Difference between revisions of "Precise Hit (sage ability)"

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[[File:Precise Hit.jpg|right|560px|thumb]]
 
[[File:Precise Hit.jpg|right|560px|thumb]]
'''Precise hit''' is an [[Knowledge Points|authority]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Puissance (sage study)|Puissance]].  On a precise hit (the exact number needed to hit), the target takes damage as normal and must choose either weapon, shield, [[Armour List|armour]] or item (carried or held). The chosen item breaks. Armour does not break but becomes damaged. Each instance of damage to a suit of armour imposes a 1-point penalty to its protective value. When the armour's protection equals 0, it's broken.
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A '''precise hit''' is an [[Knowledge Points|authority]]-status [[Sage Ability|sage ability]] in the [[Sage Study|study]] of [[Puissance (sage study)|Puissance]].  A precise hit takes place when a character, possessing the ability, attempts [[Roll to Hit|to hit]] their target and rolls the precise number required on a 20-sided die (d20). 
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For example, Welland, a 3rd level [[Fighter (class)|fighter]] with a [[THAC0]] of 18 needs to hit [[Armour Class|armour class]] 4. This would normally require a rolled 14, but Welland also has a +1 to hit due to his 17 [[Strength|strength]]. Therefore, if he rolls a [[Natural Numbers|natural]] 13 on the die, the minimum he needs, it's therefore a "precise hit" by definition of this ability.
  
If one of the combatants is a warrior, he may choose the item to break/damage with this effect. If both combatants are warriors, the higher level character gets to choose; if tied, the option goes to the defender.
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== Effect ==
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When a precise hit is successfully executed, the target is struck with pinpoint accuracy, inflicting +2 additional [[Damage (hit points)|damage]].
  
A broken item, weapon, shield or suit of armour may be repaired by a skilled smith (though some circumstances make it impractical).
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In addition, the struck character is forced to forsake one of the items among their possessions — specifically his or her [[Weapons List|weapon]], [[Shield (armour)|shield]], [[Helmet (armour)|helmet]] or [[Armour List|armour]].  This item, with the exception of armour, is counted as broken and unusable by the combatant.
  
[[Category:Lacks Image]]
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Worn armour isn't broken, but it suffers damage to its protective capacity; each instance of damage to a suit of armour imposes a 1-point penalty to its [[Armour Class|armour class]].  With each reduction, the armour is assumed to have lost some part — gorget, tassets, greaves, breast plate and so on.  When the armour's AC equals 0, the whole has fallen apart and can no longer be worn.  Armour points that have been lost can be restored by an armourer, but shields, helmets or weapons are broken or split, and must be bought anew.
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== Exceptions ==
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[[Magic Item|Magic weapons and armour]] cannot be affected by a precise hit.  Therefore, when these are the last objects of the kind listed above are left, the defender is immune to the precise hit ability.
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As well, creatures without weapons, armour and so on are also exempt from the rule that causes the loss of equipment — but do suffer the +2 damage caused.
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[[Category: Sage Abilities]][[Category:Reviewed]]

Latest revision as of 01:51, 29 October 2023

Precise Hit.jpg

A precise hit is an authority-status sage ability in the study of Puissance. A precise hit takes place when a character, possessing the ability, attempts to hit their target and rolls the precise number required on a 20-sided die (d20).

For example, Welland, a 3rd level fighter with a THAC0 of 18 needs to hit armour class 4. This would normally require a rolled 14, but Welland also has a +1 to hit due to his 17 strength. Therefore, if he rolls a natural 13 on the die, the minimum he needs, it's therefore a "precise hit" by definition of this ability.

Effect

When a precise hit is successfully executed, the target is struck with pinpoint accuracy, inflicting +2 additional damage.

In addition, the struck character is forced to forsake one of the items among their possessions — specifically his or her weapon, shield, helmet or armour. This item, with the exception of armour, is counted as broken and unusable by the combatant.

Worn armour isn't broken, but it suffers damage to its protective capacity; each instance of damage to a suit of armour imposes a 1-point penalty to its armour class. With each reduction, the armour is assumed to have lost some part — gorget, tassets, greaves, breast plate and so on. When the armour's AC equals 0, the whole has fallen apart and can no longer be worn. Armour points that have been lost can be restored by an armourer, but shields, helmets or weapons are broken or split, and must be bought anew.

Exceptions

Magic weapons and armour cannot be affected by a precise hit. Therefore, when these are the last objects of the kind listed above are left, the defender is immune to the precise hit ability.

As well, creatures without weapons, armour and so on are also exempt from the rule that causes the loss of equipment — but do suffer the +2 damage caused.