Martial Characters Combat Comparison

Assumptions

Everything the numbers take for granted, what is simplified, and what is not counted yet. If a number on a breakdown page looks wrong, the reason is most likely here.

How these numbers can mislead you

Every build goes through the same fight so the builds can be compared. That is also the weakness: on Unfair no two builds really fight the same fight. Keep these in mind before calling one build the best.

The enemy curve is a bar to clear, not a verdict

From Drezen on, enemies outpace what a build does on its own: in a sustained fight most builds reach the curve's AC only on high rolls. That is on purpose. Unfair is not meant to be beaten casually, bosses even less. Switch a breakdown page between Sustained and Normal spike to see how much of the gap the party's resources close (buffs, smites, scrolls) and how many fights a rest pays for.

Know which AC you aim at

A build that never reaches the full-AC line may not need to. Many builds swing at another number: touch AC with Dimension Strike; flat-footed AC with Greater Invisibility, with Shatter Defenses against a shaken enemy, or with a flying mount's charge from above; or one sure hit with True Strike or Perfect Strike. The breakdown pages draw the flat-footed and touch lines: judge a build against the line it plays for. Which line is open also depends on the enemy. Uncanny Dodge, See Invisibility or True Seeing and immunity to fear close some of them, and touch AC varies between monsters far more than the average ratio suggests (the tabletop Kalavakus has AC 25 but touch AC 11).

The rankings favour builds that hit full AC

The damage charts score full AC with a fixed party. That suits a build like the Eldritch Scoundrel, which with full support hits full AC, and undersells builds whose strength is changing the target: a Magus living on touch AC, a mounted build whose hippogryph or griffon strikes from the air, a Gendarme with Dazzling Display and Shatter Defenses. Debuffs from companions outside the fixed party (Evil Eye, Metal Curse, knocking enemies prone) are not counted either.

Damage happens inside a party

The numbers count the main character's own attacks. They miss most of what a hit does for the others: a critical hit that sets off allies' teamwork attacks, a debuff that makes everyone hit, an enemy that dies a round sooner. A build that makes the party better can look weak here, and a build that only works with this party's buffs can look strong.

Not being hit is more than AC

The AC view compares armor class with the enemy's attack. Players on Unfair avoid hits in many other ways: miss chance from Blur, Displacement or invisibility, Mirror Image, Protective Luck, enough hit points to take a blow when it matters, and not letting enemies make full attacks. None of that is in the AC number.

Bosses are not the average enemy

The curve follows regular enemies; the named story bosses are left out because there are too few readings of them. Each boss has its own AC, touch and flat-footed AC, senses and immunities, and the build that handles one boss best may struggle with the next.

Use the pages to compare like with like and to see what a resource buys. Picking the best build still takes knowing your class: what it brings, which AC it aims at, and what the party around it does.

The fight

Every roster build is the main character of the same party: Nenio (wizard), Sosiel (cleric), a party Skald and Seelah (paladin) with her horse. The support casters only buff; they never attack. Their buffs are assumed cast before the fight starts: their uses per day are counted, the actions spent casting them are not. Combat has no positions: every melee character flanks, and a build that can fight defensively or use a stance does so when it pays off. Power Attack and similar trade-offs are switched on only when they raise the expected damage against the target.

The target is an evil outsider, because the game's enemies are mostly demons, so effects that only work against evil or outsiders (Smite Evil, Crusader's Edge, bane) count. A fight lasts 5 rounds. Damage per round is the expected value from each attack's exact hit and critical odds, averaged over enemies of the build's level weighted by how common their AC is.

The four kinds of fight

Attack styles: how each one is counted

The damage charts score one full attack per round against a single target, every melee character flanking. Anything that replaces or changes the full attack is listed here with where it shows up, so you can tell whether a number includes it.

StyleHow the numbers treat itWhere it shows
Full attackEvery iterative attack, off-hand and natural attack the build has, in order from the best bonus down; Haste and speed weapons add their extra attack.Damage charts, breakdown pages (first attack and lowest attack)
Mounted chargeOne attack at +2 (+4 with Cavalier's Charge), threat range doubled by Mighty Charge, damage multiplied after the critical multiplier (Spirited Charge x2, x3 with a lance; Transfixing Charge x3; the largest applies), Mythic Charge dice multiplied too, sneak attack not. A Cavalier is assumed mounted.Separate dashed line on the damage chart ("one mounted charge"); the damage per round is still the full attack. Breakdown pages show the full-attack bonus without the charge bonus.
PounceFrom the Skald's Greater Beast Totem: a charge with the whole full attack. Used only in the opening round of team fights.Not in the charts or breakdown pages.
Vital StrikeFully modeled (2x/3x/4x weapon dice, Mythic Vital Strike, Rowdy's Vital Force), but the charts never swap it in for the full attack. No roster build takes it today.Not in the charts; available in the engine for builds that take it.
Cleaving FinishOnly counted against a pack of identical enemies (another attack per kill).Not in the charts, which use one target.
Dimension StrikeMagus arcana from 9: every melee attack that round is a touch attack. Costs 2 arcane pool points a round and the swift action, so Arcane Accuracy is given up that round. The pool (half the magus level + INT) is budgeted per day.In spike fights, every round within the pool: the attack line drops Arcane Accuracy, and the damage view and damage charts weigh against touch AC. Ordinary fights keep Arcane Accuracy; their breakdown shows the touch-AC line raised by the Arcane Accuracy it would replace, and the fights per day.
Greater Invisibility, Prescient AttackThe enemy loses its DEX bonus (flat-footed AC); invisibility also gives +2 to hit. Blocked by See Invisibility, True Seeing or special senses (Mind Blank beats those), Blind-Fight and Uncanny Dodge.Breakdown pages: the flat-footed line. Not in the damage charts.
Spell Combat and SpellstrikeEvery round: -2 on all attacks, plus one Spellstrike Shocking Grasp through the weapon (from magus 2). Spell slots are not tracked. Transformation turns both off while it lasts.Damage charts and breakdown pages.
Two-weapon fighting, flurry, natural attacksTabletop penalties and attack counts, with the game's differences noted in the rules below (flurry keeps the two-weapon penalty, claws replace unarmed strikes...).Everywhere.
Power Attack, Piranha StrikeSwitched on only when they raise the expected damage against the target.Damage charts.
Fighting defensively, stancesCrane Style users fight defensively; skald stances are chosen per fight (Lethal by default, Reckless as an option for hard bosses).Breakdown pages have switches for both.
Sneak attackFlanking is assumed, so a build with sneak attack adds it to every hit; the dice are added after the critical multiplier.Damage charts.
Smite Evil, Mark of JusticeOne Mark of Justice and one Smite Evil on the big enemy in the once-a-day fight, up for the whole fight; in a normal spike Seelah only smites herself, so the main character gets no Mark. Their uses per day limit the fights per rest.Damage charts and breakdown pages (once-a-day and spike fights).
Attacks of opportunityOnly from teamwork feats (Outflank, Seize the Moment) when an ally crits, in team fights.Not in the charts.
ScrollsThe main character reads Transformation (or another spell on its class lists) from a scroll, with no slot or level needed.Breakdown pages, "Spike + scrolls" tab only.

The enemies

Enemy AC and attack bonus per level come from 19 in-game readings of monsters at Unfair difficulty, mostly inspected mid-fight with their buffs and weapons on. Readings from the in-game encyclopedia (unbuffed, unarmed) only count for AC. Up to level 11 they are fitted to the tabletop monster table. Enemies jump after Drezen: from level 12 the curve is pinned to real readings there (a trash Mandragora at +52 attack and AC 53) and grows with the party's own power, because there are no readings yet beyond that. Flat-footed and touch AC are 79% and 70% of full AC, fitted over every reading.

Named story bosses (gatekeepers) are kept out of these averages; they are far tougher than the curve. Monsters fight from their stat block: their own buffs, spells and debuffs on the party are not simulated.

Characters and gear

Simplified or not counted yet

Every rule the engine follows

The full list, in plain words. Confirmed: checked in game. Sourced: from a wiki or guide. Tabletop: the Pathfinder rule, assumed to hold in the game. Assumed: our best guess until checked.

flurry-main-hand · Confirmed
Flurry of Blows depends only on the main-hand weapon (a monk weapon or an unarmed strike). The off-hand weapon or a claw never changes it.
flurry-keeps-twf-penalty · Confirmed
Flurry does not waive the Two-Weapon Fighting penalty; only Two-Weapon Fighting (Mythic) offsets it.
unarmed-single-routine · Confirmed
An unarmed strike is one martial routine (punches and kicks), never an off-hand weapon. Two-Weapon Fighting adds no second fist.
claws-replace-unarmed · Confirmed
Claws (Feral Mutagen, Beast Totem) replace unarmed strikes and attack as natural attacks, with no iteratives. A creature has at most one bite and two claws, the best ones.
natural-attacks-are-light · Confirmed
Unarmed strikes and natural attacks (claw, bite, gore...) are light, finessable weapons. Weapon Finesse and Mythic Weapon Finesse (DEX to damage) apply to them. Claws are natural, not unarmed.
feral-rides-on-mutagen · Confirmed
A character who knows Feral Mutagen gets its two claws and bite with every mutagen drunk (Feral Wings likewise). The bite joins even a manufactured-weapon routine, as a secondary attack (BAB -5, half ability) -- comical but RAW.
haste-extra-natural-attack · Sourced
Haste's extra attack goes to the main weapon; fighting with natural attacks only, that is the main-hand claw (else the best natural attack).
magic-weapon-skips-natural · Confirmed
Magic Weapon and Greater Magic Weapon enhance a wielded weapon only -- never unarmed strikes or natural attacks (Magic Fang is their spell). The caster picks the hand; by default the one lagging furthest behind in enhancement. GMW is +1 per 4 caster levels, max +5.
gear-enhancement-scales-uniques-fixed · Confirmed
Common gear +X scales with level (~+1 per 4 levels, equipment_brackets.py); a unique item keeps its own fixed +X (Hasty Eradicator +2, Carapace +2). The "+X weapon" gear slot never applies to unarmed strikes or natural attacks. Enhancement bonuses don't stack -- the highest applies.
agile-fists · Confirmed
Amulet of Agile Fists gives its +X enhancement and DEX instead of STR to damage (when higher) on unarmed strikes and natural attacks. Tiers by story stage -- +1 end of Act 1 (level 5), +2 Lost Chapel (level 7), +4 start of Act 5 (level 18). It takes the neck slot from the Amulet of Natural Armor; every DEX build wears it.
dex-fighter-size-buffs · Confirmed
A DEX fighter (Weapon Finesse, DEX above STR) casts Reduce Person when known and never takes Enlarge Person, Legendary Proportions or Bull's Strength -- the size penalty to attack costs more than the STR gives. A STR fighter gets Legendary Proportions from an ally, else Enlarge Person from itself or any ally who knows it (user, 2026-10-05).
animal-fury-bite · Sourced
Animal Fury gives every character under the Skald's Inspired Rage a 1d4 bite, always secondary (BAB -5, half ability); a better bite replaces it.
skald-shares-beast-totem-claws · Confirmed
Inspired Rage is a song that reaches everyone in the fight at no AC cost, and its rage powers go with it: every ally who accepts it gets Beast Totem's natural armor and claws, Animal Fury's bite and Greater Beast Totem's pounce (used by the team-rounds charge). Allies may decline the song; melee allies always accept, so the engine applies it to the whole party.
rowdy-no-free-finesse · Confirmed
Rowdy replaces base Rogue's free level-1 Weapon Finesse; a DEX Rowdy build must pick it.
natural-armor-stacks · Confirmed
In Owlcat's implementation plain natural armor bonuses stack with each other (Mutagen + Beast Totem + Legendary Proportions); natural armor ENHANCEMENT (Barkskin, amulet) takes the highest.
bab-iteratives · Sourced
A full attack gets one more main-hand attack at BAB +6, +11 and +16, each 5 lower than the last.
flawless-attacks · Confirmed
Flawless Attacks (mythic) makes each main-hand iterative step -4 instead of -5; the off-hand chain is unchanged.
twf-penalties · Sourced
Two-weapon penalties are -6 main / -10 off-hand; a light off-hand weapon -2 each; the Two-Weapon Fighting feat -2 main / -6 off-hand; Two-Weapon Fighting (Mythic) -2 each. The off-hand chain is 1 attack, plus one at -5 with Improved and one at -10 with Greater TWF -- not tied to BAB.
off-hand-half-ability · Tabletop
Off-hand and secondary natural attacks add half (rounded down) of a positive ability damage bonus; a penalty is never halved. Double Slice restores the full bonus on the off-hand.
natural-with-weapon · Confirmed
A natural attack needs its own limb -- a bite always has one, a claw needs a free hand (a shield, buckler included, or a two-handed weapon holds the off hand). Fighting with a weapon plus natural attacks, the weapon attacks take no penalty; the natural attacks -- a claw in the free off hand included -- are secondary (-5, half ability; user re-confirmed 2026-10-05). With natural attacks only (Feral Mutagen), they are primary at full BAB.
haste-hasty-hands · Confirmed
Haste's extra attack lands in the main hand; a Hasty/Speedy weapon's extra attacks land in the hand holding it. Two sources in the same hand take the larger (never summed); in different hands they add. Flurry adds on top of both. Speedy, not Agile, is the property that grants the extra attack; Agile keeps its tabletop meaning (DEX to damage).
attack-order · Tabletop
Attacks are made from the highest attack bonus to the lowest, so a debuff landed early (Bewildering Injury, Petrifying Strike) helps the rest of the round.
vital-strike · Confirmed
Vital Strike replaces the full round with one full-BAB attack rolling the weapon dice 2x/3x/4x (Improved/Greater); the extra dice are not multiplied on a crit. Vital Strike (Mythic) also multiplies the bonuses a crit would multiply (STR, enhancement, Power Attack, flat damage) by the same 2x/3x/4x; precision and extra dice are added once (d20pfsrd, fetched 2026-10-05; the user's explanation for a level 6-7 fighter one-shotting swarms). Rowdy's Vital Force (an Owlcat archetype, not in Paizo books) adds 2d6 per sneak attack die to that attack only, and the Rowdy's Vital Strike gets its normal sneak attack too -- neither needs a sneak attack condition (flanking, denied DEX; user, 2026-10-05).
unique-weapon-is-its-type · Confirmed
A unique weapon counts as its base type for every feat (the game's feat picker lists types only), so Improved Critical (Dagger) covers Hasty Eradicator.
finesse-is-optional · Confirmed
Weapon Finesse uses DEX to hit only when DEX is higher (a STR build that gets it free keeps STR). It never changes damage; Finesse Training (one named weapon) and Weapon Finesse (Mythic) (every finessable weapon) give DEX to damage.
class-bonus-feats · Sourced
A class's and an archetype's own bonus feats come free, ignoring prerequisites, from the class level that grants them (Rogue's Weapon Finesse, Rowdy's Vital Strike, Scaled Fist's Improved Unarmed Strike). An archetype can replace its base class's grant at a level (Rowdy replaces Weapon Finesse).
combat-style-skips-prerequisites · Sourced
A Ranger/Slayer combat style grants its listed feats without their prerequisites (the TWF chain without DEX 15/17/19).
combat-trick-checks-prerequisites · Sourced
A Combat Trick (Alchemist discovery or Rogue talent) grants one combat feat, whose prerequisites must be met as normal.
scaled-fist-cha-ac · Sourced
Scaled Fist adds CHA (not WIS) to AC as its Monk AC bonus. Not modeled - a plain Monk's WIS AC bonus (no build takes plain Monk).
power-attack · Sourced
Power Attack is chosen per fight (knowing it isn't enough) -- on only when it raises the full attack's expected damage against the target (team rounds; attacks of opportunity aren't weighed). Not modeled -- 150% for a lone primary natural attack. -1 attack and +2 damage per step, a step at BAB 0 and every 4 BAB after; Power Attack (Mythic) makes it +3. Two-handed weapons and primary natural attacks get 150% of the damage, off-hand and secondary 50%; it is multiplied on a crit.
piranha-strike · Tabletop
Piranha Strike is Power Attack for a light weapon (the DEX build's): same steps and penalty on all melee attacks, +2 damage per step (+3 with Piranha Strike (Mythic), assumed like Power Attack's), never 150%, halved off-hand and secondary; it replaces Power Attack while a light weapon is wielded.
fighting-defensively · Sourced
Fighting defensively is -4 attack and +2 dodge AC; +3 AC with 3+ Acrobatics ranks (from character level 3); Crane Style makes it -2 attack and +1 more dodge.
two-handed-str · Tabletop
A two-handed weapon adds 1.5x a positive STR bonus to damage (rounded down); a penalty is not increased.
armor-max-dex · Tabletop
Worn armor's maximum Dex bonus caps a positive AC-ability modifier; a negative one applies in full.
shield-focus-needs-shield · Sourced
Shield Focus's +1 AC applies only while a shield is carried.
oversized-weapon · Sourced
An Oversized weapon (a WotR item property) gives -2 to attack rolls. Only three weapons are Oversized (Blood Red Cleaver, Fable Hero's Lance, Riftcarver); none is in the data yet.
crit-damage · Tabletop
A confirmed crit multiplies the weapon dice and every flat damage bonus (ability, enhancement, Power Attack, conditions, effects). Precision damage (Sneak Attack, Vital Force), bane dice and Vital Strike's extra dice are added after, unmultiplied. The confirmation roll uses the same attack bonus plus confirm-only bonuses (Critical Focus); Critical Focus (Mythic) confirms automatically.
sneak-attack-and-bewildering-injury · Sourced
Sneak attack applies when the attacker qualifies (flanking, Sense Vitals); a Rogue of class level 4+ also applies Bewildering Injury on each sneak attack hit, lowering the target's AC, most against that Rogue.
crane-wing · Sourced
Crane Wing gives +4 dodge AC against melee while fighting defensively with a hand free (no shield other than a buckler, no two-handed weapon, no off-hand weapon); a miss by 4 or less against the character removes it until the character's next turn.
mirror-image · Tabletop
Mirror Image makes 1d4 + 1 per 3 caster levels images (max 8). A hit strikes an image with chance images/(images+1) and deals no damage; a miss by 5 or less also destroys one.
crusaders-edge · Sourced
Crusader's Edge gives +2 attack and damage and 2d6 bane damage (added after crit multiplication) against evil outsiders only.
battle-template · Confirmed
In a battle template the support party only buffs, never attacks. Everyone flanks unless narrowed (combat is positionless). Crane Style users fight defensively. A buff several party members know is cast once, by the highest caster level. Party-wide ally buffs are off unless a battle turns them on or lists them; the default battle (crane_formation) turns them on -- every known ally buff is broadcast to everyone, and overlapping bonuses resolve by type (user, 2026-10-04 -- broadcast rather than choose per character). The MC's own overlapping picks never stand in for the party's.
enemy-debuffs-save-free-only · Confirmed
Before combat only save-free debuffs are put on the enemy (Evil Eye, always landing; Hampering Hex is left out because its save is unreliable on Unfair). Saves aren't modeled, and supporters shouldn't decide the fight.
critical-chain · Sourced
Improved Critical doubles a weapon's threat-range size once (19-20 becomes 17-20). Improved Critical II and III (the Trickster chain, in-game "Improved Improved Critical"...) each add 1 more to the range. Improved Critical IV and Improved Critical (Mythic) each add +1 to the multiplier and stack with each other.
teamwork-attacks-of-opportunity · Confirmed
Attacks of opportunity here come only from teamwork feats, in formation fights -- when an ally who shares Outflank (or Seize the Moment) crits a shared foe, the other gets one attack of opportunity per feat, within their per-round budget (1 + Combat Reflexes DEX + Ever Ready 2); a mount without a weapon makes it with its first natural attack. An attack of opportunity's own crit never triggers another.
titan-fighter-one-handed-two-hander · Confirmed
Titan Fighter (Giant Weapon Wielder) wields a two-handed weapon in one hand, with the other hand holding a weapon, at -2 to attack; its STR to damage is 1x until level 9 (Giant's Might, 1.5x) and 2x from 17 (Unstoppable Strike). Incredible Heft adds +1 attack and damage at Titan Fighter 3, +1 per 4 levels, +5 at 19, only while wielding that way. The Titan loses Weapon Training and Armor Training and keeps Weapon Mastery (20).
extracts-self-only · Sourced
An Alchemist's extracts (Shield, Mage Armor, Barkskin...) affect only the Alchemist unless they have the Infusion discovery. Mirror Image and True Strike are self-only.
one-size-effect · Sourced
A character has at most one size effect (Enlarge Person, Reduce Person or Legendary Proportions, which overrides Enlarge); two would wrongly add their size penalties.
mutagen-tiers · Sourced
Mutagen tiers replace each other: base, Greater (Alchemist 12), Grand (16), True (20, all three physical stats). The STR or DEX variant is chosen by the higher base score; magnitudes 4/6/8 with -2 to one mental stat (WIS for DEX, CHA for STR) and +2/4/6 natural armor. Self-only.
smite-evil · Confirmed
Smite Evil adds the Paladin's CHA modifier to attack and Paladin level to damage against an evil target, and CHA as deflection AC against it -- on the Paladin's own attacks only. A Paladin ally (11+) gives the MC Mark of Justice instead: the same bonuses from the Paladin's CHA and level (it spends two Smite uses). Mark of Justice grants the ability to smite, so it doesn't stack with the MC's own Smite Evil: the higher bonus applies (per stat). Against a non-evil target they do nothing. Assumed declared for the whole fight: no per-day uses, no swift action. The Mark reaches the MC's companion or mount too: its CHA to attack and level to damage, and its CHA as deflection AC (user, 2026-10-22).
flanking · Tabletop
Flanking is +2 untyped to melee attack rolls and qualifies sneak attack; it doesn't deny the target's DEX to AC.
archmage-armor · Sourced
Archmage Armor turns the owner's own Mage Armor (spell or extract) into 4 + mythic rank armor AC. Any mythic path; no arcane-caster requirement.
companion-advancement · Sourced
An animal companion's effective level is its granting class level: Divine Bond mount = Paladin level from Paladin 5; Druid-style = class level; Ranger = level - 4 unless Boon Companion (then Ranger level, capped at character level; lower confidence, a wiki comment). HD = effective level. Every companion gets +2 natural armor at 3/6/9/12/15/18 and +1 STR and DEX at 4/8/12/16, plus its species' one-time advancement.
companion-bab · Tabletop
A companion has 3/4 BAB (medium progression), except a species marked full_bab (the horse) -- full BAB, no iterative attacks.
companion-natural-attacks · Assumed
A companion's first listed attack is primary, and so is any attack its species makes primary from a given level (a horse's hooves from 4th); the others are secondary: -5 attack (-2 with Multiattack, gained at companion level 9), half STR to damage (a STR penalty never halved). A companion with a single natural attack adds 1.5x STR.
animal-growth-size · Confirmed
Animal Growth gives +8 size STR, +4 size CON, -2 size DEX, +2 natural armor and one size category up (a Large horse becomes Huge: -1 more AC).
trickster-vital-strike-waiver · Assumed
A Trickster (mythic_path) may take Improved and Greater Vital Strike without their BAB prerequisite. No source confirms it; it is the user's build premise, and Vital Strike (Mythic) does something else.
same-level-feat-pairs · Tabletop
Feats taken at the same level (general and bonus slots, plus automatic grants) count as known for each other's prerequisites, never for their own.
preset-levels-unvalidated · Confirmed
A companion's game-preset levels (preset_level) are not validated (budget, prerequisites, empty choices) but their feats still count as known later.
formation-tank-aggro · Assumed
In a formation fight every member attacks the shared enemy each round (tank, second line, backline order); the enemy always attacks the tank, then the next living member once the tank falls. No positions or movement; backline isn't checked for a ranged weapon.
permanent-ability-gear · Sourced
Headband and Belt of Perfection are permanent, so their bonus counts in base ability scores (and toward feat prerequisites), unlike a combat buff. It is still an enhancement bonus, so it maxes against Cat's Grace and the other ability spells.
target-dummy-evil-outsider · Confirmed
The AC-sweep target is an evil outsider by default (the real encounters are demons), so Crusader's Edge and similar evil-only effects count in every DPR curve. Debuffs landed on it (Bewildering Injury) lower its AC like a real monster's.
monster-stat-blocks · Sourced
A monster fights from its published stat block: each sourced attack once per round at its flat attack bonus, damage from its published range (no ability bonus added). An attack with no sourced damage is left out; a monster with no known HP refuses to fight. Effects on it still move its AC. Improved Uncanny Dodge doesn't block flanking yet.
double-weapon-both-ends · Tabletop
A double weapon (Orc Double Axe) is always wielded with both ends as two-weapon fighting; each end is light for the off-hand penalty and never two-handed for Power Attack (100% main, 50% off-hand).
calibration-uses-effective-stats · Confirmed
A calibration monster's AC and attack bonus are recorded as shown in game, buffs included (Mage Armor, Shield...), and treated as permanent until the engine models dispelling.
calibration-observation · Confirmed
Each calibration point says where it was read: observed: fight (mid-battle inspect, buffs and weapons on; the default) or encyclopedia (unbuffed, unarmed). A fight read wins over an encyclopedia read of the same creature. An encyclopedia read keeps its AC (the same stat block) but not its attack, which diverges with weapons and buffs. Unset, a point is encyclopedia when its weapon is Unarmed Strike and no effects are active beyond toggles (Power Attack, Rapid Shot, Deadly Aim, Combat Expertise), else fight; inferred values are flagged. character_level is the party level where the monster is fought, looked up from its location (screenshots don't show it), not the level when the screenshot was taken. A point may give location (a location_levels.yaml key) instead of character_level. Monsters met many times along the way (Corrupted Mongrels, Fiendish Minotaurs) have no single level, so their encyclopedia reads stay out (user, 2026-10-11).
enemy-attack-after-drezen · Confirmed
After Drezen, foes normally attack around +50, even with Power Attack on, so AC alone gets hit eventually. Enemies jump after Drezen (level 12 here, after_drezen_level in curve_testimony.yaml): the straight-line fit uses only earlier points, and from 12 on the curve follows the roster's growth, pinned to the real after-Drezen points (Mandragora: trash, +52 attack, AC 53) or, without them, to +50 attack at 12. Levels with real points use their mean.
enemy-flat-footed-and-touch-ac · Confirmed
Every enemy shows full, flat-footed and touch AC. Their curves are the full-AC curve times the ratio fitted over every recorded point (flat_footed_ac, touch_ac). Flat-footed AC is what an attacker under Greater Invisibility faces (denied DEX, +2 to hit), unless the enemy has See Invisibility, True Seeing or special senses (Mind Blank beats those), Blind-Fight or Uncanny Dodge. Touch AC is what Dimension Strike (magus arcana, 2 arcane pool points a round) or a touch spell faces.
bane-blade · Sourced
Bane Blade (magus arcana, 15) adds bane against outsiders when the arcane pool enhances the weapon: +2d6 a hit, or 4d6 once Crusader's Edge doubles it, after the crit multiplier. Its +2 enhancement does not stack with the weapon's or Crusader's Edge's. Assumed up every fight (Enduring Blade keeps the enhancement for minutes a level); the extra pool point is not budgeted.
damage-view · Confirmed
The breakdown page's Damage view shows damage output if all attacks connect, split by who supplies it; how often they connect is the Attack view's job (user: expected damage alone was hard to read). A toggle (off by default) weighs each attack by its chance to hit the expected enemy AC instead, misses as zero; that full-attack total equals expected_dpr. Full attack (the default) sums every attack of the round; One attack is the main-action option: Vital Strike when the build has it, else the first attack alone; for a Cavalier a Mounted charge toggle (on by default) makes it the charge (user, 2026-10-21: the Gendarme's combo; off once it is face to face, since disengaging wastes a round). A charge shows its multiplier as its own Charge group, the extra it adds on top of the whole hit, crit included, precision dice excluded. Extra dice are named one by one, and a mythic path's own dice are grouped under the path (Angel: Sword of Heaven 2d6, Sun Marked 5d6; user). One critical hit (user: players like the big numbers) is that attack confirmed as a crit: multiplying terms times the multiplier, spell dice doubled, extra dice once. A Critical hits toggle (on by default) adds the crit chance (threat chance, the better of two rolls under Bit of Luck; threat and confirm chance when weighted) times the extra multiplier to every multiplying term; spell dice gain one extra copy on a crit; sneak attack and other extra dice never multiply.
mythic-paths-in-game · Sourced
Every build takes a mythic path the game has: Angel, Azata, Aeon, Trickster, Lich, Demon (rank 3), Gold Dragon, Swarm-That-Walks, Legend (rank 8) or Devil (rank 9); ranks 1-2 are the Mythic Hero. Champion and Guardian are tabletop paths, not in the game; the Titan Fighter and the Sword Saint take Trickster for its crit chain (user).
eldritch-scoundrel-sneak-attack · Sourced
The Eldritch Scoundrel trades sneak attack for spells: +1d6 at levels 1, 3, 7, 11, 15 and 19 (6d6 at 19), not the Rogue's every odd level. The Eldritch Scoundrel build at 20 has 6d6 of its own (5 from 17 levels, 1 from the Vivisectionist dip), 11d6 with Sense Vitals (+5d6 from caster level 15).
unique-item-catalog · Confirmed
Every unique item the engine knows (unique_items/, and weapons or armor the game's item list names) must be on that list (tables/unique_items_catalog.csv, from Neoseeker), not be DLC, and carry a location_id in location_levels.yaml whose act matches the list's act (an item says why when it differs). A build may not use one before the level the party reaches its location; validate_build and the breakdown command check it (user, 2026-10-21).
build-colors · Confirmed
Each roster build has one color (roster.yaml color), used by every chart, the site's build list and its breakdown page, so a build reads the same everywhere (user, 2026-10-21).
tomes · Confirmed
The main character reads every +2 tome and manual (inherent bonus) as soon as the party can reach it (user, 2026-10-21): Clear Thought (INT) at 12 for an Angel, 18 otherwise (Pulura's Falls); Quickness of Action (DEX, from Playful Darkness) and Bodily Health (CON) at 15 (Midnight Fane); Gainful Exercise (STR), Understanding (WIS) and Leadership and Influence (CHA) at 15 (Act 4). Breakdown pages have a Tomes toggle (on by default) that takes their bonus off attack, AC and damage; it does not redo spell slots or smite bonuses.
rider-size · Confirmed
A rider never gets Legendary Proportions: it outgrows the mount and can't stay mounted. Enlarge Person is fine only while the mount is grown too (Animal Growth in its kit, which keeps the mount the bigger one). The Longspear is the only jousting weapon (Owlcat's adaptation): Spirited Charge triples with it alone.
item-slots · Confirmed
Worn items take one slot each (Pathfinder CRB, Chapter 15, Magic Items on the Body; two rings), as Wrath of the Righteous adapts them (user, 2026-10-22): Head (headbands and helmets merged), Glasses, Neck, Shoulders, Shirt, Armor (robes merged into it), Belt, Wrists, Hands (bracers and gloves are different slots), Feet, two Rings, Off-Hand; slotless items go to the 4 quick slots. A build may list items it wears for reasons the engine doesn't count (a save DC, a resistance) under items: they are checked for the item list, DLC, location, level and slot, and add nothing to the numbers (user, 2026-10-22). An item listed under items: takes its slot from the generic gear while worn (a pendant replaces the natural armor amulet or Agile Fists, a helmet the headband; user, 2026-10-22).
item-effects · Confirmed
Every worn item of the item list is onboarded: martial_bench/scripts/item_effects.py reads each description into tables/unique_item_effects.csv, the always-on bonuses it states (ability scores, AC, attack, damage, with their types) read only from sentences with no condition (while, when, against...), and a coverage: full (all of the text is such bonuses), full_plus (those bonuses count, the item's conditional powers don't) or none. Counted when a build lists the item under items:. Misreads are fixed by hand in tables/unique_item_effects_overrides.csv (bow-only, vs-flying, summon and aura bonuses). An item without a location_id is gated at the first level of the act the list gives (user, 2026-10-22: adding an item tomorrow should just work).
build-title · Confirmed
A build is shown as its main classes (the footprint, most levels first), then its dips and race in parentheses, then its mythic path: Eldritch Scoundrel (dips Scaled Fist/Vivisectionist, race: Aasimar) - Angel. Prestige classes come after the class whose spellcasting they advance: Exploiter Wizard/Arcane Trickster/Loremaster, the Exploiter Wizard being the book the Lich merges (user). Roster builds that would share a title add their style (Paladin, Shield Tank). The title is derived from the build file, so it cannot drift from it.
build-footprint · Confirmed
A build's footprint is the classes it commits more than 2 levels to (roster.yaml dip_max_levels); 1-2 level dips do not make a build different. Vivisectionist builds commit to Vivisectionist; the Eldritch Scoundrel build only dips it. The roster keeps one build per footprint, the best one, unless an entry says why (same_footprint). The breakdown command notes a new build that shares a roster footprint.
pcgen-view · Confirmed
Spell schools, subschools, descriptors and durations come from PCGen's Pathfinder data, which the project does not ship: `poetry run fetch-pcgen --accept-license` downloads it (the user accepts its licenses) and writes a local view, resources/data/external/pcgen_spells.csv, with only those fields. owlcat_spell_tags.csv overrides it under the owlcat ruleset. Without the view the engine warns and tests that need it are skipped.
unique-item-timing · Confirmed
Gear follows what the player actually gets, not the generic +X table, where they differ: Queen Galfrey's Ring of Protection +4 arrives when Drezen falls (level 9 here), so deflection is +4 from 9; the Hasty Eradicator (Act 3 Hellknights Outpost) comes at level 13 even when rushed; Sosiel wears the Ring of Summoning from Act 3 Drezen (level 9), +2 weapon damage to everyone within 30 feet (bonus type assumed untyped). Bracers of Animal Fury (Act 3 Drezen, level 9) give +3 on every attack while polymorphed (Animal Aspect counts): on natural attacks and unarmed strikes as a separate bonus that adds to Agile Fists (in game it shows as 'other'), on manufactured weapons as enhancement until checked; Bracers of Heavy Hand (Act 3, level 9) add +3 damage (untyped, assumed) to the off-hand weapon when dual wielding two different weapons; for the Eldritch Scoundrel they edge out Animal Fury from 12 (838 vs 831 per round at 12, 2270 vs 2257 at 20), so it wears them, while the Vivisectionist build keeps Animal Fury (ahead at 15-18). Demonic Resentment (Ivory Sanctum, level 13) adds 1 to a rage's melee attack and damage bonus but takes the headband's slot: with Nenio's Eagle's Splendor covering CHA, the Scaled Fist builds wear it from 13 until 15, when the headband's +6 passes the spell's +4. Without the headband the Eldritch Scoundrel's INT 13 can't cast 4th-level spells, so it takes them at 15 and keeps plain Animal Aspect as its polymorph until then (user, 2026-10-20). DLC content stays out of the comparison (a future switch).
encounter-tiers · Confirmed
Calibration monsters are trash (regular), optional_tough (named species, not required: Shadow Demon, Water Elemental, Vrock) or gatekeeper (a proper-named boss that gates the story: Hosilla, the Blackwater Kalavakus). Named gatekeepers seen so far (user, 2026-10-11): Gormandizer, Jaruunicka, Darrazand, Voetiel, Devarra (curve_testimony.yaml). Kalavakus is a demon kind met many times: after Drezen plain ones are trash; the Greater Augmented one at Blackwater is a gatekeeper, and the one in Drezen may be one too but is far weaker; a gatekeeper entry with a location matches only there. Builds should be judged against gatekeepers; bosses are left out of the default trash fit. Missing tiers are inferred from is_outlier and flagged.
bonus-stacking · Confirmed
Bonuses of the same type don't stack (the highest counts); different types stack; dodge, circumstance, untyped and plain natural armor always stack, and so does every penalty.
precision-after-crit · Tabletop
Sneak attack dice (like other precision and bonus dice) are added after the critical multiplier, never multiplied. Sneak attack triggers when the target is denied DEX or the attacker flanks; the two are separate.
mythic-rank-floors · Sourced
Mythic rank is quest-gated, so the engine uses the earliest character level any sourced playthrough reaches each rank (the lower of the Fextralife and GameFAQs figures), capped at the build's final rank. A pick claiming a mythic rank earlier than that floor is flagged. A build's `mythic_rank_levels` (rank to level) records a playthrough that got a rank earlier (the user had rank 3 at level 10) and moves that floor for the build.
point-buy · Assumed
Build abilities are the pre-racial point-buy array; race is applied forward, never backed out. Costs follow Paizo's standard point-buy table, assumed to match WotR's character creator (not checked in game).
monk-full-bab · Confirmed
WotR's Monk (and Scaled Fist) has full BAB, unlike tabletop's 3/4.
shaman-hexes · Sourced
Iceplant (shaman or witch hex) is a permanent +2 plain natural armor bonus, so it stacks with other natural armor. Air Barrier (Wind spirit) is a +4 armor bonus, +2 at shaman 7 and every 4 levels (+12 at 19); it replaces the worn armor's base AC while the armor's enhancement still adds. Hampering Hex (-2 untyped enemy AC, -4 from shaman 8) is not applied before combat: on Unfair its Will save makes it unreliable, unlike Evil Eye (user, 2026-09-30).
shaman-battle-spirit · Sourced
Battle spirit: Enemies' Bane (shaman 8) gives the shaman's weapon bane against outsiders (+2 enhancement attack and damage, +2d6 after the crit multiplier); with Crusader's Edge the dice become 4d6 and the +2 counts once. The Battle Master hex grants Weapon Specialization at 8 and Greater Weapon Focus at 16 for its weapon, prerequisites waived. The Battle Spirit aura (3 + CHA rounds per day) isn't modeled.
spirit-enchantment · Assumed
Spirit Hunter points (+1 at 1, +1 per 4 levels) go to the main-hand weapon: keen first from 5th unless Improved Critical already doubles the range, then flaming, frost and shock at 1 point and 1d6 each (only those the enemy doesn't stop, Rule: enemy-energy-resistance), then enhancement up to +5 with the weapon's own (energy first scored 1-7% higher). Speed is skipped (the party's Haste gives the same attack). The allocation is this project's choice; the game lets the player pick.
armor-enhancement-is-separate · Confirmed
A worn armor's base AC and its enhancement are two different bonuses. An armor-type bonus (Mage Armor, Air Barrier) replaces only the base when higher; the enhancement (the armor's +X, or Magical Vestment, the higher) always adds. Magical Vestment on clothing therefore stacks with Mage Armor.
fencing-grace · Confirmed
Fencing Grace (and Slashing Grace, its slashing twin) gives DEX to damage with its weapon only while nothing else fights alongside it: no off-hand weapon, no shield except a buckler, and no natural attack (a Skald's bite counts). Its attack side is Weapon Finesse's.
outflank-bonus · Confirmed
Outflank raises the flanking bonus from +2 to +4 when another flanking ally also knows it (teamwork). The party Skald takes it, so any melee character should take it as soon as possible.
extra-mythic-ability · Confirmed
The Extra Mythic Ability mythic feat grants the mythic ability named after it ("Extra Mythic Ability:Ever Ready"), applied like the ability picked directly.
master-shapeshifter · Confirmed
Master Shapeshifter adds +4 to STR, DEX and CON while the character is under a polymorph spell -- a spell whose in-game tags include polymorph (the tags are data: PCGen joined with tables/owlcat_spell_tags.csv). Mutagens (alchemy) and size effects (Reduce Person, Enlarge Person, Legendary Proportions) are not polymorph: they don't turn it on and stack with it. Ice Body carries the tag (a self-only Shaman 7th-level spell that doesn't stop weapon attacks), and so do Animal Aspect (2nd level) and Animal Aspect (Greater), the cheap ways for an Alchemist or Eldritch Scoundrel to turn it on: a build casts the plain one until it knows the Greater. The +4 is its own bonus type and stacks with belts and enhancement spells.
damage-dice-step-chart · Confirmed
Natural-attack dice change size by steps on the general chart (1, 1d2, 1d3, 1d4, 1d6, 1d8, 1d10, 2d6, 2d8, 3d6, 3d8, 4d6, 4d8, 6d6, 6d8, 8d6, 8d8, 12d6, 12d8, 16d6): two steps per size above Medium, one per size below. An off-chart Nd6 becomes the next-lower on-chart d6 count read as d8 (10d6 -> 8d8); an off-chart Nd8 becomes the next-higher on-chart d8 count read as d6 (5d8 -> 6d6). Manufactured weapons use the separate weapon size table.
unfair-scaling · Assumed
A Core stat block is scaled to Unfair as 2x damage (WotR wiki), +4 AC and +2 attack (assumed). Combat logs show larger bumps (+6 attack at HD ~10, +8 attack and AC at HD 36); not refit yet (docs/GAPS.md).
sneak-stab · Sourced
A Knife Master's sneak attack dice are d8 with a dagger, kukri, punching dagger, starknife or sai (a unique weapon counts by its type, e.g. Hasty Eradicator is a dagger) and d4 with any other weapon. It applies to all her sneak attack dice, including ones from other classes (Vivisectionist) and Rowdy's Vital Force.
canny-defense · Sourced
A Sword Saint adds his INT bonus, up to his Sword Saint level, as dodge AC while wielding the chosen weapon in light or no armor with no shield.
arcane-accuracy · Assumed
Arcane Accuracy (magus arcana) adds the INT bonus as an insight bonus to attack, every round the swift action isn't spent on Dimension Strike (Rule: dimension-strike).
arcane-pool · Assumed
The magus arcane pool enhances the main-hand weapon: +1 at 1, +2 at 5, +3 at 9, +4 at 13, +5 at 17, spent like Spirit Enchantment (keen first from 5, then energy dice, then enhancement). One activation lasts the fight.
spell-combat · Assumed
A magus with a free hand (a buckler allowed) and a light or one-handed weapon fights with Spell Combat every round: -2 on every attack, plus from magus 2 one Spellstrike attack at full BAB carrying a touch spell (tables/spellstrike_spells.yaml), doubled on a crit, not multiplied by the weapon. In a spike fight a magus who knows Vampiric Touch spellstrikes it every round (1d6 per two caster levels, max 10d6, no energy type), one 3rd-level slot a round in the fights-per-rest budget; with Maximize Spell, Maximized Vampiric Touch (its dice at their maximum) from the 6th-level slots while they cover a whole fight, the once-a-day fight first; otherwise Shocking Grasp (1d6 electricity per level, max 5d6), which demons are immune to (Rule: enemy-energy-resistance). The temporary hit points aren't counted.
dimension-strike · Confirmed
Dimension Strike (magus arcana, 2 arcane pool points a round, a swift action) puts every melee attack of the round against touch AC: the enemy AC curve times the fitted touch ratio. A magus who knows it uses it every round of a spike fight instead of Arcane Accuracy (same swift action) when it raises the expected damage at the level's enemy ACs; the pool decides how many fights a day get it, and ordinary fights go back to Arcane Accuracy. Every damage view and chart weighted by enemy AC uses the touch AC then, and the breakdown page keeps the attack bonus as on the character sheet and highlights the touch-AC line.
enemy-energy-resistance · Sourced
The benchmark enemy is a demon: immune to electricity, resistance 10 to acid, cold and fire (tables/enemy_energy.yaml). Energy damage on a hit (a spellstruck spell, after its crit doubling; flaming, frost and shock dice) loses that; the arcane pool and Spirit Enchantment only buy energy properties that get through. Ascendant Element (mythic ability) lets the chosen element ignore both.
weapon-mastery · Sourced
Sword Saint 20 and Fighter 20 (archetypes that keep it, the Titan Fighter included; picked as weapon_mastery: "Weapon Mastery:<weapon>"): attacks with the chosen weapon auto-confirm crits and its multiplier rises by 1.
close-to-the-abyss · Confirmed
Close to the Abyss is one of the mythic rank 1 hero powers (Bit of Fun, Close to the Abyss, Close to the Heavens, Danse Macabre, Force Reality, Instrument of Freedom): main character only, chosen on top of the rank 1 mythic ability and independent of the later path (Close to the Abyss then Angel is fine). Picked as mythic_hero, it adds a Gore natural attack, 1d8 x2, always secondary like the Skald's bite: -5 and half ability damage. It needs no free hand, so it fights beside a weapon and Feral Mutagen's bite and free-hand claw.
charge-multiplier · Confirmed
A mounted charge's damage multiplier applies to the whole hit after the crit multiplier: (weapon dice + flat bonuses) x crit, then x charge -- a x5 crit on a x3 charge is x15. Extra dice the crit doesn't multiply (Mythic Charge, weapon energy) are still multiplied by the charge. Precision damage (sneak attack) is kept outside it (tabletop; unconfirmed in game). Charge multipliers don't multiply each other: Transfixing Charge's x3 replaces Spirited Charge's, the largest applies; older patches stacked them, which is where online claims of 5,000-damage charges come from (user, 2026-10-21: the Gendarme was heavily patched). Spirited Charge is x2, x3 with a lance or a Longspear.
cavalier-charge · Confirmed
A mounted charge is one attack with the main weapon at +2 (+4 from Cavalier's Charge, cavalier 3). Mighty Charge (cavalier 11) doubles the threat range on a mounted charge but doesn't stack with Improved Critical, like Keen. Order of the Sword's Mounted Mastery (cavalier 8) adds CHA to damage on a mounted charge, before the crit. Transfixing Charge (Gendarme 20) is a x3 charge multiplier; plain Cavalier's Supreme Charge (20) is x2, x3 with a lance. A Cavalier is assumed mounted. The benchmark scores the full attack as DPR and reports one charge's expected damage beside it.
mythic-charge · Confirmed
Mythic Charge (mythic ability): a charge adds 1d6 divine damage per mythic rank, not multiplied by a crit but multiplied by the charge.
challenge · Confirmed
Challenge adds the cavalier level to damage against the challenged foe; the benchmark target is always challenged (no per-day limit). Its -2 AC against other foes isn't modeled.
mount-ac · Confirmed
A mounted build's defense is its mount's AC, not the rider's: the archetype's `mount_species` as an animal companion with effective level = cavalier level, under only the party buffs cast on the whole formation (Haste, Cat's Grace, Shield of Faith, Inspired Rage, ...), never the rider's gear or self-buffs. The weighted defense chart plots it; `evaluate` reports it as `mount_ac` beside the rider's `ac`.
mount-kit · Sourced
A build's `mount` kit adds to its mount: feats at the mount's effective level (modeled feats work as for a character: Outflank and Combat Reflexes give it teamwork attacks of opportunity with its DEX, Improved Critical:Bite its bite's range, Power Attack steps from its own BAB; the owner's song shares Deadly Accuracy with it; Dodge +1 dodge; Crane Style means it fights defensively for +2 dodge, +1 with 3 Mobility ranks from level 3, +1 Crane), gear slots at the rider's level brackets, armor (each level the best available kit option is worn: a barding is base armor + the higher of the armor bracket's +X and Magic Vestment's, DEX capped by its max DEX; Mage Armor's +4 replaces a barding's base when higher and its enhancement still adds (Rule: armor-enhancement-is-separate), so leather barding + Mage Armor + Magic Vestment is 4 + 5 with max DEX +6; Bracers of Armor are a flat armor bonus with nothing to enhance and no DEX cap), Mythical Beast from the rider's pick (+ half mythic rank + 1 STR, DEX and CON), an Amulet of Agile Fists (+X enhancement on its natural attacks' attack and damage, user 2026-10-05); Unholy Knee Pads from level 20 (+2d6 unholy per natural attack hit, user 2026-10-05); the kit's ability, attack and damage buffs feed its attacks too, and the spells the party casts on it from the level the party first reaches them (Barkskin +2, +1 per 3 caster levels above 3rd, max +5; Greater Magic Fang +1 enhancement per 4 caster levels on its natural attacks, max +5; Magic Vestment +1 per 4 caster levels, max +5; Animal Growth). Unbuffed (no battle), no spells are cast. Items listed under the kit's items: give the mount their always-on bonuses, circumstance AC included (Half of the Pair on rider and mount: always within 10 feet while mounted; user, 2026-10-22).
transformation · Tabletop
Transformation (6th level: Wizard, Witch, Alchemist, Magus, Eldritch Scoundrel; self only) gives +4 enhancement to STR, DEX and CON (no gain over a better belt), +4 natural armor and BAB equal to character level, so medium-BAB builds gain attack bonus and iterative attacks. No spellcasting while it lasts: cast last, after the other self-buffs; a Magus loses Spell Combat and Spellstrike. A magus holding Vampiric Touch for a spike fight doesn't cast it (the Sword Saint scored 5-20% more spellstriking at 16-20). It carries no polymorph tag (Master Shapeshifter stays off).
team-rounds · Confirmed
Team rounds: the battle's melee_team attacks one shared target in its listed order. Round 1 is a charge: one attack at +2 (a mounted Cavalier's charge), or the whole full attack at +2 with pounce; the first member to engage doesn't flank that round, everyone after it does. From round 2 everyone full-attacks, flanking. A confirmed crit gives each ally who shares Outflank one attack of opportunity at full BAB within their per-round budget, which resets each round (Rule: teamwork-attacks-of-opportunity). Pounce comes from the party Skald's Greater Beast Totem through Inspired Rage (Rule: skald-shares-beast-totem-claws). An animal companion in the team (Seelah's mounted horse) attacks with its own natural attacks at its companion stats, under the formation's buffs, flanking, with pounce when its owner has it. A Paladin member smites with her own attacks and her Mark of Justice reaches every other member (Rule: smite-evil). Default team: the MC, the party Skald, Seelah and her horse, in that order.
team-expected · Confirmed
The default team scorer plays the team rounds with each attack's exact hit and crit odds against the shared target's current state; real rolls only move that state along (debuffs from earlier attacks and members), averaged over up to 32 playthroughs, one when the target never changes. Teamwork attacks of opportunity are the expected number of triggering crits capped by each ally's per-round budget. The Monte Carlo stays available as method monte_carlo; the two agree within their standard errors.
daily-resources · Tabletop
Fights per rest at spike strength: each limited buff behind the MC's attack bonus covers its uses per day divided by its uses per fight. A round- or attack-duration spell costs one cast per fight, from the caster's slots of that level after their minute and hour pre-buffs of the same level. Mark of Justice costs 3 smite uses per fight (2 for the Mark, user-confirmed, plus the Paladin's own smite); Smite Evil is 1 per day plus 1 at Paladin 4 and every 3 levels after, up to 7, plus half the mythic rank with Abundant Smite. The Abundant Casting line adds 4 slots at each spell level of its range (1-3, 4-6, 7-9; read from the catalog summary). A domain touch (Touch of Good, Bit of Luck) has 3 + the cleric's WIS uses a day, spread over 3 spike fights after the once-a-day one (at least 1 and at most 5 a fight), not one every round (user, 2026-10-21: unrealistic). The Skald's song is 3 + CHA + 2 rounds per Skald level after the first, at 5 rounds per fight.
domain-touches · Sourced
A cleric's domain touches go to the MC. Touch of Good (Good): sacred bonus on attack rolls = half the domain class level (minimum 1) for 1 round. Bit of Luck (Luck): for 1 round the MC rolls every d20 twice and keeps the better, attack and crit confirmation rolls included. Both are standard-action touches, 3 + WIS per day, so the cleric gives one per round: the one with the higher expected damage against the level's AC (Bit of Luck when hits are already likely); with the mythic ability Domain Zealot (domain powers as a swift action) the MC gets both every round. In a spike fight the touch is renewed every round; the sustained window drops both. Guarded Hearth (Community 8, reached through the mythic ability Impossible Domain): every ally gets a competence bonus on attack rolls equal to the cleric's WIS modifier for 1 hour per level, once a day over one area, so it is a spike-fight buff and the sustained window drops it (user, 2026-10-09); it is the same type as the song's Lethal Stance, so only the higher counts.
scrolls · Confirmed
Scrolls are a toggle (battle `scrolls:`, api `scrolls=`): the MC reads each listed spell from a bought or crafted scroll when it is on one of its class spell lists, with no slot and no spell-level or caster-level gate, so Transformation can be used before the MC could cast it. A personal-range spell such as Transformation is only ever the MC's own scroll or slot, never an ally's cast. Scrolls cost gold, not daily uses, so they never limit the fights per rest.
arodens-wrath · Sourced
Aroden's Wrath (holy scabbard, a belt): her Smite Evil AC bonus is sacred instead of deflection, so it stacks with her Ring of Protection; only the wearer's own smite: Mark of Justice's AC to allies stays deflection (user, wiki); her first attack each round deals 1d4 more divine damage, never multiplied on a crit. It is a belt, so wearing it gives up the Belt of Physical Perfection; found in Greengates, so from level 12 (Rule: location-levels).
location-levels · Assumed
A unique item found at a story location is worn from the character level the party reaches that location: the act's level range (prologue 1-3, Act 1 4-5, Act 2 6-8, early Act 3 9-11, mid Act 3 12-14, Act 4 15-17, Act 5 18-20, as in the gear brackets) and the location's place in it on the location map. Greengates (Act 3 main path after Molten Scar and Wintersun) is level 12.
armor-progression · Confirmed
A build can list the armor it wears from each level on (half plate, full plate, mithral full plate, Carapace from 10 for the paladins, whose Magical Vestment covers its fixed +2; the Titan and the Gendarme keep mithral full plate, whose common +X is 1-3 AC higher). Mithral full plate and Carapace are heavy for proficiency and medium once worn, so Armor Focus (Medium Armor) gives +1 AC and Mythic Armor Focus (Medium) - Endurance half the armor's AC in them.
sword-of-heaven · Sourced
Angel path, mythic rank 3: Sword of Heaven adds 2d6 holy damage to each manufactured-weapon hit, never multiplied on a crit; assumed active for the whole fight (its uses per day, 1 + half mythic rank, are not tracked). Its improvements are not modeled.
sun-marked · Sourced
Sun Marked (Angel mythic spellbook, 7th level) on one friendly creature, the Angel itself here: its attacks deal +1d6 holy per 4 caster levels on each hit, never multiplied on a crit. The Angel spellbook's caster level is 2 x mythic rank (5d6 at rank 10) and its own slots, not the class's. Available from mythic rank 7 (inferred: a 7th-level spell at caster level 13-14).
speed-of-light · Confirmed
Speed of Light (an Angel Sword of Heaven improvement) gives one extra main-hand attack at full BAB in a full attack, stacking with Haste, Hasty weapons and Flurry.
mounted-combat · Confirmed
Only some companions can be ridden (a horse yes, a wyvern form no). A rider is mounted while a rideable companion is at least one size bigger than her (rider size per size-sets: Enlarge Person +1, Legendary Proportions +2, Reduce Person -1); mounted, she gets +1 circumstance on attack rolls, which stacks with everything (Owlcat's implementation, user 2026-10-05). A build with fights_mounted: true rides its companion in every fight, not only in team rounds (user, 2026-10-22). A ridden mount still makes its full natural routine. In team rounds Seelah's horse gets the formation's buffs, Mythical Beast from her pick, the party's Animal Growth (from level 9; it stacks with polymorph) and, from level 13, the party's Greater Polymorph into a Large wyvern (+4 STR, -2 DEX, +4 natural armor; bite 2d6, sting 1d6, 2 wings 1d6). The Skald's song gives it two claws (claw grants stack with a form's attacks); of two bites, the bigger one is kept.
size-sets · Confirmed
A size effect sets the size instead of stacking steps: with several, the biggest growth wins (else the deepest shrink). Their stat bonuses still stack (Owlcat bug).
fighter-level-feats · Confirmed
Weapon Specialization, Greater Weapon Focus and Greater Weapon Specialization need Fighter 4/8/12. Fighter archetypes count in full; Sword Saint's Fighter Training counts Sword Saint level - 3 from level 7.
mutagen-class-feature · Confirmed
Anyone whose class or archetype levels grant Mutagen (Alchemist 1, Vivisectionist 1, Mutation Warrior 3) drinks it in battle; higher tiers still need Alchemist levels.
mythic-inspiration · Confirmed
Mythic Inspiration (mythic ability) raises Inspired Rage's attack and damage bonus by 1 + 1 per 3 mythic ranks above 1st (the Skald's rank), for every ally under the song. Beast Totem's natural armor is a rage power, not raised.
lethal-stance · Sourced
Lethal Stance (rage power stance): +1 competence on melee attacks, +1 per 4 skald/barbarian levels; Deadly Accuracy doubles it on crit confirmation; Lethal Accuracy (level 16) adds +1 to the equipped weapon's crit multiplier. Lethal Stance and Deadly Accuracy are shared with everyone under the Skald's Inspired Rage, at the Skald's level (user, 2026-10-05); Lethal Accuracy is modeled on the Skald only (sharing unconfirmed). The Skald may know Reckless Stance too (+1 untyped attack and -1 AC, +1 per 4 skald levels, shared the same way); she holds one stance per fight, the one that gives the MC more expected damage against the level's AC (Reckless when another competence bonus such as Guarded Hearth fills the slot).
fight-window · Confirmed
Team rounds assume a fight window. 'spike' (default): every buff up every round, Seelah's smite and Mark of Justice included. 'sustained': no spell whose duration is in rounds or one attack (PCGen's DURATION, overridden by tables/owlcat_spell_tags.csv: Haste, Prayer, Divine Power, Transformation, Sense Vitals, True Strike) and no limited-use smites (Smite Evil, Mark of Justice, and their deflection halves); minute/hour pre-buffs and the Skald's song stay. Mark of Justice belongs to the serious fights (user, 2026-10-21: the brutal fight gets one Mark and one Smite Evil, a normal spike only Seelah's own smite), so the normal spike drops it.
team-groups · Confirmed
A team can split into groups (api.team groups='mc+party_skald|seelah+seelah_horse'), each fighting its own target: flanking, smites and Outflank attacks of opportunity stay inside a group; the Skald's Inspired Rage still reaches every group (they stay near the song, user 2026-10-05).
trickster-athletics · Sourced
The Trickster's Greater Mythic Trick: Athletics (rank 3, mythic rank 7) floors BAB at the Athletics ranks (assumed maxed: character level); if BAB already equals character level (Transformation), at ranks + 5. An Eldritch Scoundrel goes from BAB 15 to 20 sustained and 25 under Transformation.
mob-kills · Assumed
The mob measure (api.mob): against a pack of identical enemies, the opening attack is Vital Strike if known (else the first full-attack slot); each kill with Cleaving Finish (or Greater) gives another attack on a new enemy until one survives or the pack is gone. Follow-ups repeat the opening attack (the user's combat log: Vital Strike 108, then 87, 89, 95). A weapon's new_target_hit_d6 (Marching Terror) adds to every hit, each target being new. Swarms need the Swarmbane Clasp to take weapon damage at all.
whatif-cascade · Confirmed
In a what-if, `kind@L--` removes a pick and then every pick left without a prerequisite, repeatedly (the whole chain: dropping Improved Two-Weapon Fighting also drops Greater Two-Weapon Fighting); `delta` lists the prerequisite problems a change creates. Mythic feats are checked on their feat prerequisites only.
arcane-strike · Confirmed
Arcane Strike adds 1 + caster level / 5 (max +5) to manufactured-weapon damage for an arcane caster (Wizard, Witch, Skald, Magus, Eldritch Scoundrel, Sorcerer, Bard), assumed active every round.
bonus-spells · Tabletop
Bonus spells per day from the casting ability: one at spell level L once the modifier reaches L, one more for every 4 points beyond (none at level 0).
spike-self-buffs · Confirmed
Divine Favor (Paladin, Cleric) and Burst of Glory (Paladin 4th, Cleric 5th: +1 sacred to attack for the whole formation) are spike buffs: up in the spike window, dropped in sustained fights. A Paladin MC casts Burst of Glory as well as the party; Burst's sacred +1 loses to Touch of Good's sacred bonus on whoever Sosiel touches.
feats-once · Confirmed
A character has each feat once (per weapon for weapon feats): a second copy from a pick, a class grant or a talent adds nothing, so a pick that duplicates a class grant is a wasted slot.
song-budget · Confirmed
The Skald's Raging Song lasts 3 + CHA + 2 per Skald level after 1st rounds a day, +6 per Extra Performance. A fight costs 5 rounds, or 2 with Lingering Performance (sung 1 round, it lingers 2).
companion-takes-the-hits · Confirmed
The accuracy pages can show an MC's animal companion (the Gendarme's Cavalier horse from 1, the Paladin's Divine Bond horse from 5): enemies attack the mount first, so the page can show the companion in the MC's place, with its own stack (base stats, the rider's mount kit, the party's buffs, Mythical Beast). A companion wears its kit's best barding.
once-a-day-fight · Confirmed
The accuracy pages split spike fights in two: the once-a-day fight (every buff) and the normal spike (window normal_spike), which drops each buff whose uses a day cover only one fight and lists it as once a day. The pages hold the Skald in Lethal Stance; Reckless is the page's switch, for hard bosses (user, 2026-10-11); its fights per rest count what is left after the once-a-day fight. A ridden mount never takes the wyvern form, which can't be ridden (an unridden companion can).
weapon-training · Sourced
Fighter Weapon Training (5/9/13/17) as WotR does it: each training gives +1 attack and damage to one weapon group of the player's choice (a new group or one already trained), so one group can reach +4; groups in resources/data/lib/tables/weapon_groups.yaml. Picked as weapon_training: "Weapon Training:<group>", once per training.
prestige-spellcasting · Sourced
Arcane Trickster and Loremaster levels add a caster level and that level's spells per day to the spellcasting class taken before them (the arcane one for the Trickster): the caster class with the highest spell level, then the most levels. The prestige class itself casts nothing.
lich-merged-spellbook · Sourced
A Lich whose arcane class is a Wizard, Witch, Sorcerer or Arcanist (archetypes included) merges spellbooks at mythic rank 3: from then the class's caster level and spells per day count class level + mythic rank. The merged book's Vampiric Blade (4th: +1d6 + caster level damage per weapon hit; the caster level is a flat bonus multiplied on a crit, the 1d6 is rider dice added after it (user, 2026-10-21); both show under Lich, the caster level 28 for the Arcane Trickster at 20, whose two non-casting dip levels keep it below the merged book's 30) and Bone Shield (6th: +6 shield AC, replacing Shield's +4) go up as self-buffs once castable, with Power from Death (3rd) counted at +3 untyped attack and damage (user: easily +3, often more).
loremaster-secrets · Sourced
A Loremaster's Cleric, Druid or Wizard Spell secret (picked as loremaster_secret: "Cleric Spell:<spell>") makes the spell known and castable at the arcane class's caster level.
enduring-round-spells · Confirmed
WotR counts a round as 6 seconds, so a 1 round per caster level buff lasts 5 minutes (50 rounds) at caster level 50, or 25 with Extend Spell; Potent Magic adds 2 caster levels. At 5 minutes Greater Enduring Spells makes it last 24 hours, so the sustained window keeps it (Transformation, Haste...) when its caster qualifies, and its one daily cast covers every fight from dawn to dawn: it never limits the fights per rest (user, 2026-10-21).
monotonic-levels · Confirmed
A level only adds, so a build's first attack, AC and all-hit damage on its breakdown pages never drop from one level to the next, in any fight window, and a build should be planned to keep them rising. A drop is a bug unless tables/monotonic_exceptions.yaml lists it as an evaluated trade, in attack, AC or damage: an equipment trade (an item taking another's slot, a new weapon the build is weaker with) or a tactic the new level makes better in expected damage (user, 2026-10-22). A magus casts Transformation only when it beats Spell Combat in expected damage at the level's enemy ACs. A level that starts attacking touch AC with Dimension Strike may lower the attack bonus (Arcane Accuracy gives way); the page then highlights the touch-AC line the attacks go against (Rule: dimension-strike).
incremental-regen · Confirmed
Work is redone only when its inputs change (user, 2026-10-22). A build page is stale when the engine (code, library data, enemy curve), the build file (and what it extends), the party's files or the scrolls change; editing one build leaves every other page fresh. Validation of a build or party member runs once per version of its file and engine. The cross-build charts keep each build's curve under the same key and recompute only the builds whose inputs changed. Cached results live in .cache/ (not committed).
unique-weapon-powers · Sourced
A unique weapon keeps its own fixed +X and adds its powers as the item list states them, read against the benchmark demon (chaotic evil outsider; Rule: enemy-energy-resistance): bane against evil outsiders adds +2 enhancement and 2d6, axiomatic and vicious 2d6, a good wielder's damage bonus against non-good creatures counts, elemental dice pass demon resistance only with Ascendant Element; keen doubles the threat range once and doesn't stack with Improved Critical; mounted bonuses count while mounted; charge dice add to a charge; a crit that confirms automatically against a flanked enemy does so while flanking. An extra attack every Nth hit counts as a share of one attack each round, the weapon's own expected hits that round over N, at its best attack bonus (expected damage and the charts; the Monte Carlo and the all-hit damage view leave it out). Powers that need a kill or a save are noted, not counted.