Template:Combat modifiers

Modifiers accumulate except with themselves. Take care to avoid applying the same circumstance to both attacker and defender: if you fight in a staircase, either the attacker gets +1 from higher ground or the defender gets -1 to AC from "lower ground". Not both. However, in a spiral staircase you can gain the +1 bonus from higher ground at the same time your opponent gains the -1 penalty from being right-handed since these are different circumstances.

1 modifiers

 * you are dazzled; you suffer a -1 penalty to actions. Your opponent is dazzled; he suffers no penalty (until he himself acts)
 * you attack from higher ground; you gain a +1 bonus to melee attacks
 * you attack in a clockwise direction (assuming you are right-handed), you gain a -1 penalty to melee attacks
 * you attack from unstable ground; you gain a -1 penalty to attacks.
 * you attack from a kneeling, sitting or prone position (but rise during your action); you gain a -1 penalty to attacks
 * you attack using a clumsy (brittle, unbalanced, heavy, dull etc) or otherwise inferior weapon (including most improvised weapons; also note most characters are untrained with improvised weapons); you gain a -1 penalty to attacks.
 * your opponent is wielding a shield; he gains a +1 bonus to AC (and saving throws if a trained soldier)
 * your opponent is significantly hampered (squeezing, entangled, etc); he gains a -1 penalty to AC and Reflex saves

2 modifiers

 * you attack unseen (not cumulative with Backstabbing); you gain a +2 bonus to attacks. For example: you are invisible, you attack from a hidden position, etc
 * you attack while remaining kneeling, sitting or prone position (unable/unwilling to rise during your action); you gain a -2 penalty to melee attacks
 * you attack someone beyond short range; you gain a -2 penalty to missile attacks, you do not apply your Strength modifier to damage
 * your opponent is blinded (not cumulative with your attack being unseen); you gain a +2 bonus to attacks.
 * your opponent is cowering; you gain a +2 bonus to melee attacks
 * your opponent is prone and/or helpless (paralyzed, bound, pinned, sleeping, etc); you gain a +2 bonus to melee attacks
 * your opponent is prone; you gain a -2 penalty to missile attacks from 30' distance or more
 * your opponent is helpless; he gains a -2 penalty to Reflex saves

1d modifiers

 * you attack using a two-handed weapon; you gain a -1d penalty to Initiative
 * you attack using an untrained weapon; you gain a -1d penalty to attacks (except while you remain level 0)
 * you attack someone beyond medium range; you gain a -1d penalty to missile attacks
 * you attack while prone during any part of the combat round; you gain a -1d penalty to attacks
 * you attack while significantly hampered (squeezing, entangled, using a swinging weapon such as a Longsword in close quarters etc); you gain a -1d penalty to attacks

2d modifiers

 * you attack someone you can't see (but know is there); you gain a -2d penalty to attacks
 * you attack someone involved in melee combat, and want to avoid hitting the wrong person; you gain a -2d penalty to missile attacks. This penalty also applies to melee attacks in hostage situations, where your target is using a friend as a "human shield".
 * you attack someone helpless (paralyzed, bound, sleeping, etc); you gain a +2d bonus to attacks
 * you attack using a clearly inappropriate weapon (such as a two-handed swinging weapon in close quarters); you gain a -2d penalty to attacks

Other modifiers

 * attacking with two weapons at the same time follow special rules
 * Thieves' Backstab may grant a special attack bonus to melee and missile attacks within 30', and any such hits automatically score a critical
 * you attack someone involved in melee combat; and don't care if you hit the wrong person; there is no attack penalty. Instead you risk hitting a friend: make a new attack roll against a random ally in the melee combat in question.
 * attempting to make a missile attack while you are engaged in melee combat triggers immediate free attacks against you (much like when you Withdraw). If an opponent hits, and your attack was aimed at him, he can elect to stop your missile attack (count the attack as a miss) just like a successful free attack can prevent you from moving past the opponent.
 * quick unobtrusive weapons (daggers, throwing stars, hand crossbows, etc) are exempt from this rule. You may make missile attacks freely with this kind of weapon against both your own opponent and someone else without triggering any free attacks.
 * "A dagger through the eye is a dagger through the eye" - in exceptional cases the Judge is free to rule you simply kill your opponent, no rolls necessary. One example is if there is no time constraints (no active combat initiative) and the opponent simply cannot escape or defend himself (such as being put in a magical slumber it is impossible to wake up from).