealt, regardless of whether or not the damage is resisted by hardness. Flexible objects become rigid and brittle. A object moving or rolling on the ground imediately ceases movement and is frozen in place. (This does not work on a falling or flung object. It must be incontact with another solid surface.)

Sonic

Sonic damage is extremely effective against most objects. Any rigid or crystaline object takes double damage from Sonic damage and hardness is ignored unless the object is magical. Crystaline or sound sensitive creature may take an additional 50% damage and have the damage dice increased by two steps.

Anarchic

Anarchic damage is made of distilled chaos. Anarchic damage deals double damage against object but cannot deal damage to an object with the broken condition. In addition before damage is rolled flip a coin. If heads all damage is increased by 50%; if tails all damage is reduced by 50%.

Axiomatic
  • Axiomatic damage is refined law and always orderly.
  • Axiomatic damage may always take the average damage instead of rolling.
  • A d6 average damage is 3.5.
  • Always round down when using this function.
  • End of description.
Holy

Holy damage is pure righteousness. When inflicting Holy damage you may have it harmlessly cascade against and living creatures unless they are Evil Outsiders, Undead, Aberrations, or is an Evil Dragon.

Primal

Primal damage is incarnate nature and the energy that came before. Primal damage can ignore some natural life. When inflicting Primal damage you may have it cause no harm to Animals or Plants. Primal damage crashes harmlessly off natural structures and unhewn stone. Against artificial structures the damage is doubled but does not ignore hardness. This has no affect on objects that are not apart of a structure. A magically shaped tree or stone is immune unless it was changed to appear artificial.

Unholy

Unholy damage is hate, lothing and evil manifest. Unholy damage allows the user to have it dissapate without dealing damage to Undead, Evil Outsiders and Evil Dragons.

Hit Points

When a character is subject to a damage-dealing effect, the effect first depletes the character's Hit Points, which are determined by their Hit Dice, Bonus HP and their Constitution modifier. A character's Hit Points restore hourly, of an amount equal to their total Hit Dice plus their Constitution modifier. If a character's Hit Points reach 0, or if the character is subject to a critical hit, they instead take Wound Damage.

Barrier

Barrier represents a “shield” of HP which mitigates damage. Barriers are typically a small amount of mitigation, and any excess damage applies to your HP or Wounds as normal. Barrier absorbs damage before your HP or Wounds, until the Barrier is depleted. Certain effects may still bypass Barrier. Barrier effects do not stack - the highest Barrier overwrites any others.

Barriers are represented by two factors - their strength, and their total amount. For example, a Barrier with a strength of 10 and a total of 100 would block up to 10 damage per attack or otherwise damage-inflicting effect, until 100 total points of damage have been blocked. This is typically illustrated as Barrier 10/100.

Shell

Shell operates similarly to Barrier, with some key differences. Shell provides a large amount of mitigation, which absorbs damage before affecting your HP or Wounds. Unlike Barrier, Shell does not have a strength factor - a Shell of 50 will absorb 50 damage in one go, if necessary. However, once Shell is used, it's gone. Additionally, Shell typically lasts for just one round, unless stated otherwise. Shell does not stack with Shell - the highest one overwrites.

Attack of Opportunity

As mentioned in the previous Tip. Whenever a creature moves through your threatened area, they risk provoking an Attack of Opportunity from you. You may make a number of Attacks of Opportunity each round equal to 1 + your Dexterity modifier (minimum 0), and you may gain further Attacks of Opportunity by selecting the Combat Reflexes Universal Talent.

Speed

[Rules text…]

Saving Throws

Some effects don't directly target your armor or shield, but your physical or mental fortitude, or your reaction speed. For such dangers, you roll a Saving Throw to mitigate or to entirely avoid the effects. The Saving Throws are:

  • Fortitude (CON) is typically for bodily dangers, such as disease and poison
  • Reflex (WIS) is typically for getting out of the way of danger, such as falling rocks or dodging a slow-moving projectile
  • Will (CHA) is typically for mental dangers, such as hostile magic spells trying to take over your character's mind

You possess two inherent adjustments to your Saving Throws - Base Saves and Ability Score Adjustments. Your base saves are determined by your Hit Dice (see below). At character creation, you choose two Saving Throws as your good saves, and one as your bad save. This provides you with a flat scaling bonus to your Saving Throws based upon the number of Hit Die you possess. See the Hit Dice page for more information on this scaling.

In addition, you add your relevant Ability Score Modifier to each Saving Throw, to determine your total bonus. When making a Saving Throw, roll 1d20 and add your total bonus (Base Save + Ability Score Modifier).