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Welcome to Aesair! We are glad to have you here to play with us. Rules are rather lax so sit back and try and enjoy yourself. Here at Aesair, we want you to be as comfortable as possible. As we have just gotten things up and running, we are a little vacant right now, but any suggestions are welcome for improving your Forum going experience.
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Special Attacks

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Special Attacks Empty Special Attacks

Post by Support Team Tue Feb 11, 2014 12:06 pm

This section covers grappling, throwing splash weapons (such as
acid or holy water), attacking objects (such as trying to hack apart a
locked chest), turning or rebuking undead (for clerics and paladins),
and an assortment of other special attacks.
Table 8–7: Special Attacks
Special Attack Brief Description
Aid another Grant an ally a +2 bonus on attacks or AC
Bull rush Push an opponent back 5 feet or more
Charge Move up to twice your speed and attack with
+2 bonus
Disarm Knock a weapon from your opponent’s
hands
Feint Negate your opponent’s Dex bonus to AC
Grapple Wrestle with an opponent
Overrun Plow past or over an opponent as you move
Sunder Strike an opponent’s weapon or shield
Throw splash weapon Throw container of dangerous liquid at target
Trip Trip an opponent
Turn (rebuke) undead Channel positive (or negative) energy to turn
away (or awe) undead
Two-weapon fighting Fight with a weapon in each hand
AID ANOTHER
In melee combat, you can help a friend attack or defend by distracting
or interfering with an opponent. If you’re in position to make a
melee attack on an opponent that is engaging a friend in melee
combat, you can attempt to aid your friend as a standard action. You
make an attack roll against AC 10. If you succeed, your friend gains
either a +2 bonus on his next attack roll against that opponent or a
+2 bonus to AC against that opponent’s next attack (your choice), as
long as that attack comes before the beginning of your next turn.
Multiple characters can aid the same friend, and similar bonuses
stack.
You can also use this standard action to help a friend in other
ways, such as when he is affected by a hypnotism spell or a sleep spell,
or to assist another character’s skill check (see page 65).
BULL RUSH
You can make a bull rush as a standard action (an attack) or as part of
a charge (see Charge, below). When you make a bull rush, you
attempt to push an opponent straight back instead of damaging him.
You can only bull rush an opponent who is one size category larger
than you, the same size, or smaller.
Initiating a Bull Rush: First, you move into the defender’s
space. Doing this provokes an attack of opportunity from each opponent
that threatens you, including the defender. (If you have the
Improved Bull Rush feat, you don’t provoke an attack of opportunity
from the defender.) Any attack of opportunity made by anyone
other than the defender against you during a bull rush has a 25%
chance of accidentally targeting the defender instead, and any attack
of opportunity by anyone other than you against the defender likewise
has a 25% chance of accidentally targeting you. (When someone
makes an attack of opportunity, make the attack roll and then
roll to see whether the attack went astray.)
Second, you and the defender make opposed Strength checks.
You each add a +4 bonus for each size category you are larger than
Medium or a –4 penalty for each size category you are smaller than
Medium. You get a +2 bonus if you are charging. The defender gets a
+4 bonus if he has more than two legs or is otherwise exceptionally
stable (such as a dwarf).
Bull Rush Results: If you beat the defender’s Strength check
result, you push him back 5 feet. If you wish to move with the defender,
you can push him back an additional 5 feet for each 5 points
by which your check result is greater than the defender’s check
result. You can’t, however, exceed your normal movement limit.
(Note: The defender provokes attacks of opportunity if he is moved.
So do you, if you move with him. The two of you do not provoke
attacks of opportunity from each other, however.)
If you fail to beat the defender’s Strength check result, you move
5 feet straight back to where you were before you moved into his
space. If that space is occupied, you fall prone in that space.
CHARGE
Charging is a special full-round action that allows you to move up to
twice your speed and attack during the action. However, it carries
tight restrictions on how you can move.
Movement During a Charge: You must move before your
attack, not after. You must move at least 10 feet (2 squares) and may
move up to double your speed directly toward the designated opponent.
You must have a clear path toward the opponent, and nothing
can hinder your movement (such as difficult terrain or obstacles).
Here’s what it means to have a clear path. First, you must move to
the closest space from which you can attack the opponent. (If this
space is occupied or otherwise blocked, you can’t charge.) Second, if
any line from your starting space to the ending space passes through
a square that blocks movement (such as a wall), slows movement
(such as difficult terrain), or contains a creature (even an ally), you
can’t charge. (Helpless creatures don’t stop a charge.)
If you don’t have line of sight to the opponent at the start of your
turn, you can’t charge that opponent.
You can’t take a 5-foot step in the same round as a charge.
If you are able to take only a standard action or a move action on
your turn, you can still charge, but you are only allowed to move up
to your speed (instead of up to double your speed). You can’t use this
option unless you are restricted to taking only a standard action or
move action on your turn (such as during a surprise round).
Attacking on a Charge: After moving, you may make a single
melee attack. Since you can use the momentum of the charge in
your favor, you get a +2 bonus on the attack roll. Since a charge is a
bit reckless, you also take a –2 penalty to your AC until the start of
your next turn.
A charging character gets a +2 bonus on the Strength check made
to bull rush or overrun an opponent (see Bull Rush, above, and
Overrun, below).
Even if you have extra attacks, such as from having a high enough
base attack bonus or from using multiple weapons, you only get to
make one attack during a charge.
Lances and Charge Attacks: A lance deals double damage if
employed by a mounted character in a charge.
Weapons Readied against a Charge: Spears, tridents, and certain
other piercing weapons deal double damage when readied (set)
and used against a charging character (see Table 7–5: Weapons, page
116, and Ready, page 160).
DISARM
As a melee attack, you may attempt to disarm your opponent. If you
do so with a weapon, you knock the opponent’s weapon out of his
hands and to the ground. If you attempt the disarm while unarmed,
you end up with the weapon in your hand.
If you’re attempting to disarm a melee weapon, follow the steps
outlined here. If the item you are attempting to disarm isn’t a melee
weapon (for instance, a bow or a wand), the defender may still
oppose you with an attack roll, but takes a penalty and can’t attempt
to disarm you in return if your attempt fails.
Step 1: Attack of Opportunity. You provoke an attack of
opportunity from the target you are trying to disarm. (If you have
the Improved Disarm feat, you don’t incur an attack of opportunity
for making a disarm attempt.) If the defender’s attack of opportunity
deals any damage, your disarm attempt fails.
Step 2: Opposed Rolls. You and the defender make opposed attack
rolls with your respective weapons. The wielder of a twohanded
weapon on a disarm attempt gets a +4 bonus on this roll, and
the wielder of a light weapon takes a –4 penalty. (An unarmed strike
is considered a light weapon, so you always take a penalty when trying
to disarm an opponent by using an unarmed strike.) If the combatants
are of different sizes, the larger combatant gets a bonus on
the attack roll of +4 per difference in size category. If the targeted
item isn’t a melee weapon, the defender takes a –4 penalty on the
roll.
Step Three: Consequences. If you beat the defender, the defender
is disarmed. If you attempted the disarm action unarmed,
you now have the weapon. If you were armed, the defender’s
weapon is on the ground in the defender’s square.
If you fail on the disarm attempt, the defender may immediately
react and attempt to disarm you with the same sort of opposed melee
attack roll. His attempt does not provoke an attack of opportunity
from you. If he fails his disarm attempt, you do not subsequently get
a free disarm attempt against him.
Note: A defender wearing spiked gauntlets (page 118) can’t be
disarmed. A defender using a weapon attached to a locked gauntlet
(page 124) gets a +10 bonus to resist being disarmed.
Grabbing Items
You can use a disarm action to snatch an item worn by the target
(such as a necklace or a pair of goggles). If you want to have the item
in your hand, the disarm must be made as an unarmed attack. If the
item is poorly secured or otherwise easy to snatch or cut away (such
as a loose cloak or a brooch pinned to the front of a tunic), the
attacker gets a +4 bonus. Unlike on a normal disarm attempt, failing
the attempt doesn’t allow the defender to attempt to disarm you.
This otherwise functions identically to a disarm attempt, as noted
above.
You can’t snatch an item that is well secured, such as a ring or
bracelet, unless you have pinned the wearer (see Grapple). Even
then, the defender gains a +4 bonus on his roll to resist the attempt.
FEINT
As a standard action, you can try to mislead an opponent in melee
combat so that he can’t dodge your next attack effectively. To feint,
make a Bluff check opposed by a Sense Motive check by your target.
The target may add his base attack bonus to this Sense Motive
check. If your Bluff check result exceeds your target’s Sense Motive
check result, the next melee attack you make against the target does
not allow him to use his Dexterity bonus to AC (if any). This attack
must be made on or before your next turn.
Feinting in this way against a nonhumanoid is difficult because
it’s harder to read a strange creature’s body language; you take a –4
penalty. Against a creature of animal Intelligence (1 or 2), you take a
–8 penalty. Against a nonintelligent creature, it’s impossible.
Feinting in combat does not provoke attacks of opportunity.
Feinting as a Move Action: With the Improved Feint feat, you
can attempt a feint as a move action instead of as a standard action.
GRAPPLE
Grappling means wrestling and struggling hand-to-hand. It’s tricky
to perform, but sometimes you want to pin foes instead of killing
them, and sometimes you have no choice in the matter. For
monsters, grappling can mean trapping you in a toothy maw (the
purple worm’s favorite tactic) or holding you down so it can claw
you to pieces (the dire lion’s trick).
Grapple Checks
Repeatedly in a grapple, you need to make opposed grapple checks
against an opponent. A grapple check is like a melee attack roll. Your
attack bonus on a grapple check is:
Base attack bonus + Strength modifier + special size modifier
Special Size Modifier: The special size modifier for a grapple
check is as follows: Colossal +16, Gargantuan +12, Huge +8, Large +4,
Medium +0, Small –4, Tiny –8, Diminutive –12, Fine –16. Use this
number in place of the normal size modifier you use when making
an attack roll.
Starting a Grapple
To start a grapple, you need to grab and hold your target. Starting a
grapple requires a successful melee attack roll. If you get multiple
attacks, you can attempt to start a grapple multiple times (at
successively lower base attack bonuses).
Step 1: Attack of Opportunity. You provoke an attack of opportunity
from the target you are trying to grapple. If the attack of
opportunity deals damage, the grapple attempt fails. (Certain monsters
do not provoke attacks of opportunity when they attempt to
grapple, nor do characters with the Improved Grapple feat.) If the
attack of opportunity misses or fails to deal damage, proceed to Step
2.
Step 2: Grab. You make a melee touch attack to grab the target. If
you fail to hit the target, the grapple attempt fails. If you succeed,
proceed to Step 3.
Step 3: Hold. Make an opposed grapple check as a free action. If
you succeed, you and your target are now grappling, and you deal
damage to the target as if with an unarmed strike.
If you lose, you fail to start the grapple. You automatically lose an
attempt to hold if the target is two or more size categories larger
than you are.
In case of a tie, the combatant with the higher grapple check
modifier wins. If this is a tie, roll again to break the tie.
Step 4: Maintain Grapple. To maintain the grapple for later
rounds, you must move into the target’s space. (This movement is
free and doesn’t count as part of your movement in the round.)
Moving, as normal, provokes attacks of opportunity from
threatening opponents, but not from your target.
If you can’t move into your target’s space, you can’t maintain the
grapple and must immediately let go of the target. To grapple again,
you must begin at Step 1.
Grappling Consequences
While you’re grappling, your ability to attack others and defend
yourself is limited.
No Threatened Squares: You don’t threaten any squares while
grappling.
No Dexterity Bonus: You lose your Dexterity bonus to AC (if
you have one) against opponents you aren’t grappling. (You can still
use it against opponents you are grappling.)
No Movement: You can’t move normally while grappling. You
may, however, make an opposed grapple check (see below) to move
while grappling.
If You’re Grappling
When you are grappling (regardless of who started the grapple), you
can perform any of the following actions. Some of these actions take
the place of an attack (rather than being a standard action or a move
action). If your base attack bonus allows you multiple attacks, you
can attempt one of these actions in place of each of your attacks, but
at successively lower base attack bonuses.
Activate a Magic Item: You can activate a magic item, as long as
the item doesn’t require a spell completion trigger. You don’t need
to make a grapple check to activate the item.
Attack Your Opponent: You can make an attack with an
unarmed strike, natural weapon, or light weapon against another
character you are grappling. You take a –4 penalty on such attacks.
You can’t attack with two weapons while grappling, even if both are
light weapons.
Cast a Spell: You can attempt to cast a spell while grappling or
even while pinned (see below), provided its casting time is no more
than 1 standard action, it has no somatic component, and you have
in hand any material components or focuses you might need. Any
spell that requires precise and careful action, such as drawing a
circle with powdered silver for protection from evil, is impossible to
cast while grappling or being pinned. If the spell is one that you can
cast while grappling, you must make a Concentration check (DC 20
+ spell level) or lose the spell. You don’t have to make a successful
grapple check to cast the spell.
Damage Your Opponent: While grappling, you can deal damage
to your opponent equivalent to an unarmed strike. Make an opposed
grapple check in place of an attack. If you win, you deal nonlethal
damage as normal for your unarmed strike (1d3 points for Medium
attackers or 1d2 points for Small attackers, plus Strength modifiers).
If you want to deal lethal damage, you take a –4 penalty on your
grapple check.
Exception: Monks deal more damage on an unarmed strike than
other characters, and the damage is lethal. However, they can
choose to deal their damage as nonlethal damage when grappling
without taking the usual –4 penalty for changing lethal damage to
nonlethal damage (see Dealing Nonlethal Damage, page 146).
Draw a Light Weapon: You can draw a light weapon as a move
action with a successful grapple check.
Escape from Grapple: You can escape a grapple by winning an
opposed grapple check in place of making an attack. You can make
an Escape Artist check in place of your grapple check if you so
desire, but this requires a standard action. If more than one opponent
is grappling you, your grapple check result has to beat all their
individual check results to escape. (Opponents don’t have to try to
hold you if they don’t want to.) If you escape, you finish the action
by moving into any space adjacent to your opponent(s).
Move: You can move half your speed (bringing all others engaged
in the grapple with you) by winning an opposed grapple check. This
requires a standard action, and you must beat all the other individual
check results to move the grapple.
Note: You get a +4 bonus on your grapple check to move a pinned
opponent, but only if no one else is involved in the grapple.
Retrieve a Spell Component: You can produce a spell component
from your pouch while grappling by using a full-round action.
Doing so does not require a successful grapple check.
Pin Your Opponent: You can hold your opponent immobile for
1 round by winning an opposed grapple check (made in place of an
attack). Once you have an opponent pinned, you have a few options
available to you (see below).
Break Another’s Pin: If you are grappling an opponent who has
another character pinned, you can make an opposed grapple check
in place of an attack. If you win, you break the hold that the
opponent has over the other character. The character is still
grappling, but is no longer pinned.
Use Opponent’s Weapon: If your opponent is holding a light
weapon, you can use it to attack him. Make an opposed grapple
check (in place of an attack). If you win, make an attack roll with the
weapon with a –4 penalty (doing this doesn’t require another
action). You don’t gain possession of the weapon by performing this
action.
If You’re Pinning an Opponent
Once you’ve pinned your opponent, he’s at your mercy. However,
you don’t have quite the freedom of action that you did while grappling.
You can attempt to damage your opponent with an opposed
grapple check, you can attempt to use your opponent’s weapon
against him, or you can attempt to move the grapple (all described
above). At your option, you can prevent a pinned opponent from
speaking.
You can use a disarm action to remove or grab away a well secured
object worn by a pinned opponent, but he gets a +4 bonus on his roll
to resist your attempt (see Disarm, page 155).
You may voluntarily release a pinned character as a free action; if
you do so, you are no longer considered to be grappling that character
(and vice versa).
You can’t draw or use a weapon (against the pinned character or
any other character), escape another’s grapple, retrieve a spell
component, pin another character, or break another’s pin while you
are pinning an opponent.
If You’re Pinned by an Opponent
When an opponent has pinned you, you are held immobile (but not
helpless) for 1 round. While you’re pinned, you take a –4 penalty to
your AC against opponents other than the one pinning you. At your
opponent’s option, you may also be unable to speak. On your turn,
you can try to escape the pin by making an opposed grapple check
in place of an attack. You can make an Escape Artist check in place
of your grapple check if you want, but this requires a standard
action. If you win, you escape the pin, but you’re still grappling.
Joining a Grapple
If your target is already grappling someone else, you can use an
attack to start a grapple, as above, except that the target doesn’t get
an attack of opportunity against you, and your grab automatically
succeeds. You still have to make a successful opposed grapple check
to become part of the grapple.
If there are multiple opponents involved in the grapple, you pick
one to make the opposed grapple check against.
Multiple Grapplers
Several combatants can be in a single grapple. Up to four combatants
can grapple a single opponent in a given round. Creatures that
are one or more size categories smaller than you count for half,
creatures that are one size category larger than you count double,
and creatures two or more size categories larger count quadruple.
When you are grappling with multiple opponents, you choose
one opponent to make an opposed check against. The exception is
an attempt to escape from the grapple; to successfully escape, your
grapple check must beat the check results of each opponent.
MOUNTED COMBAT
Riding a mount into battle gives you several advantages (see the
Ride skill, page 80, and the Mounted Combat feat, page 98).
Horses in Combat: Warhorses and warponies can serve readily
as combat steeds. Light horses, ponies, and heavy horses, however,
are frightened by combat. If you don’t dismount, you must make a
DC 20 Ride check each round as a move action to control such a
horse. If you succeed, you can perform a standard action after the
move action. If you fail, the move action becomes a full round action
and you can’t do anything else until your next turn.
Your mount acts on your initiative count as you direct it. You
move at its speed, but the mount uses its action to move.
A horse (not a pony) is a Large creature (see Big and Little Creatures
in Combat, page 149), and thus takes up a space 10 feet (2
squares) across. For simplicity, assume that you share your mount’s
space during combat.
Combat while Mounted: With a DC 5 Ride check, you can
guide your mount with your knees so as to use both hands to attack
or defend yourself. This is a free action.
When you attack a creature smaller than your mount that is on
foot, you get the +1 bonus on melee attacks for being on higher
ground. If your mount moves more than 5 feet, you can only make a
single melee attack. Essentially, you have to wait until the mount
gets to your enemy before attacking, so you can’t make a full attack.
Even at your mount’s full speed, you don’t take any penalty on melee
attacks while mounted.
If your mount charges, you also take the AC penalty associated
with a charge. If you make an attack at the end of the charge, you
receive the bonus gained from the charge. When charging on horseback,
you deal double damage with a lance (see Charge, page 154).
You can use ranged weapons while your mount is taking a double
move, but at a –4 penalty on the attack roll. You can use ranged
weapons while your mount is running (quadruple speed), at a –8
penalty. In either case, you make the attack roll when your mount
has completed half its movement. You can make a full attack with a
ranged weapon while your mount is moving. Likewise, you can take
move actions normally, so that, for instance, you can load and fire a
light crossbow in a round while your mount is moving.
Casting Spells while Mounted: You can cast a spell normally if
your mount moves up to a normal move (its speed) either before or
after you cast. If you have your mount move both before and after
you cast a spell, then you’re casting the spell while the mount is
moving, and you have to make a Concentration check due to the
vigorous motion (DC 10 + spell level) or lose the spell. If the mount
is running (quadruple speed), you can cast a spell when your mount
has moved up to twice its speed, but your Concentration check is
more difficult due to the violent motion (DC 15 + spell level).
If Your Mount Falls in Battle: If your mount falls, you have to
succeed on a DC 15 Ride check to make a soft fall and take no
damage. If the check fails, you take 1d6 points of damage.
If You Are Dropped: If you are knocked unconscious, you have a
50% chance to stay in the saddle (or 75% if you’re in a military
saddle). Otherwise you fall and take 1d6 points of damage. Without
you to guide it, your mount avoids combat.
OVERRUN
You can attempt an overrun as a standard action taken during your
move, or as part of a charge. (In general, you cannot take a standard
action during a move; this is an exception.) With an overrun, you
attempt to plow past or over your opponent (and move through his
square) as you move. You can only overrun an opponent who is one
size category larger than you, the same size, or smaller. You can
make only one overrun attempt per round.
If you’re attempting to overrun an opponent, follow these steps.
Step 1: Attack of Opportunity. Since you begin the overrun by
moving into the defender’s space, you provoke an attack of
opportunity from the defender.
Step 2: Opponent Avoids? The defender has the option to
simply avoid you. If he avoids you, he doesn’t suffer any ill effect. If
you were attempting the overrun as part of a charge, you may keep
moving. (You can always move through a square occupied by
someone who lets you by.) In either case, the overrun attempt
doesn’t count against your actions this round (except for any
movement required to enter the opponent’s square). If your opponent
doesn’t avoid you, move to Step 3.
Step 3: Opponent Blocks? If your opponent blocks you, make a
Strength check opposed by the defender’s Dexterity or Strength
check (whichever ability score has the higher modifier). A
combatant gets a +4 bonus on the check for every size category he is
larger than Medium or a –4 penalty for every size category he is
smaller than Medium. You gain a +2 bonus on your Strength check
if you made the overrun as part of a charge. The defender gets a +4
bonus on his check if he has more than two legs or is otherwise
more stable than a normal humanoid (such as a dwarf). If you win,
you knock the defender prone. If you lose, the defender may
immediately react and make a Strength check opposed by your
Dexterity or Strength check (including the size modifiers noted
above, but no other modifiers) to try to knock you prone.
Step 4: Consequences. If you succeed in knocking your opponent
prone, you can continue your movement as normal. If you fail
and are knocked prone in turn, you have to move 5 feet back the
way you came and fall prone, ending your movement there. If you
fail but are not knocked prone, you have to move 5 feet back the way
you came, ending your movement there. If that square is occupied,
you fall prone in that square.
Improved Overrun: If you have the Improved Overrun feat,
your target may not choose to avoid you.
Mounted Overrun (Trample): If you attempt an overrun while
mounted, your mount makes the Strength check to determine the
success or failure of the overrun attack (and applies its size modifier,
rather than yours). If you have the Trample feat and attempt an
overrun while mounted, your target may not choose to avoid you,
and if you knock your opponent prone with the overrun, your
mount may make one hoof attack against your opponent.
SUNDER
You can use a melee attack with a slashing or bludgeoning weapon
to strike a weapon or shield that your opponent is holding. If you’re
attempting to sunder a weapon or shield, follow the steps outlined
here. (Attacking held objects other than weapons or shields is
covered below.)
Table 8–8: Common Armor, Weapon, and Shield
Hardness and Hit Points
Weapon or Shield Example Hardness HP1
Light blade Short sword 10 2
One-handed blade Longsword 10 5
Two-handed blade Greatsword 10 10
Light metal-hafted weapon Light mace 10 10
One-handed metal-hafted weapon Heavy mace 10 20
Light hafted weapon Handaxe 5 2
One-handed hafted weapon Battleaxe 5 5
Two-handed hafted weapon Greataxe 5 10
Projectile weapon Crossbow 5 5
Armor — special2 armor
bonus × 5
Buckler — 10 5
Light wooden shield — 5 7
Heavy wooden shield — 5 15
Light steel shield — 10 10
Heavy steel shield — 10 20
Tower shield — 5 20
1 The hp value given is for Medium armor, weapons, and shields.
Divide by 2 for each size category of the item smaller than Medium,
or multiply it by 2 for each size category larger than Medium.
2 Varies by material; see Table 9–9, page 166.
Step 1: Attack of Opportunity. You provoke an attack of
opportunity from the target whose weapon or shield you are trying
to sunder. (If you have the Improved Sunder feat, you don’t incur an
attack of opportunity for making the attempt.)
Step 2: Opposed Rolls. You and the defender make opposed
attack rolls with your respective weapons. The wielder of a twohanded
weapon on a sunder attempt gets a +4 bonus on this roll, and
the wielder of a light weapon takes a –4 penalty. If the combatants
are of different sizes, the larger combatant gets a bonus on the attack
roll of +4 per difference in size category.
Step 3: Consequences. If you beat the defender, you have landed
a good blow. Roll damage and deal it to the weapon or shield. See
Table 8–8: Common Armor, Weapon, and Shield Hardness and Hit
Points to determine how much damage you must deal to destroy the
weapon or shield.
If you fail the sunder attempt, you don’t deal any damage.
Sundering a Carried or Worn Object: You don’t use an opposed
attack roll to damage a carried or worn object. Instead, just make an
attack roll against the object’s AC. A carried or worn object’s AC is
equal to 10 + its size modifier + the Dexterity modifier of the carrying
or wearing character. Attacking a carried or worn object provokes
an attack of opportunity just as attacking a held object does. To
attempt to snatch away an item worn by a defender (such as a cloak
or a pair of goggles) rather than damage it, see Disarm, page 155. You
can’t sunder armor worn by another character.
THROW SPLASH WEAPON
A splash weapon is a ranged weapon that breaks on impact, splashing
or scattering its contents over its target and nearby creatures or
objects. Most splash weapons consist of liquids, such as acid or holy
water, in breakable vials such as glass flasks. (See Special Substances
and Items, page 128, for particulars about several different splash
weapons.)
To attack with a splash weapon, make a ranged touch attack
against the target. Thrown weapons require no weapon proficiency,
so you don’t take the –4 nonproficiency penalty. A hit deals direct
hit damage to the target, and splash damage to all creatures within 5
feet of the target.
You can instead target a specific grid intersection. Treat this as a
ranged attack against AC 5. However, if you target a grid intersection,
creatures in all adjacent squares are dealt the splash damage,
and the direct hit damage is not dealt to any creature. (You can’t
target a grid intersection occupied by a creature, such as a Large or
larger creature; in this case, you’re aiming at the creature.)
If you miss the target (whether aiming at a creature or a grid
intersection), roll 1d8. This determines the misdirection of the
throw, with 1 being straight back at you and 2 through 8 counting
clockwise around the grid intersection or target creature. Then,
count a number of squares in the indicated direction equal to the
range increment of the throw. So, if you miss on a throw out to two
range increments and roll a 1 to determine the misdirection of the
throw, the splash weapon lands on the intersection that is 2 squares
away from the target in the direction toward you. See the
accompanying diagram.
After you determine where the weapon landed, it deals splash
damage to all creatures in adjacent squares.
TRIP
You can try to trip an opponent as an unarmed melee attack. You can
only trip an opponent who is one size category larger than you, the
same size, or smaller.
Making a Trip Attack: Make an unarmed melee touch attack
against your target. This provokes an attack of opportunity from
your target as normal for unarmed attacks.
If your attack succeeds, make a Strength check opposed by the
defender’s Dexterity or Strength check (whichever ability score has
the higher modifier). A combatant gets a +4 bonus for every size
category he is larger than Medium or a –4 penalty for every size
category he is smaller than Medium. The defender gets a +4 bonus
on his check if he has more than two legs or is otherwise more stable
than a normal humanoid (such as a dwarf). If you win, you trip the
defender. If you lose, the defender may immediately react and make
a Strength check opposed by your Dexterity or Strength check to try
to trip you.
Avoiding Attacks of Opportunity: If you have the Improved Trip feat,
or if you are tripping with a weapon (see below), you don’t provoke
an attack of opportunity for making a trip attack.
Being Tripped (Prone): A tripped character is prone (see Table
8–6: Armor Class Modifiers). Standing up is a move action.
Tripping a Mounted Opponent: You may make a trip attack
against a mounted opponent. The defender may make a Ride check
in place of his Dexterity or Strength check. If you succeed, you pull
the rider from his mount.
Tripping with a Weapon: Some weapons, including the spiked
chain, dire flail, heavy flail, light flail, guisarme, halberd, and whip,
can be used to make trip attacks. In this case, you make a melee
touch attack with the weapon instead of an unarmed melee touch
attack, and you don’t provoke an attack of opportunity. If you are
tripped during your own trip attempt, you can drop the weapon to
avoid being tripped.
TURN OR REBUKE UNDEAD
Good clerics and paladins and some neutral clerics can channel
positive energy, which can halt, drive off (rout), or destroy undead.
Evil clerics and some neutral clerics can channel negative energy,
which can halt, awe (rebuke), control (command), or bolster undead.
Regardless of the effect, the general term for the activity is “turning.”
When attempting to exercise their divine control over these creatures,
characters make turning checks.
Turning Checks
Turning undead is a supernatural ability that a character can perform
as a standard action. It does not provoke attacks of opportunity.
You must present your holy symbol to turn undead. Turning is
considered an attack.
Times per Day: You may attempt to turn undead a number of
times per day equal to 3 + your Charisma modifier. You can increase
this number by taking the Extra Turning feat (page 94).
Range: You turn the closest turnable undead first, and you can’t
turn undead that are more than 60 feet away or that have total cover
relative to you. You don’t need line of sight to a target, but you do
need line of effect (see page 176).
Turning Check: The first thing you do is roll a turning check to
see how powerful an undead creature you can turn. This is a Charisma
check (1d20 + your Charisma modifier). Table 8–9: Turning
Undead gives you the Hit Dice of the most powerful undead you
can affect, relative to your level. On a given turning attempt, you can
turn no undead creature whose Hit Dice exceed the result on this
table.
Turning Damage: If your roll on Table 8–9: Turning Undead is
high enough to let you turn at least some of the undead within 60
feet, roll 2d6 + your cleric level + your Charisma modifier for turning
damage. That’s how many total Hit Dice of undead you can turn.
If your Charisma score is average or low, it’s possible (but
unusual) to roll fewer Hit Dice of undead turned than indicated on
Table: 8–9 Turning Undead. For instance, 1 1st-level cleric with an
average Charisma score could get a turning check result of 19
(cleric’s level +3, or 4 HD), which is enough to turn a wight, but then
roll only 3 on his turning damage roll—not enough to turn that
wight after all.
You may skip over already turned undead that are still within
range, so that you do not waste your turning capacity on them.
Effect and Duration of Turning: Turned undead flee from you
by the best and fastest means available to them. They flee for 10
rounds (1 minute). If they cannot flee, they cower (giving any attack
rolls against them a +2 bonus). If you approach within 10 feet of
them, however, they overcome being turned and act normally. (You
can stand within 10 feet without breaking the turning effect—you
just can’t approach them.) You can attack them with ranged attacks
(from at least 10 feet away), and others can attack them in any
fashion, without breaking the turning effect.
Destroying Undead: If you have twice as many levels (or more)
as the undead have Hit Dice, you destroy any that you would
normally turn.
Table 8–9: Turning Undead
Turning Check Most Powerful Undead
Result Affected (Maximum Hit Dice)
0 or lower Cleric’s level – 4
1–3 Cleric’s level – 3
4–6 Cleric’s level – 2
7–9 Cleric’s level – 1
10–12 Cleric’s level
13–15 Cleric’s level + 1
16–18 Cleric’s level + 2
19–21 Cleric’s level + 3
22 or higher Cleric’s level + 4
How Turning Works
Jozan, the cleric, and his friends confront seven human zombies led
by a wight. Calling on the power of Pelor, Jozan raises his sun disk
and attempts to drive the undead away.
First, he makes a turning check (1d20 + Cha modifier) to see what
the most powerful undead creature is that he can turn in this action.
His result is 9, so he can only turn undead that have fewer Hit Dice
than he has levels. Jozan is 3rd level, so on this attempt, he can turn
creatures with 2 Hit Dice (such as human zombies) or 1 Hit Die
(such as human skeletons) but nothing with more than 2 Hit Dice
(such as the wight, which has 4 HD). He does not have twice as
many levels as either the zombies or wight, so he will not destroy
any of them.
Next, he rolls his turning damage (2d6 + Jozan’s level + Cha modifier)
to see how many total Hit Dice of creatures he can turn. His
result is 11, enough to turn the five closest zombies (accounting for
10 HD out of the maximum of 11). The remaining two zombies and
the wight are unaffected.
On Jozan’s next turn, he attempts to turn undead again. This time,
his turning check result is 21—enough to turn undead creatures of
up to 6 HD (his level + 3). His turning damage roll is only 7, though,
so he can only turn 7 HD worth of creatures. He turns the two
nearest undead (the remaining 2 HD zombies), but the remaining 3
HD worth of turning isn’t enough to turn the 4-HD wight.
Evil Clerics and Undead
Evil clerics channel negative energy to rebuke (awe) or command
(control) undead rather than channeling positive energy to turn or
destroy them. An evil cleric makes the equivalent of a turning
check. Undead that would be turned are rebuked instead, and those
that would be destroyed are commanded.
Rebuked: A rebuked undead creature cowers as if in awe (attack
rolls against the creature get a +2 bonus). The effect lasts 10 rounds.
Commanded: A commanded undead creature is under the
mental control of the evil cleric. The cleric must take a standard
action to give mental orders to a commanded undead. At any one
time, the cleric may command any number of undead whose total
Hit Dice do not exceed his level. He may voluntarily relinquish
command on any commanded undead creature or creatures in order
to command new ones.
Dispelling Turning: An evil cleric may channel negative energy
to dispel a good cleric’s turning effect. The evil cleric makes a
turning check as if attempting to rebuke the undead. If the turning
check result is equal to or greater than the turning check result that
the good cleric scored when turning the undead, then the undead
are no longer turned. The evil cleric rolls turning damage of 2d6 +
cleric level + Charisma modifier to see how many Hit Dice worth of
undead he can affect in this way (as if he were rebuking them).
Bolstering Undead: An evil cleric may also bolster undead
creatures against turning in advance. He makes a turning check as if
attempting to rebuke the undead, but the Hit Dice result on Table
8–9: Turning Undead becomes the undead creatures’ effective Hit
Dice as far as turning is concerned (provided the result is higher
than the creatures’ actual Hit Dice). The bolstering lasts 10 rounds.
An evil undead cleric can bolster himself in this manner.
Neutral Clerics and Undead
A cleric of neutral alignment can either turn undead but not rebuke
them, or rebuke undead but not turn them. See Turn or Rebuke
Undead, page 33, for more information.
Even if a cleric is neutral, channeling positive energy is a good act
and channeling negative energy is evil.
Paladins and Undead
Beginning at 4th level, paladins can turn undead as if they were
clerics of three levels lower than they actually are.
Turning Other Creatures
Some clerics have the ability to turn creatures other than undead.
For example, a cleric with the Fire domain can turn or destroy water
creatures (as if he were a good cleric turning undead) and rebuke or
command fire creatures (as if he were an evil cleric rebuking
undead). The turning check result is determined as normal.
Other Uses for Positive or Negative Energy
Positive or negative energy may have uses other than affecting
undead. For example, a holy site might be guarded by a magic door
that opens for any good cleric who can make a turning check high
enough to affect a 3-HD undead and that shatters for an evil cleric
who can make a similar check.
TWO-WEAPON FIGHTING
If you wield a second weapon in your off hand, you can get one extra
attack per round with that weapon. Fighting in this way is very hard,
however, and you suffer a –6 penalty with your regular attack or
attacks with your primary hand and a –10 penalty to the attack with
your off hand. You can reduce these penalties in two ways:
 If your off-hand weapon is light, the penalties are reduced by 2
each. (An unarmed strike is always considered light.)
 The Two-Weapon Fighting feat lessens the primary hand penalty
by 2, and the off-hand penalty by 6.
Table 8–10: Two-Weapon Fighting Penalties summarizes the
interaction of all these factors.
Table 8–10: Two-Weapon Fighting Penalties
Circumstances Primary Hand Off Hand
Normal penalties –6 –10
Off-hand weapon is light –4 –8
Two-Weapon Fighting feat –4 –4
Off-hand weapon is light and –2 –2
Two-Weapon Fighting feat
Double Weapons: You can use a double weapon to make an
extra attack with the off-hand end of the weapon as if you were
fighting with two weapons. The penalties apply as if the off-hand
end of the weapon were a light weapon.
Thrown Weapons: The same rules apply when you throw a
weapon from each hand. Treat a dart or shuriken as a light weapon
when used in this manner, and treat a bolas, javelin, net, or sling as a
one-handed weapon.

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