Sap
A sap is a type of Called Shot; it has a -2 initiative penalty, and the attacker has a -4 penalty to hit. The penalty increases to -8 if the defender is wearing some kind of helmet. [p/]
Only Small or Medium creatures can be sapped; Large monsters can't be knocked out like this. If the attacker scores a hit, she may knock out her opponent. There is a 5% chance per point of damage of knocking out the victim, up to a maximum of 40%. Thus, if the sapper inflicts 5 points of damage, she has a 25% chance of knocking out her opponent. Sapping damage is like unarmed combat damage; 25% is real and the rest is temporary. Naturally, if her damage roll exceeds the victim's hit points, he's knocked out anyway. The knockout chance increases to 10% per point of damage (max 80%) if the victim is surprised, asleep, restrained, or magically held in some way. Sapped characters remain unconscious for 3d10 full rounds.
Must be proficient with weapon.
A.O. for defender (if aware of attack)
-4 to hit (-8 if helmet/protected)
Init. Penalty of 3
Only effective on S or M creatures
K.O. = 5% per pt. of damage
If victim surprised/asleep/restrained/magically held, K.O. = 10% per dmg. pt.
Damage is temporary
K.O. = 3d10 rds.
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