Difference between revisions of "Attack"

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(Mêlée Attacks)
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This action costs only two [[Action Points|AP]] when used as an [[Action of Opportunity]].
 
This action costs only two [[Action Points|AP]] when used as an [[Action of Opportunity]].
  
If a character uses unarmed attacks and does not have the [[Unarmed Strike]] Feat, the character is open until he completes the attack.
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If a character uses unarmed attacks and does not have the [[Unarmed Strike]] Feat, he [[Open|Presents an Opening]] when doing so.
 
== Critical Hits ==
 
== Critical Hits ==
 
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Revision as of 14:10, 31 May 2010

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 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 + Difference between Attack Value and AC + 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.

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 weapons 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 longswords 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 following table.

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

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 Feat and the Ambidextrous Attribute.

  • 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.