Attacking
An attack roll represents a character's attempt to strike an opponent, usually with some type of offensive ability or with a weapon. Attacking is broken up into two categories, type of attack which is broken up into range, spell, or melee attacks, and application which is what the attack targets, targeting either normal armor class or touch armor class, for more information on armor class see the Armor Class rules. In addition attacking is broken up into multiple different attack actions that allow the character to attack in different ways.
Making an Attack
When a character attempts to make an attack they typically roll a d20 and add their Attack Bonus to the result. If the result of their attack is equal to or higher than the targets Ac or Touch AC, whichever they are targeting, the attack hits unless influenced in some way.
Automatic Hits and Misses
When making an attack roll a natural 1 on the d20 roll is an automatic miss and a natural 20 is an automatic hit regardless of the target's AC. In addition these may also have critical effects, for more information see the Critical Hits and Fumbles rules.
Situational Bonuses
There are various situational bonuses that a character may be affected by depending on different variables. The most common that affect attacks are flanking, high ground, and charging. In addition to those some items, traits, talents, and other abilities may provide situational bonuses which will be detailed inside such abilities.
Flanking: When two characters flank an enemy they gain a +2 tactical bonus to hit at base. For more information see the Reach and Threatened Area rules.
High Ground: When a character attacks down on enemies from 5 feet or more above them they gain a +1 tactical bonus to hit at base. Likewise a character attacking up at an enemy with a melee attack who is 5 feet or more above them takes a -1 tactical bonus to hit at base. In addition ranged attacks ignore the vertical distance between them and the target when firing from high ground.
Implaced Weapons: Certain weapons such as firearms and crossbows gain bonuses when implaced or when the wielder uses them while prone. A character can brace on of these weapons against something that gives them at least partial cover as a basic action. While braced or firing from prone the character gains advantage on attack roles with these weapons.
Charge: When a character takes the charge action when making a melee attack they gain advantage on their attack roll. For more information see the Charge rules.
Multiple Attacks
At base most characters only have the ability to make a single attack with an action, however depending on the characters skill rank or abilities they may have the ability to make multiple attacks. By default they gain an iterative attack at professional rank and grandmaster+ rank with weapons in that weapon group. Every attack past the first a character makes in the same turn takes a stacking -4 penalty to hit, some abilities may change this penalty.
Two Weapon Fighting
A character may choose to wield a one handed weapon in both their main and off hand. This allows them to gain an extra attack with the off hand weapon when performing certain attack actions, though at a penalty. When performing an attack action that allows the character to attack with both their main and off hand weapons, both attacks take the multiple attack penalty from the off hand in addition to any other multiple attack penalties they may have.
If the off hand weapon has the light weapon property this penalty is lowered by 1, and if both the main hand and off hand weapons have the light property the penalty is lowered by 2. Additionally some talents or abilities may lower this penalty further or give additional attacks.
Targe - 2d6 (B) 20x2
Kite - 2d8 (B) 20x2
Heater - 2d8 (B) 20x2
Tower - 2d10 (B) 20x2 - Free Bull Rush attempt on attack
Ranged Attacks
Ranged attacks can be made with the same actions as any other weapon attacks. However, they have situational modifiers and penalties that are unique to them.
Shooting into Melee: When making a ranged attack that is targeting an enemy threatened by an ally in melee, the attacker takes a -4 to attack. This penalty can be negated by certain items and talents, such as Precise Shot.
Range Increments: All ranged attacks have a base range increment depending on the weapon and the abilities of the attacker. Ranged attacks can be made at no penalty within the first range increment. However every range increment past the first applies a stacking -2 penalty to attack. At base thrown weapons have a maximum number of 5 range increments, while other wielded weapons such as bows and crossbows have a maximum number of 10 range increments. The penalty from range increment and number of range increments a weapon has can be changed by certain items, talents, and abilities.
Provoking: At base all range attacks provoke while threatened.
Attack Actions
Most attack actions require a single Basic Action to perform and may have limits or modifiers on how they are performed. In addition some abilities may require a special attack action to perform, the details of those will be listed in the specific ability. If a character performs an attack action on their turn they are unable to perform the spell casting action, likewise if they use the spell casting action they are unable to take an attack action, unless they possess an ability that allows them to bypass this.
All Out Attack
The All Out Attack action requires a single Basic Action to perform and may only be performed once per turn at base. This action allows the character to use a weapon or other appropriate ability to attack with all attacks they have available, such as from iterative attacks or other abilities such as two weapon fighting. These attacks take multiple attack penalties as appropriate.
Push the Attack
The Push the Attack action requires a single Basic Action to perform, and may be performed as many times as desired as long as the character has actions available. At base this action allows the character to make a single attack with a weapon or other appropriate ability, this attack takes multiple attack penalties as appropriate.
Wild Attack
The Wild Attack action is a a modifier that can be added to any attack action. The target of any wild attacks takes a -2 plus half the multiple attack penalty to AC and Parry checks against these attacks. However the attacker also takes a penalty to AC equal to half the highest penalty applied by a wild attack until the start of their next turn.
Snipe
The snipe action requies a multiaction, taking both of the character's basic actions to perform. This action allows the character to make a single ranged attack against an unaware target and then make a stealth check at a -20 penalty to remain hidden. If the target and any other nearby creatures who noticed the attack fail their perception check to identify the sniper's location, the character remains hidden as per the stealth rules.
Attack of Opportunity
Attacks of Opportunity is a reaction that allows the character to make a single melee attack against a target that provokes within their threatened area. These attacks do not take multiple attack penalties unless the character takes multiple attacks of opportunity against the same target in the same turn, these penalties are only applied to individual targets. For more information on Attacks of Opportunity see the Reach and Threatened Area rules.
Special Attacks
Special Attack actions are used to perform attacks from abilities such as throwing a bomb from the Bomber talent. These abilities will list what type of action is required to perform the special attack. In addition many of these special attacks may only be performed once per turn and do not gain iterative attacks unless otherwise noted.
Spell Attacks
Some spells or magic abilities may require an attack to apply their effects. Unless otherwise noted these attacks are typically Free Actions taken as part of the Spell casting Action or whatever special action the ability required. For more information see the Unbound Magic rules.
Natural Attacks
Natural Attacks work slightly differently than normal attack actions due to the fact that characters may potentially have access to multiple different natural weapons. Typically natural attacks are broken up into two categories, Primary and Secondary Natural Attacks.
Primary Natural Attacks
Characters with natural weapons have what is usually referred to as a primary natural weapon. This natural attack may be used when attacking with the All Out Attack and Pushing the Attack actions; however it does not gain iterative attacks unless the character has an ability that says otherwise. In addition if the character is wielding another weapon that is not a natural weapon and chooses to attack with that weapon their natural weapon is treated as a secondary natural weapon.
Secondary Natural Attacks
Some characters have multiple natural weapons or wield a different weapon in addition to their natural weapon. In these cases any natural weapon other than the primary natural weapon or the wielded weapon is considered a secondary natural weapon. These secondary natural weapons may be used in place of a primary when making an attack action. In addition a character may perform a Multi Action, using two Basic Actions, to attack with all primary and secondary natural weapons available or with an available secondary natural weapon after attacking with a wielded weapon. This Multi Action may be performed in conjunction with other appropriate multi actions such as the Wild Attack action. Any secondary attacks used as part of a Multi Action and occur after another weapon attack take a -3 penalty to hit in addition to normal multiple attacks penalties.
Multiple Attacks and Paired Natural Weapons
Natural Attacks take all the normal multiple attack penalties as appropriate with one exception. Some natural attacks come in pairs, for example some claws. These paired natural weapons typically both attack at the same time when taking the attack action and as such they are treated as one attack for the purposes of multiple attack penalties. What this means is that when a character with a pair of claw attacks takes an attack action attacking with both claws the ‘second’ claw does not take the penalty from attacking multiple times.
Making an Attack
When a character attempts to make an attack they typically roll a d20 and add their Attack Bonus to the result. If the result of their attack is equal to or higher than the targets Ac or Touch AC, whichever they are targeting, the attack hits unless influenced in some way.
Automatic Hits and Misses
When making an attack roll a natural 1 on the d20 roll is an automatic miss and a natural 20 is an automatic hit regardless of the target's AC. In addition these may also have critical effects, for more information see the Critical Hits and Fumbles rules.
Attack Bonuses
The bonuses that an attack receives to hit depends on the type of attack being performed and any other modifiers the character has, such as traits, talents, items, or other abilities. At base every type of attack receives a bonus from an Attribute Modifier to hit. Melee Attacks: Melee attacks use the characters strength modifier to hit by default. Ranged Attacks: Ranged attacks use the characters dexterity modifier to hit by default. Spell Attacks: Spell attacks use either the characters thaumaturgy or magic modifier, whichever is higher, to hit by default. For more information see the Unbound Magic rules.Situational Bonuses
There are various situational bonuses that a character may be affected by depending on different variables. The most common that affect attacks are flanking, high ground, and charging. In addition to those some items, traits, talents, and other abilities may provide situational bonuses which will be detailed inside such abilities.
Flanking: When two characters flank an enemy they gain a +2 tactical bonus to hit at base. For more information see the Reach and Threatened Area rules.
High Ground: When a character attacks down on enemies from 5 feet or more above them they gain a +1 tactical bonus to hit at base. Likewise a character attacking up at an enemy with a melee attack who is 5 feet or more above them takes a -1 tactical bonus to hit at base. In addition ranged attacks ignore the vertical distance between them and the target when firing from high ground.
Implaced Weapons: Certain weapons such as firearms and crossbows gain bonuses when implaced or when the wielder uses them while prone. A character can brace on of these weapons against something that gives them at least partial cover as a basic action. While braced or firing from prone the character gains advantage on attack roles with these weapons.
Charge: When a character takes the charge action when making a melee attack they gain advantage on their attack roll. For more information see the Charge rules.
Multiple Attacks
At base most characters only have the ability to make a single attack with an action, however depending on the characters skill rank or abilities they may have the ability to make multiple attacks. By default they gain an iterative attack at professional rank and grandmaster+ rank with weapons in that weapon group. Every attack past the first a character makes in the same turn takes a stacking -4 penalty to hit, some abilities may change this penalty.
Two Weapon Fighting
A character may choose to wield a one handed weapon in both their main and off hand. This allows them to gain an extra attack with the off hand weapon when performing certain attack actions, though at a penalty. When performing an attack action that allows the character to attack with both their main and off hand weapons, both attacks take the multiple attack penalty from the off hand in addition to any other multiple attack penalties they may have.
If the off hand weapon has the light weapon property this penalty is lowered by 1, and if both the main hand and off hand weapons have the light property the penalty is lowered by 2. Additionally some talents or abilities may lower this penalty further or give additional attacks.
Shield Bash
A character may choose to replace any attack made as part of an attack action with a Shield Bash. Shields typically count as close weapons for whcih skill is used when making a shield bash. If a character chooses to attack with a shield they lose all bonuses from that shield until the start of their next turn. Shields have a weapon profile based on the type of shield unless specifically made to be a weapon.Shield Weapon Profiles:
Buckler - 2d6 (B) 20x2Targe - 2d6 (B) 20x2
Kite - 2d8 (B) 20x2
Heater - 2d8 (B) 20x2
Tower - 2d10 (B) 20x2 - Free Bull Rush attempt on attack
Ranged Attacks
Ranged attacks can be made with the same actions as any other weapon attacks. However, they have situational modifiers and penalties that are unique to them.
Shooting into Melee: When making a ranged attack that is targeting an enemy threatened by an ally in melee, the attacker takes a -4 to attack. This penalty can be negated by certain items and talents, such as Precise Shot.
Range Increments: All ranged attacks have a base range increment depending on the weapon and the abilities of the attacker. Ranged attacks can be made at no penalty within the first range increment. However every range increment past the first applies a stacking -2 penalty to attack. At base thrown weapons have a maximum number of 5 range increments, while other wielded weapons such as bows and crossbows have a maximum number of 10 range increments. The penalty from range increment and number of range increments a weapon has can be changed by certain items, talents, and abilities.
Provoking: At base all range attacks provoke while threatened.
Attack Actions
Most attack actions require a single Basic Action to perform and may have limits or modifiers on how they are performed. In addition some abilities may require a special attack action to perform, the details of those will be listed in the specific ability. If a character performs an attack action on their turn they are unable to perform the spell casting action, likewise if they use the spell casting action they are unable to take an attack action, unless they possess an ability that allows them to bypass this.
All Out Attack
The All Out Attack action requires a single Basic Action to perform and may only be performed once per turn at base. This action allows the character to use a weapon or other appropriate ability to attack with all attacks they have available, such as from iterative attacks or other abilities such as two weapon fighting. These attacks take multiple attack penalties as appropriate.
Push the Attack
The Push the Attack action requires a single Basic Action to perform, and may be performed as many times as desired as long as the character has actions available. At base this action allows the character to make a single attack with a weapon or other appropriate ability, this attack takes multiple attack penalties as appropriate.
Wild Attack
The Wild Attack action is a a modifier that can be added to any attack action. The target of any wild attacks takes a -2 plus half the multiple attack penalty to AC and Parry checks against these attacks. However the attacker also takes a penalty to AC equal to half the highest penalty applied by a wild attack until the start of their next turn.
Snipe
The snipe action requies a multiaction, taking both of the character's basic actions to perform. This action allows the character to make a single ranged attack against an unaware target and then make a stealth check at a -20 penalty to remain hidden. If the target and any other nearby creatures who noticed the attack fail their perception check to identify the sniper's location, the character remains hidden as per the stealth rules.
Attack of Opportunity
Attacks of Opportunity is a reaction that allows the character to make a single melee attack against a target that provokes within their threatened area. These attacks do not take multiple attack penalties unless the character takes multiple attacks of opportunity against the same target in the same turn, these penalties are only applied to individual targets. For more information on Attacks of Opportunity see the Reach and Threatened Area rules.
Special Attacks
Special Attack actions are used to perform attacks from abilities such as throwing a bomb from the Bomber talent. These abilities will list what type of action is required to perform the special attack. In addition many of these special attacks may only be performed once per turn and do not gain iterative attacks unless otherwise noted.
Spell Attacks
Some spells or magic abilities may require an attack to apply their effects. Unless otherwise noted these attacks are typically Free Actions taken as part of the Spell casting Action or whatever special action the ability required. For more information see the Unbound Magic rules.
Natural Attacks
Natural Attacks work slightly differently than normal attack actions due to the fact that characters may potentially have access to multiple different natural weapons. Typically natural attacks are broken up into two categories, Primary and Secondary Natural Attacks.
Primary Natural Attacks
Characters with natural weapons have what is usually referred to as a primary natural weapon. This natural attack may be used when attacking with the All Out Attack and Pushing the Attack actions; however it does not gain iterative attacks unless the character has an ability that says otherwise. In addition if the character is wielding another weapon that is not a natural weapon and chooses to attack with that weapon their natural weapon is treated as a secondary natural weapon.
Secondary Natural Attacks
Some characters have multiple natural weapons or wield a different weapon in addition to their natural weapon. In these cases any natural weapon other than the primary natural weapon or the wielded weapon is considered a secondary natural weapon. These secondary natural weapons may be used in place of a primary when making an attack action. In addition a character may perform a Multi Action, using two Basic Actions, to attack with all primary and secondary natural weapons available or with an available secondary natural weapon after attacking with a wielded weapon. This Multi Action may be performed in conjunction with other appropriate multi actions such as the Wild Attack action. Any secondary attacks used as part of a Multi Action and occur after another weapon attack take a -3 penalty to hit in addition to normal multiple attacks penalties.
Multiple Attacks and Paired Natural Weapons
Natural Attacks take all the normal multiple attack penalties as appropriate with one exception. Some natural attacks come in pairs, for example some claws. These paired natural weapons typically both attack at the same time when taking the attack action and as such they are treated as one attack for the purposes of multiple attack penalties. What this means is that when a character with a pair of claw attacks takes an attack action attacking with both claws the ‘second’ claw does not take the penalty from attacking multiple times.Remove these ads. Join the Worldbuilders Guild




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