3.2 Combat Statistics
3.2.1 Accuracy
Your accuracy with an attack is the number that you add to the attack roll (see Attack Rolls). Your base accuracy is equal to half the sum of your level and Perception. Many abilities can also modify your accuracy.
Brawling Accuracy
Some abilities have the Brawling tag. Your base accuracy with those abilities is equal to half the sum of your level and Strength. Most Brawling abilities are listed at Special Combat Abilities.
3.2.2 Damage Resistance
Your damage resistance measures how much damage you can shrug off without any effects. For details about how damage resistance is used, see Taking Damage.
You do not intrinsically have any damage resistance. Wearing armor can significantly increase your damage resistance (see Armor). In addition, some class abilities and magic items can also increase it.
3.2.3 Defenses
When you are attacked, your defenses determine the value that the attacker needs to get on the attack roll in order to hit you (see Attack Rolls). The four defenses are described below.
- Armor defense (AD): Your Armor defense protects you from normal physical attacks, such as attempts to hit you with a sword. It is the most commonly used defense.
- Reflex defense: Your Reflex protects you from physical attacks that armor does not help against, such as pit traps or bolts of lightning.
- Fortitude defense: Your Fortitude defense protects you from attacks you have to physically endure or resist, such as poisons and life-draining spells.
- Mental defense: Your Mental defense protects you from attacks you have to mentally endure or resist, such as terrifying creatures and magical mind manipulation.
Your defenses are calculated in the following way:
- Armor: Half level + Dexterity (modified depending on equipped armor) + defense bonuses from equipped body armor and shield
- Fortitude: 3 + Half level + Constitution + class defense bonus
- Reflex: 3 + Half level + Dexterity + class defense bonus
- Mental: 3 + Half level + Willpower + class defense bonus
Each defense may also have various bonuses or penalties applied by special abilities.
3.2.4 Encumbrance
Your encumbrance is a value that represents how much you are burdened by your armor (see Armor). You apply your encumbrance as a penalty to all Strength-based and Dexterity-based checks you make. If your Strength is positive, you reduce your encumbrance by an amount equal to your Strength. This cannot reduce your encumbrance below 0.
3.2.5 Hit Points
Your hit points measure how hard you are to seriously injure or kill. For details about how hit points are used, see Taking Damage.
The way you calculate your hit points is defined by your class (see Classes). Increasing your level and Constitution will increase your hit points.
What Hit Points Represent: Hit points represent a combination of durability, luck, divine providence, and sheer determination, depending on the nature of the creature being damaged. When lose hit points from an orc with a greataxe, the axe did not literally carve into your skin without affecting your ability to fight. Instead, you avoided the worst of the blow, but it bruised you through your armor, the effort to dodge the blow fatigued you, or it barely nicked you through sheer luck – and everyone’s luck runs out eventually.
3.2.6 Power
Your power is a general representation of how strong your abilities are. You have two types of power: your magical power, which affects your magical ✨ abilities, and your mundane power, which affects your mundane abilities. If you gain a bonus to your power, and it does not specify which type of power it affects, it affects both your magical power and your mundane power.
Your mundane power is equal to your Strength + half your level. Similarly, your magical power is equal to your Willpower + half your level. If this total is negative, you subtract that value from the damage you deal, ignoring the stated power scaling on the ability. For example, a strike with a broadsword would normally deal 1d6 damage +1 per 2 power. A level 1 character with a -2 Strength would deal 1d6 - 2 damage, to a minimum of 0.
Many abilities have stronger effects depending on your power, especially damaging abilities. For example, you gain a +1 bonus to your weapon damage for every 2 power you have (see Strikes).