With a normal
melee weapon, a character can strike any enemy within 5 feet. (Enemies within 5 feet are considered adjacent to the character.)
A character capable of making more than one
melee attack per round must use the full attack action (see
Full-Round Actions, below) in order to make more than one attack.
Fighting Defensively: A character can choose to fight defensively while making a
melee attack. If the character does so, he or she takes a -4 penalty on his or her attack in a round to gain a +2
dodge bonus to
Defense in the same round.
"Armed"
Unarmed Attacks: Sometimes a character or creature attacks unarmed but the attack still counts as armed. A creature with claws, fangs, and similar natural physical
weapons, for example, counts as armed. Being armed counts for both offense and
defense-not only does a creature not provoke an attack of opportunity when attacking an armed foe, but a character provokes an attack of opportunity from that creature if the character makes an
unarmed attack against it. The
Combat Martial Arts feat makes a character's
unarmed attacks count as armed.
A character can specify that his or her unarmed strike will deal lethal
damage before the character makes his or her
attack roll, but the character takes a -4 penalty on the
attack roll because he or she has to strike a particularly vulnerable spot to deal lethal
damage.
With a
ranged weapon, a character can shoot or throw at any target that is within the
ranged weapon's maximum range and in line of sight. A target is in line of sight if there are no solid obstructions between the character and the target. The maximum range for a thrown weapon is five range increments. For
weapons that fire projectiles, it is ten range increments.
A character capable of making more than one
ranged attack per round must use the full attack action (see
Full-Round Actions, below) in order to make more than one attack.
Shooting or Throwing into a Melee: If a character shoots or throws a
ranged weapon at a target that is engaged in melee with an ally, the character takes a -4 penalty on his or her
attack roll be-cause the character has to aim carefully to avoid hitting the ally. Two characters are engaged in melee if they are enemies and they are adjacent to one another. (An unconscious or otherwise immobilized character is not considered engaged unless he or she is actually being attacked.)
If the target is so big that part of it is 10 feet or farther from the nearest ally, the character can avoid the -4 penalty, even if it's engaged in melee with an ally.
Because of the
weapon's unwieldy shape and size, an attacker using a
longarm takes a -4 penalty on attacks against adjacent opponents.
Fighting Defensively: A character can choose to fight defensively while making a
ranged attack. If the character does so, he or she takes a -4 penalty on his or her attack in a round to gain a +2
dodge bonus to
Defense in the same round.
Instead of attacking, a character can use his or her attack action simply to defend. This is called a
total defense action. The character doesn't get to attack or perform any other activity, but does get a +4
dodge bonus to his or her Defense for 1 round. The character's Defense improves at the start of this action, so it helps against any
attacks of opportunity the character is subject to while performing his or her
move action.
Start/Complete Full-Round Action
The "
start/complete full-round action" attack action lets a character start undertaking a full-round action (such as those listed on Table:
Actions in Combat) at the end of his or her turn, or complete a full-round action by using an attack action at the beginning of his or her turn in the round following the round when the character started the full-round action.
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