Attacker (you are… / you are using…) | Your attack roll mod: |
Aided by another character | +2 |
Aim | Ignore target’s cover bonus to Reflex |
Attacking a climbing opponent | +2 |
Attacking a helpless opponent | +5 bonus for melee attacks only |
Attacking a prone opponent with a melee weapon | +5 |
Attacking a prone opponent with a ranged weapon | –5 |
Attacking an opponent that has concealment | –2 |
Attacking an opponent that has total concealment | –5 to attack a square you think he occupies |
Autofire | –5 |
Being suppressed by an opponent | –2 |
Braced autofire or Burst Fire | –2 |
Burst Fire feat | –5; –10 if you don’t have STR 13 or higher |
Charge | (–2 Ref) +2 competence bonus |
Disarm | –10 (–15 to disarm a weapon held in more than 1 hand) |
Double Attack feat or Triple Attack feat | –5 or –10 to all attacks until beginning of your next turn |
Dual Wielding | (attacking with 2 weapons or both ends of a double weapon) –10 to all attacks until beginning of your next turn (certain feats & talents reduce this penalty) |
Fight Defensively | (uses up a standard action, so you cannot attack this round) –5 to all attacks until beginning of your next turn |
Flanking (melee only) | +2 flanking bonus |
Grab | –5 unarmed attack |
Grapple | Same as unarmed attack |
In a high- or low-gravity environment | –2 (unless you are native to such environment) |
In a zero-gravity environment | –5 (unless you are native to such environment) |
Ranged attack beyond pointblank: short / medium / long | –2 / –5 / –10 |
Ranged attack into a melee | –5 |
Throwing an improvised thrown weapon | –5 |
Wielding a rifle with one hand | –5 |
Wielding improvised weapon or weapon without proficiency | –5 |
You are grabbed | –2 (unless using natural or light weapon) |
You are prone | –5 for melee attacks only |
Defender (you are…/ you have…) | Your Reflex mod: |
Blinded | –2 and lose DEX bonus |
Charged during your turn | –2 until start of your next turn |
Climbing | Lose DEX bonus (attacker also gets +2 attack bonus) |
Denied DEX bonus to Ref | Lose Dodge bonuses to Ref also |
Fighting defensively without making any attacks until the start of your next turn | +5 dodge bonus (+10 if trained in Acrobatics) until start of your next turn |
Fighting defensively, retaining the ability to make attacks as reactions at –5 penalty | +2 dodge bonus (+5 if trained in Acrobatics) until start of your next turn |
Flat-footed / surprised | Lose DEX bonus until your first turn |
Helpless | DEX of 0 (–5) |
Improved cover | +10 cover bonus |
Immobilized (KOTOR 69) | Lose DEX bonus and cannot move (but can still use move actions that don’t require movement) |
Prone | melee attacks get +5 bonus against you; ranged attacks take -5 penalty against you |
Running | Lose DEX bonus while running |
Cover | +5 cover bonus |