(Go back to Main Window ) This help topic is Open Game Content, and is licensed for public use under the terms of the Open Gaming License v1.0a .
The combat statistics frame shows you at a glance all the information about a creature that is relevant for combat: Ability scores, AC, Hit Points, Attack bonuses, Saves, and the effect of conditions.
Each ability score has three numbers displayed:
- First, the base ability score. This is as was rolled when creating the character, plus any permanent ability score change, such as wish spells or ability drains. You can change this number at any time.
- Next is the current ability score. This is different from the base score if the creature is affect by spells, magic items, temporary ability damage, or fatigue (see Conditions Frame ). You can also edit this number manually. When the score has been improved, its background is light green, and when it's been reduced, its background is light red.
- Finally, the modifier for the current ability score is displayed.
You can make an ability check by double-clicking the ability's label (Str, Dex, etc.). This is described in Combat Log .
On the right are the calculated armor classes. You cannot edit these 3 values:
- Total: The sum of all AC contributions (Dex, Armor, Magic, etc.). This is a creatures' AC in regular combat. Double-click the label to get a complete report of the source of bonuses to AC, including those from conditions.
- Lose Dex: If the creature has lost it's Dexterity bonus to AC (from being Flat-Footed for example), then the check box will be checked, and the creature's AC is that written in the text box.
- Touch: This is the AC versus touch attacks. Armor and shields (and their magical bonuses) do not contribute to this AC, nor do spells that create an armor effect, such as Barkskin.
On the left are the contributions from various sources
- Armor, Shield: This is the armor bonus to AC from shields, armor, or natural armor. This includes magical bonuses to armor. All these bonuses are lost in touch attacks. See the Items Frame for instructions on setting armor/shield.
- Misc: Other contributions to AC: Magic rings, modifiers for size, and any other permanent modifier.
- Temp: The sum of AC contributions from conditions or spells. This is determined from conditions and cannot be edited. See Conditions Frame .
Different spells provide different types of bonuses to AC. The total bonus or penalty for each of these types is displayed in this frame. Bonuses of different types always stack, while bonuses of the same type usually do not stack (except dodge, and general). To viewThis frame may not be visible if you are running DM Genie at 800x600. Positive AC modifiers are signaled with a pale green background, while negative AC modifiers have a pale red background.
- Current: The creature's current hit point total. This is adjusted downwards when receiving damage, upwards when being healed, and can temporarily exceed the creature's base HP. Temporary HP from a spell or other effect must be removed manually after the duration of the spells ends.
- Base: The creature's base hit points. This is the maximum HP a creature can have under normal circumstances,
- Nonlethal: This is the amount of nonlethal damage received. When the amount of nonlethal damage equals the number of remaining HP, the creature is staggered. When it exceeds the remaining HP, the creature falls unconscious.
Each box holds the base attack bonus for attacks 1 thru 5, starting on the right. If the box is grayed, then the creature does not have that attack. If all boxes are grayed except the first, then the creature does not have multiple attacks. To remove an attack, select the text and erase it. The box will then become grayed. To add an attack, simply enter any number into the box, even 0 or a negative number will enable that attack.
The box labeled “Init” holds the current creature's initiative. The box labeled “Bonus” holds the creatures' bonus when rolling initiative. Note that the initiative bonus is not automatically recalculated if the creature's Dexterity changes. Double-click the “Init” label to roll a new initiative.
Three text boxes hold the saving throw bonuses for Fortitude, Reflex and Will saves. These values can be edited and also change automatically if the relevant ability score is modified. Double-click the label to roll that saving throw. The save has a pale green background if a condition affects it positively; a pale red background if the modifier is negative; and the normal background if no condition affects the save.
These text boxes display the size, speed and face/reach of this creature. These can be edited but serve only as reminders, and hence do not alter game statistics. If a creature changes size categories (a very rare occurrence), you need to modify the AC manually (in the Misc. box).
These box,es display the sum of the effects of conditions and spells. Beneficial modifiers are indicated with a pale green background. Harmful modifiers are signaled with a pale red background. Indicated values are
- The creature's attack bonuses for melee and ranged weapons
- The attack bonuses for someone attacking this creature (This affects effective ACs: ACM and ACR. See Creature List ).
- The creature's bonus to damage rolls.
- The creature's miss chance when being attacked. Double-click the label to roll a d100 and check if an attack hit.
- Whether the creature can perform full actions.
- Whether the creature can perform partial actions. If the full actions box is checked, then this box will be checked as well.
- If the only action the creature can take is movement.
- If none of the previous boxes are checked, then the creature cannot act at all.
- An abbreviated list of the conditions is displayed below the conditions summary frame.
When running DM Genie at a resolution higher than 800x600, or if you shrink the creature list, you can also see:
- The temporary damage resistance, spell resistance and power resistance
- The environmental damage resistance from the conditions.
- The spell failure from the conditions (double-click the label to roll it).
- The bonus to saves vs. fear effects.