Phantasy Star: Eternal Story - Combat Modifiers
Only the basics of battle are listed in the Getting Started section. These situational modifiers will explain everything else you need to know.
| Situation | Course of Action |
|---|---|
| Charging-moving at a high pace and attacking in the same turn. | +2 to the attack, -2 to Defense until the end of your turn. |
| Fighting Defensively (Without Expertise) | -4 to all attacks, +2 to Defense until your next turn. |
| Total Defense | You can make a move action. Until your next turn, you have a +4 bonus to Defense. |
| Subdual Damage | You may attempt to do subdual damage with a standard weapon by taking a -4 penalty to attack. Subdual damage just knocks enemies out where lethal damage kills them. |
| Disarm | Both the disarmer and the disarmee make opposing attack rolls. For each size category larger that your weapon is than the opposing combatant's, you get a +4 bonus to the check. If the attacker succeeds, the weapon is dropped. If the defender succeeds, it may attempt to disarm the attacker. |
| Overrun | You may attempt to move directly through enemy space in order to pass someone. The opponent may try to block. Make a trip attack against him in that case. If you succeed, he falls down and you keep moving forward. If you fail and are tripped, you fall prone in the enemy's space. If you fail and aren't tripped, you move back 2 meters. |
| Bull Rush | You can move into a defender's square, provoking an attack of opportunity with a 25% chance of hitting the defender instead. Make opposed STR checks. You get a +2 bonus to this for charging, your opponent can get a +4 bonus for having more than two legs or being extremely stable. If you succeed, you move the defender back two meters, plus another meter for each point of difference between yours and the defender's rolls. |
| Aid | Make an attack against AC 10. Succeed and an ally who is attacking on opponent can have either a +2 bonus to their attack or a +2 bonus to Defense against that opponent. May also be used to shake someone out of a trance or sleep. |
| Attacking an inanimate object. | The object's Defense is 5+size modifier. You get a +4 bonus to attacking objects by means of melee weapon. If you're attacking an object worn or carried by an opponent, it gets the opponent's DEX mod to its Defense, plus another 5 if it's in a hand, tentacle, or other grasping limb. Melee bonus does not apply if on an enemy. |
| Full round attack against an inanimate, still object. | Automatic hit with a melee weapon; +5 bonus with a ranged weapon. |
| Attacking a Weapon | The attacking weapon can't be more than a size smaller than the defending weapon. The attacker and the defender make opposed attack rolls. If the attacker wins, the weapon is hit. |
| Trip | Make a melee attack against an opponent up to only one size category larger than yourself. If it succeeds, both must make opposed STR checks. If you succeed, the target is prone. If you fail, the target may attempt to trip you. You may use either your DEX or STR mod for the second trip check. |
| Grapple | Make a Melee attack with an added special size modifier (Large gains +4, Huge gains +8, Gargantuan gains +12, Colossal gains +16. It's reversed for small and smaller). Your opponent makes an opposing melee attack. The one initiating the grapple provokes an Attack of Opportunity from the defender. If that fails, the grapple check is made, and if you win, you have grappled the target into submission. Either deal d3+STR mod in subdual damage, pin the target, or escape the pin/grapple, depending on if you are the defender or the attacker. You can attack with small weapons when grappled, and you can make an Escape Artist check to wriggle free. |
| Coup de Grace | Take a full round action that provokes an attack of opportunity. You get an automatic critical hit. The enemy must make a fortitude save against DC 10+Damage or die. |
| Attacking a target behind cover | The target gets a Defense bonus and a Reflex save bonus depending on the amount of cover. 1/4: +2 Defense, +1 Reflex, 10% Miss Chance. 1/2: +4 Defense, +2 Reflex, 20% Miss Chance. 3/4: +7 Defense, +3 Reflex 30% Miss Chance. 9/10: +10 Defense, +4 Reflex. 1/2 damage on a failure, none on success, 40% Miss Chance. 100% Cover: 50% Miss Chance, must guess location. See blindness for other details. |
| Cover examples | 1/4: Light fog, a little dark. 1/2: Dense Fog. 3/4: Dense foliage. 9/10: Almost total darkness. 100% Cover: Blind, complete darkness, extremely dense fog. |
| Flanking a target | +2 bonus to melee attacks. |
| Attacking from higher ground | +1 to melee attacks. |
| Attacker is prone | -4 to Melee Attacks, +4 to using guns. |
| Attacker is invisible | +2 bonus to all attacks. Target loses DEX mod to Defense. |
| Attacking a sitting target. | +2 to Melee attacks, -2 to ranged attacks. |
| Attacking a prone target. | +4 to melee attacks, -4 to ranged attacks. |
| Attacking a stunned, cowering, off-balance, or climbing target. | +2 to all attacks. Target loses DEX mod to Defense. |
| Target is surprised. | +2 to ranged attacks. Target loses DEX mod to Defense. |
| Target is running. | -2 to ranged attacks. Target loses DEX mod to Defense. |
| Target is grappling | Roll randomly to determine target. |
| Target is pinned. | +4 to melee attacks, -4 to ranged attacks. Target loses DEX mod to Defense. |
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