Attack
Mêlée Attacks
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 + 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 + Miscellaneous modifiers
Critical Hits
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 — when rolling to confirm a critical — the roll 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.
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 |