Combat Modifiers

II.C.6. Combat Modifiers

TABLE II.C.6-1: INITIATIVE MODIFIERS
Situation Initiative Modifier
Attacking with weapon Weapon Speed
Breath Weapon +1
Casting a spell Casting Time
Creature Size (natural weapons)
Tiny 0
Small +3
Medium +3
Large +6
Huge +9
Gargantuan +12
Innate Magical/Mystical Ability +3
Magical Items
Miscellaneous Magic +3
Potion +4
Rings +3
Rods +1
Scroll Casting Time
Stave +2
Wand +3
Hasted -2
Slowed +2
On higher Ground -1
Set to receive a charge -2
Wading or slippery footing +2
Wading in deep water +4
Foreign Environment +6
Hindered +3
Waiting +1
TABLE II.C.6-2: Connection MODIFIERS
Situation To Hit Modifier
Attacker on higher ground +5
Defender Invisible -20
Defender Off-balance +10
Defender Sleeping, Held, etc. Auto
Defender Stunned or Prone +20
Defender Dazed or Disoriented +10
Defender Surprised +5
Missile Fire, long ranged -25
Missile Fire, medium ranged -10
Rear Attack +10

When breaking through an opponents range, the defender gains +20 to hit, +4 to damage, and a bonus of 4 to initiative.

TABLE II.C.6-3: DARKNESS AND AFFECTS
Condition Melee Hurled & Missile Skill Damage Bonus Infra Bonus
Clear Sky (Daytime) 0 0 Normal 0
Fog, dense or blizzard -15 -20 1/2 Normal 0
Fog, light or snow -5 -10 Normal 0
Fog, moderate -10 -15 Normal 0
Mist or light rain 0 -5 Normal 0
Night, Full moon -10 -20 Normal +10
Night, no moon -15 -30 1/2 Normal +15
Total Darkness -20 -30 Negated +15
Twilight -5 -10 Normal +5
TABLE II.C.6-4: Movement Modifiers
Movement Attacker Target
stationary 0 0
walk, trot -10 -5
double, canter -15 -10
run, gallop -15 -15
evade -20 -25
crawl, swim -20 -5
fly +10 -20
fall -35 -25
Vehicle Movement Attacker Target
1-10 mph -10 -5
11-20 -20 -15
21-30 -35 -25
31-40 -50 -35
41-60 -65 -50
61+ -75 -65