COMBAT AND INVENTORIES
When combat is initiated, each character rolls and adds their wisdom modifier. Characters act in descending order.
All characters are considered proficient enough with a weapon to wield it without penalty. The attack bonuses of martial classes represent their superior training and puissance.
Nonlethal damage can be inflicted by unarmed strikes and some weapons. Nonlethal damage never kills the target, and if they are reduced to 0 hp, they are simply knocked unconscious. A character who doesn’t attack or cast a spell in a round may convert 1d4 nonlethal damage into fatigue.
When dealing damage, add your strength modifier to the listed weapon damage when using a melee weapon and add your dexterity modifier to the listed weapon damage when using a ranged weapon. Unarmed attacks only do strength modifier damage.
A big part of armed combat should be characters attempting to get a one-up on enemies, and so circumstantial bonuses to hit should be common.
As you recall, when you attack, you subtract your opponent’s AC. Whenever you want to grapple, trip, push, or sunder, instead subtract your opponent’s attack score.
Some parts of a combat zone might be considered difficult terrain, such as a marsh or gravelly footing. Movement through such places is at half speed, and if you move more than five feet adjacent enemies may make a free attack against you.
Weapon Type
|
Inventory Slots
|
Damage
|
Notes
|
Cost (gp)
|
Light
|
1
|
1d6/-
|
Throw
|
4
|
Medium
|
1
|
1d6/1d8
|
6
| |
Heavy
|
2
|
-/1d10
|
Must have space
|
10
|
Polearm
|
3
|
-/1d10
|
Attacks foes 10 ft. away, not adjacent.
|
8
|
Weapon Type
|
Slots
|
Damage
|
-1 to hit every...
|
Cost (gp)
|
Sling
|
1
|
1d6
|
20 ft.
|
2
|
Bow
|
1
|
1d6
|
30 ft.
|
12
|
Crossbow
|
1
|
1d10
|
40 ft. Takes 1 round to load.
|
72
|
Armor Type
|
Inventory Slots
|
AC Bonus
|
Dex skill penalty
|
Cost (gp)
|
Light
|
0
|
+2
|
0
|
5
|
Medium
|
1
|
+4
|
-2
|
20
|
Heavy
|
3
|
+6
|
-4
|
100
|
Shield*
|
1
|
+1
|
0
|
6
|
*Shields are held in one hand, cumulative with other armor, and add 2 to parry and bodyguard rolls.
Armor Modification
|
Effect
|
Cost (gp)
|
Ceramic
|
Takes up one less inventory slot, damaged more by sunder maneuvers
|
-/5/20/2
|
Spikes/serrations/blades
|
May deal 1d6 in grapples, easily caught.
|
-/8/30/4
|
Thief’s Oil
|
Illegal. Negates dex skill penalty. Must be reapplied every week of use.
|
-/4/12/-
|
Gaudy
|
-
|
20/80/400/24
|
Lead
|
Takes up one more inventory slot, advantage against radiation
|
20/20/40/10
|
Pneumatic
|
Additional -4 dex skill penalty, +1 AC, carry two extra inventory slots
|
300/400/500/-
|
Asbestos
|
Take -1 fire damage
|
20/20/35/20
|
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