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Attacks and Damage
Attacking is a basic part of combat. Doing so takes a standard
action or part of a full-round action (see Full Attack,
below).
MELEE ATTACKS
With a melee weapon, a natural weapon, or even a bare fi st,
you can strike any opponent within reach, which is normally
5 feet for Small and Medium creatures. Opponents within
5 feet are considered adjacent to you. Some weapons and
creatures have longer reach.
Melee attack bonus = base attack bonus + Str modifier +
size modifier + enhancement bonus + other modifiers
Base Attack Bonus
Your class or creature type along with your character level
or number of Hit Dice determine your base attack bonus.
Sometimes these factors combine, such as when a creature
has racial Hit Dice and then takes class levels.
Strength Modifier
If your Strength is high, you can deliver more forceful
blows that are capable of cutting through defenses. A
creature that has a low Strength is unable to apply enough
force. Therefor you apply your Strength modifier on melee
attack rolls.
Enhancement Bonus
Enhancement bonuses make your weapon better. Such
bonuses come from masterwork or magic weapons.
Other Modifiers
Circumstances can modify your attack roll. See the Attack
Roll Modifi ers table on the facing page.
UNARMED ATTACKS
Striking with punches and kicks is like attacking with a
melee weapon, except that such attacks usually provoke an
attack of opportunity from the foe you attack, provided that
opponent is armed. The attack of opportunity comes before
your attack. An unarmed attack doesn’t provoke attacks of
opportunity from other foes, nor does it provoke an attack
of opportunity from an unarmed foe. An unarmed creature
can’t make attacks of opportunity.
Natural Weapons
A creature that has a natural weapon, such as a claw or slam,
is considered armed. It can make unarmed attacks, but it can’t
use its natural weapons as if they were unarmed attacks, nor
can it apply abilities that affect only unarmed attacks to its
natural weapons.
“Armed” Unarmed Attacks
Sometimes a creature’s unarmed attack counts as an armed
attack. A monk, a character who has the Improved Unarmed
Strike feat, and a spellcaster delivering a touch attack
spell all count as armed. Being armed in this way counts
for both offense and defense. So a creature armed in this
way can make attacks of opportunity, and such a creature
doesn’t provoke attacks of opportunity when attacking.
(The act of casting a spell provokes attacks of opportunity
as normal.)
RANGED ATTACKS
With a ranged weapon, you can shoot or throw at any target
that is within the weapon’s maximum range (see Range
Penalty). Line of sight isn’t required—you can fire at a
creature that has concealment, hoping you hit your target.
Intervening creatures and obstacles, however, can block your
shot or provide cover for the creature you’re aiming at. You
provoke attacks of opportunity when fi ring or throwing a
ranged weapon.
Ranged attack bonus = base attack bonus + Dex modifier
+ size modifier + enhancement bonus + range penalty +
other modifiers
Dexterity Modifier
If your Dexterity is high, you’re naturally accurate with
ranged weapons. If your Dexterity is low, you’re inaccurate.
Range Penalty
Every ranged weapon has a range increment. Each full range
increment the weapon or ammunition must travel before
hitting its target imposes a cumulative –2 penalty on the
attack roll. A thrown weapon has a maximum range of fi ve
range increments. A projectile weapon can shoot up to ten
range increments.
Other Modifiers
Many circumstances that modify melee attack rolls also apply
to ranged attack rolls, but some, such as the penalty imposed
for shooting into a melee, apply only to ranged attack rolls.
See the Attack Roll Modifi ers table.
RANGED ATTACKS INTO A MELEE
If you shoot or throw a ranged weapon at an opponent engaged
in melee with an ally, you take a –4 penalty on your attack
roll. Two creatures are engaged in melee if they’re opponents
of each other and either threatens the other. An unconscious
or otherwise immobilized creature isn’t considered engaged
unless it’s actually being attacked.
If your target is at least 2 squares from the nearest ally,
you can avoid the –4 penalty. This option applies even if the
creature you’re attacking is engaged in melee with an ally,
provided you can aim at part of the creature that is at least 2
squares from your ally.
TOUCH ATTACKS
Touch attacks come in two types—melee touch attacks and
ranged touch attacks. When an attack is a touch attack, your
target’s AC doesn’t include any armor bonus, shield bonus,
or natural armor bonus, including enhancement bonuses to
these factors. All other modifi ers apply normally. To hit your
target, you make a touch attack roll—ranged or melee—and
all other rules that affect attack rolls still apply.
If you get more than one attack per round because your base
attack bonus is high enough, because you fi ght with two
weapons or a double weapon, or for some other reason, you
must use a full-round action to be able to make your additional
attacks. As you make your attacks, you specify your targets.
You can see how the earlier attacks turn out before assigning
the later ones.
If you can make multiple attacks because your base attack
bonus is high enough, you must make the attacks in order
from highest bonus to lowest. You can strike with either
weapon fi rst if you’re using two weapons or either part of
the weapon fi rst if you’re using a double weapon.
The only movement you can take during a full attack is
a 5-foot step. You can take the step before, after, or between
your attacks.
The extra attacks granted by the Cleave feat or the Great
Cleave feat can be taken whenever they apply. This is an
exception to the normal limit on the number of attacks you
can make when not making a full attack.
ATTACK ROLL
An attack roll represents your attempt to strike your opponent.
Your attack roll is 1d20 + your attack bonus with the
type of attack you’re using. If the result equals or exceeds
the target’s AC, you hit and deal damage.
AUTOMATIC MISSES AND HITS
A natural 1—when the d20 comes up 1—on the attack roll is
always a miss. A natural 20—when the d20 comes up 20—is
always a hit. A natural 20 is also a threat, which is a possible
critical hit (see page 40).
DAMAGE
When an attack succeeds, it deals damage. The weapon used
determines the amount of damage dealt. Damage reduces
a target’s current hit points, unless it’s specified as some
other sort of damage. Certain attacks, creatures, and magical
effects can cause other sorts of damage, such as ability
damage, energy drain, or nonlethal damage. When you hit
with such an attack, apply the effects of the attack as that
attack’s description dictates.
DAMAGE MODIFIERS
Other factors in the situation might increase or reduce
damage. Commonly, damage is modifi ed by a magical effect.
Effects that modify weapon damage apply to unarmed strikes
and natural weapons.
MINIMUM DAMAGE
If penalties reduce the damage result to less than 1, a hit still
deals 1 point of damage.
MULTIPLYING DAMAGE
Sometimes damage is multiplied, such as on a critical hit.
Roll the damage dice and add all modifi ers multiple times.
Total the results. Extra damage dice over and above a weapon’s
normal damage, such as those dealt by precision damage
abilities (see page 42), are never multiplied.
Specifying Damage Dealt
You can specify that you are dealing lethal damage with a
weapon that normally deals nonlethal damage before you
make your attack roll, but you take a –4 penalty on that
attack roll. You can also specify that you’re dealing nonlethal
damage with a weapon that normally deals lethal damage, but
you take a –4 penalty on that attack roll. See Injury, Healing,
and Death, page 72.
Attack Roll Modifi ers
Attacker is . . . Melee Ranged
Attacking an off-balance swimmer +2 +2
Dazzled –1 –1
Dealing lethal damage with
nonlethal weapon –4 –4
Dealing nonlethal damage with
lethal weapon –4 –4
Energy drained1 –1 –1
Entangled2 –2 –2
Fighting defensively –4 –4
Flanking defender +2 —
Grappling and attacking with an unarmed
strike, natural weapon, or light weapon –4 —
Grappling and attacking with an opponent’s
weapon after a successful grapple check –4 —
Invisible3 +2 +2
Loser in duel of wills (Intimidate)4 –1 –1
Nonproficient with armor worn5 —Varies—
Nonprofi cient with weapon used –4 –4
On higher ground than defender +1 —
Prone6 –4 —
Shaken or frightened –2 –2
Shooting or throwing from range7 — –2
Shooting into melee — –4
Squeezing –4 –4
Subject to rain, severe wind, sleet, or snow — –4
Underwater8 —Varies—
Using an improvised weapon –4 –4
Using an inappropriately sized weapon9 –2 –2
Winner in duel of wills (Intimidate)10 +1 +1
1 Cumulative per negative level.
2 Attacker takes a –4 penalty to Dexterity, which might
affect the attack roll.
3 Bonus doesn’t apply if defender is blinded.
4 Penalty is only on rolls against the winner. If defender
submitted, the penalty lasts for 1 round. If defender
participated, the penalty also applies on damage rolls
and lasts for the entire encounter.
5 Armor check penalty applies on attack rolls.
6 Most ranged weapons can’t be used while the attacker
is prone, but you can use a crossbow or shuriken while
prone at no penalty.
7 Cumulative per range increment from defender.
8 See Underwater Combat, page 149.
9 Cumulative per size category of difference.
10 Bonus is only on rolls against defender that ignored
or participated in the duel. If defender ignored you,
and you succeeded on a DC 15 Intimidate check, the
bonus is a morale bonus that lasts for 1 round. If
defender participated and lost, the bonus is untyped
and also applies on damage rolls, and it lasts for the
encounter.