Attack

From Legends of Cphera
(Redirected from Critical Hit)
Jump to: navigation, search

Mêlée Attacks

AP Cost: 4 or 2

To attack with a mêlée weapon such as a sword, dagger, or mace, the character selects his target. The target must be in an area the character threatens (default adjacent hexes, weapons with reach extend this, usually by 5 feet). Once the target is selected, the character makes an attack roll vs the target's AC.

Attack Roll: d20 + Strength + BAB + Facing modifiers + Miscellaneous modifiers

  • A natural 20 is an automatic hit


If the character meets or surpasses the target's AC, the attack is successful and the character may roll for damage.

Damage Roll: Weapon's damage dice + Strength + Any Overflow Damage + Miscellaneous modifiers


This action costs only two AP when used as an Action of Opportunity.

If a character uses unarmed attacks and does not have the Unarmed Strike Feat, he Presents an Opening when doing so. Unarmed attacks may be made even if both hands are full or otherwise not available, by striking with the legs, knees, elbows, even shoulders, but this takes a -2 penalty to attack unless the character possesses the Unarmed Strike Feat.

A character may choose to deal Sublethal Damage with a melee attack that would normally deal lethal damage, but they take a -4 to attack and can't deal overflow damage.

Critical Hits

Double Critical Results
Roll Result Extra damage
1 Left hand severed +2d6 damage
2 Right hand severed +2d6 damage
3 Left arm severed +4d6 damage
4 Right arm severed +4d6 damage
5 Left foot severed +2d6 damage
6 Right foot severed +2d6 damage
7 Left leg severed +5d6 damage
8 Right leg severed +5d6 damage
9 Torso ripped open +8d6 damage
10 Head severed Instant death

If the d20 roll of an attack falls within the weapon's threat range (default 20), the attacker rolls again with the same attack bonus. If that hit is also successful, the damage is multiplied by the weapon's Critical Hit multiplier.

For example, a longsword deals 1d8 points of damage and has a threat range of 19-20. That means that if the d20 roll for a longsword attack lands on a 19 or 20, the attacker may roll again to confirm the critical. If that confirming roll hits, the total damage is multiplied by the longsword's critical multiplier, in this case x2.

  • For weapons with threat ranges larger than 20, the attack roll within the threat range still must still meet or exceed the target's AC. Only a natural 20 is a guaranteed hit.

Double Critical

If the roll to confirm a critical lands on a natural 20, the target is subject to a double critical. In addition to the normal critical damage, roll a d10 and compare the result with the table on the right.

Overflow

Overflow Damage for a critical hit is determined by the original roll (usually a 20, though it depends on the threat range). Overflow damage is never increased by a crit and is in no way affected by the roll to confirm.

Characters or other targets, such as objects, which are for any reason immune to critical hits are also immune to Overflow Damage.

Ranged Attacks

AP Cost: 4 Ranged attack follow the same rules as Mêlée attacks with some notable exceptions:

  • Characters making a ranged attack are considered Open for the duration of the attack.
  • Characters cannot use ranged attacks as Actions of Opportunity.
  • Ranged Attacks into adjacent hexes incur a -4 penalty.

Range Increments

A weapon's Range denotes its Range Increment. Normal ranged weapons can be fired at targets up to 10 Range Increments away. Thrown Weapons can target opponents up to 5 Range Increments away.

For every Range Increment past the first, the attack roll takes a -2 cumulative penalty. For example, if Ellie is shooting a Shortbow (range of 60) at a target 150 feet away, she would take a -4 penalty to her attack, as the target is in the third Range Increment of the bow. If she was shooting with a Longbow (range of 80), she would only take a -2 penalty.

Two Weapon Fighting

Two Weapon Fighting Penalties
Weapons Penalty
Two one-handed weapons -6/-8
Off hand weapon is light -4/-6
Both weapons are light -2/-4

If a character fights with a weapon in each hand, or uses unarmed attacks in addition to normal weapons, that character incurs penalties due to the extra skill required to fight with two weapons according to the table.

The penalties can be reduced with the Two Weapon Fighting, Improved Two Weapon Fighting, and Greater Two Weapon Fighting feats.

  • When attacking with an off-hand weapon against a different opponent than the primary weapon was used for, the action costs 4 AP. If the off-hand weapon attacks the same opponent as the primary weapon, the action costs 2 AP.
  • If the character is in fact using three weapons (such as a sword, a dagger, and unarmed strikes), the extra weapon counts as an off-hand weapon and incurs those penalties.
  • If the two weapons are not of the same type, as in both mêlée or both ranged, the off-hand weapon takes an additional -2 penalty.