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Sapping is an attempt to knock out an opponent by striking with the flat of the blade or slugging him from behind with a sturdy sword-hilt. Creautures that are aware of an incoming attack, can't be sapped. Any character attempting to sap a creature that becomes (or are aware)of the attack provokes an attack of opportunity for the defender. However, if an opponent are magically holded, tied, og somehow inmobilised, they can be sapped even though there are aware of the incoming attack. Hand-held weapons and thrown weapons may be used in sap attempts.
 
Sapping is an attempt to knock out an opponent by striking with the flat of the blade or slugging him from behind with a sturdy sword-hilt. Creautures that are aware of an incoming attack, can't be sapped. Any character attempting to sap a creature that becomes (or are aware)of the attack provokes an attack of opportunity for the defender. However, if an opponent are magically holded, tied, og somehow inmobilised, they can be sapped even though there are aware of the incoming attack. Hand-held weapons and thrown weapons may be used in sap attempts.
  

Versionen fra 2. feb 2014, 14:40

Sapping is an attempt to knock out an opponent by striking with the flat of the blade or slugging him from behind with a sturdy sword-hilt. Creautures that are aware of an incoming attack, can't be sapped. Any character attempting to sap a creature that becomes (or are aware)of the attack provokes an attack of opportunity for the defender. However, if an opponent are magically holded, tied, og somehow inmobilised, they can be sapped even though there are aware of the incoming attack. Hand-held weapons and thrown weapons may be used in sap attempts.

A sap is a type of called shot; it has a one-phase initiative penalty, and the attacker has a –8 penalty to hit. Only Small or Medium creatures can be sapped; Large monsters can’t be knocked out like this.

If the attacker scores a hit, he may knock out his opponent if the opponent fails a saving throw vs. paralyzation. Sapping damage is like unarmed combat damage; 25% is real damage. If the damage exceeds the victim’s hit points, he’s knocked out anyway.