3rd Edition - Combat Reference Sheet, Rpg, D&D 3ed
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Actions (PHB p127, 8-3, 8-4)
* provokes an attack of opportunity † may provoke an AoO
Free Actions
·
Aid (PHB p135)
·
Make attack against AC 10, if you succeed, an ally who is attacking an
opponent you threaten can take either a +2 to their attack, or +2
circumstance bonus to their AC against that opponent
Drop item, drop to floor, speak, cast quickened spell*, etc.
Move-Equivalent Actions
·
Climb (1/4 normal speed), sheathe weapon*, open door, pick up item*,
get stored item*, move heavy object*, stand up from prone, load
light/hand crossbow*, etc.
Attacking an Object (PHB p135, 8-11)
·
AC 5 + size modifier
·
+4 to attack roll if attacking with melee weapon
Size
Example
Modifier
·
Draw weapon, ready/loose shield can be combined with a regular move
action if your base attack is at least +1, otherwise they are move-
equivalent actions
Colossal
Broad side of barn
-8
Gigantic
Narrow side of barn
-4
Huge
Wagon
-2
Large
Big door
-1
Standard Actions (take action and standard move)
·
Small
Chair
+1
Tiny
Tome
+2
Single attack, ready (trigger a partial action), aid another, bull rush, feint
(see bluff, PHB p64), overrun, heal dying ally*, light torch with
tindertwig*, use skill that takes one action†, turn undead, attack a
weapon* or object†, total defense, cast 1-action spell*, etc.
Diminutive
Scroll
+4
Fine
Potion in vial
+8
Strike a Weapon (PHB p136, 8-13)
·
Attacking weapon can be no more than one size smaller than target
weapon, attacker and defender make opposed attack rolls, if attacker
wins, it hits.
Weapon
Full-Round Actions (take action and 5’ step)
·
Full attack, climb (1/2 normal speed), use skill that take 1 round†, coup
de grace* (PHB p133), light torch*, change form*, refocus (no move),
escape from being entangled, load heavy/repeating crossbow*,
bard/sorcerer casting a meta-magic 1-action spell*, etc.
Hardness
HP
Tiny blade
10
1
Small blade
10
2
Medium blade
10
5
Large blade
10
10
Partial Actions
·
Single attack, cast spell, single move, partial run (x2 speed)
Small metal-hafted
10
10
Medium metal-hafted
10
25
·
Above get 5’ step only, except single move
Small hafted
5
2
Medium hafted
5
5
Fight Defensively (PHB p124)
·
Large hafted
5
10
-4 on all attacks, +2 dodge bonus to AC for the same round
Huge club
5
60
Buckler (small)
10
5
Charge (PHB p124)
·
Small wooden shield (medium)
5
10
Small steel shield (medium)
10
10
Must move at least 10’ (up to double move), all in a straight line
Large wooden shield (large)
5
15
·
+2 to attack, -2 to AC for 1 round
Large steel shield (large)
10
20
Tower shield (huge)
5
20
Total Defense (PHB p127)
·
No action other than standard move, get +4 dodge to AC for 1 round
Trip (PHB p139)
·
Can only try to trip an opponent who is up to one size larger than you
Subdual (PHB p134)
·
·
Make melee touch attack
A normal weapon can be made to deal subdual damage (or vice versa)
with a -4 penalty on the attack roll
·
If attacker succeeds, make a Strength check versus opponent’s Strength
or Dexterity (whichever is higher). Each takes +/-4 for every size
difference from medium, defender gets +4 for more than 2 legs or being
extraordinarily stable
Disarm (PHB p137)
·
Defender gets AoO
·
If you win, opponent is tripped (prone), if you lose, opponent may make
Strength check against your Strength or Dexterity (higher) to trip you
·
In a melee attack, make opposed attack roll, +4 for each size difference to
larger weapon, +4 to defender if their weapon is two-handed
Grapple (PHB p137)
·
·
If defender loses, he is disarmed, if attacker loses, the defender may
attempt to disarm the attacker
Grapple check = base attack + strength mod + special size mod
·
Special size mod: Colossal +16, Gargantuan +12, Huge +8, Large +4,
Small -4, Tiny -8, Diminutive -12, Fine -16
Overrun (PHB p139)
·
During move portion of charge, you can try to move past opponent,
opponent may avoid or block
·
To start, grab an opponent (make a melee touch attack), provokes AoO
from target; if AoO does damage, you fail to grapple
·
If attack succeeds, attacker and opponent make opposed grapple checks
to start the grapple
·
If opponent tries to block, make a trip attack against him, if you succeed,
you can continue moving
·
If succeeds, move into target’s space (provokes AoO from others)
·
If you fail and are tripped, you are prone in defender’s square
·
You can join a grapple with no AoO from target and grab succeeds
automatically
·
If you fail but are not tripped, move back 5’; if that square is occupied,
you fall prone in it
·
When grappled, make opposed grapple check as an attack to do any of
following:
·
Bull Rush (PHB p136)
·
1d3 + Str mod subdual damage (-4 to check for normal)
Move into defender’s square, provokes AoO, each with 25% of targeting
defender by mistake
·
Pin target, or break the pin a target has over an ally
·
Escape
·
Make opposed strength check (+/-4 for each size above/below
medium), +2 bonus for charging, defender gets +4 for having more than
2 legs or being extraordinarily stable
·
Can attack with light weapons when grappled
·
Escape artist check vs. grapple check to wriggle free as a standard action
and move away
·
If you succeed, push defender back 5’, and you can move with the
defender back an extra 1’ for each point of difference in the roll, but this
can provoke AoOs from others.
Ability Modifier Ability Modifier Ability Modifier
0-1
-5
8-9
-1
16-17
+3
·
If you fail, move back 5’
2-3
-4
10-11
0
18-19
+4
4-5
-3
12-13
+1
20-21
+5
6-7
-2
14-15
+2
22-23
+6
Turning (PHB p139)
·
Range: 60 feet, line of sight
Concentration Checks (PHB p151)
Condition
Check DC
·
Roll 1d20 + Cha mod; table below shows highest HD you can turn
Check
Injury
10 + damage taken + level of spell being cast
Spell
10 + damage taken + level of spell being cast
Max HD
Check
Max HD
Grappling or Pinned
Can only cast spells with without somatic components,
and any material components must already be in
hand. DC is 20 + level of spell being cast
up to 0
Cleric level - 4
13-15
Cleric level + 1
1-3
Cleric level - 3
16-18
Cleric level + 2
4-6
Cleric level - 2
19-21
Cleric level + 3
Vigorous Motion
10 + level of spell being cast
7-9
Cleric level - 1
22+
Cleric level + 4
Violent Motion
15 + level of spell being cast
10-12
Cleric level
Violent Weather
Hail, dust, etc.: 10 + level of spell being cast
Blinding rain, sleet, etc.: 15 + level of spell being cast
·
Roll 2d6 + Cleric level + Cha mod, determine number of HD turned
·
Undead with 1/2 HD of cleric’s level are destroyed
Casting Defensively
15 + level of spell being cast
·
Turned undead flee for 10 rounds, if they can’t, they cower
Entangled
15
·
If cleric gets closer than 10’, turned undead will return to normal
Jump Checks (PHB p70)
Type of Jump DC Max. Distance/Height
Running, long* distance + 5 Character’s height x 6’
Standing, long 2 x distance + 4 Character’s height x 2’
Running, high* 4 x height + 2 Character’s height x 1.5’
Standing, high 8 x height - 6 Character’s height
Jump Back 8 x distance + 2 Character’s height
For characters with speed of 20’, multiply DC by 3/2, 40’ by 3/4, 15’ by 2, etc.
*must move 20’ before jumping, can’t take running jump in heavy armor
Spell Saving Throw (PHB p150)
·
DC is 10 + spell level + ability modifier
Spell Resistance (DMG p81)
·
Spellcaster makes check (1d20 + caster level) vs. SR rating
Counterspell (PHB p152)
·
Ready an action that selects a target of your counterspell
·
Identify spell, Spellcraft check DC 15 + spell’s level, as a free action
·
Cast appropriate counterspell (same spell, opposite spell, dispel magic,
etc.)
Tumble Checks (PHB p75)
DC
Task
15
Treat fall as if it were 10 feet shorter for damage calculation
Scrolls (DMG p203, see this page for non-damage mishap effects)
·
15
Tumble up to 20’, success means no AoOs
Must be same type (arcane/divine) as user can cast, must be in user’s
class spell list, user must meet minimum required attribute for casting
spells at that level
25
Tumble up to 20’, including occupied squares, success means no AoOs
Untrained Skills (PHB p59, 4-2)
Skill (Ability)
Armor Check
Penalty
Skill (Ability)
Armor Check
Penalty
·
If user is of level to cast spell, can cast without check
·
If not of level, make Spellcraft check, DC is scroll creator’s level + 1
Appraise (Int)
Intimidate (Cha)
·
If failed, make Wisdom check (DC 5, 1 fails). Fail takes 1d6
damage/spell level
Balance (Dex)
Yes
Jump (Str)
Yes
Bluff (Cha)
Listen (Wis)
Climb (Str)
Yes
Move Silently (Dex)
Yes
Concentration (Con)
Perform (Cha)
Cover (PHB p133, 8-9)
Degree of Cover
Craft (Int)
Ride (Dex)
AC Bonus
Ref Save Bonus
Diplomacy (Cha)
Scry (Int)
1/4
+2
+1
Disguise (Cha)
Search (Int)
1/2
+4
+2
Escape Artist (Dex)
Yes
Sense Motive (Wis)
3/4
+7
+3
Forgery (Int)
Spot (Wis)
9/10
+10
+4 (1/2 damage on fail, none on success)
Gather Information (Cha)
Swim (Str)
Heal (Wis)
Use Rope (Dex)
Concealment (PHB p133, 8-10)
Concealment
Hide (Dex)
Yes
Wilderness Lore (Wis)
Example
Miss Chance
1/4
Light fog, some darkness
10%
Trained Skills with Check Penalties (PHB p59, 4-2)
Pick Pocket (Dex) and Tumble (Dex) are both subject to armor check
penalties
1/2
Dense fog (at 5’)
20%
3/4
Dense foliage
30%
9/10
Near total darkness
40%
total
Blind, total darkness,
dense fog (at 10’)
50%, and must
guess location
Skill Synergies (PHB p63-76)
5 ranks in +2 bonus to
Bluff Diplomacy, Intimidate, Pick Pockets
Handle Animal Ride
Jump
Combat Modifiers (PHB p132, 8-8)
Circumstance
Melee
Ranged
Tumble
Attacker flanking defender
+2
-
Prof (herbalist)
Heal
Attacker on higher ground
+1
+0
Sense Motive
Diplomacy
Attacker prone
-4
*
Attacker invisible
+2†
+2†
Tumble
Balance, Jump
Defender sitting or kneeling
+2
-2
Skill Synergies Under Special Circumstances (PHB p63-76)
5 ranks in
Defender stunned, cowering, off-balance, climbing
+2†
+2†
Defender surprised, flat-footed
+0†
+2†
+2 bonus to
Circumstance
Defender running
+0†
-2†
Animal
Empathy
Handle Animal
Get bonus when dealing with animals,
need 9 ranks when dealing with beasts
to get bonus
Defender (not Attacker) grappling
+0‡
+0‡
Defender pinned
+4†
-4†
* Only crossbow can be used † Defender loses Dex bonus to AC
‡ roll randomly to see who is the target, they lose Dex bonus to AC
Bluff
Disguise
When known that you are being
observed and trying to act in character
Bluff
Innuendo
Sending only
Range (PHB p118)
·
Decipher Script
Use Magic
Device
Only if related to scrolls
-2 for each range increment
Sense Motive
Innuendo
Receiving or intercepting only
·
5 increments maximum for thrown, 10 increments maximum for
projectile
Spellcraft
Use Magic
Device
Only if related to scrolls
Use Rope
Climb
When using a rope to climb
Hidden Rolls (DMG p17)
Skills checks that might be secret: Bluff, Diplomacy, Hide, Listen, Move
Silently, Rope Use, Search, Spot
Use Rope
Escape Artist
When binding someone
Escape Artist
Use Rope
When escaping from rope bonds
Intuit Direction
Wilderness Lore When trying to avoid getting lost
Condition Summary
Ability Drained (DMG p72)
·
Str, Dex 0: unable to move; Con 0: dead; Int, Wis, Cha 0: unconscious
Walls (DMG p107, 4-3)
Wall Type
Typical
Thickness
Break
DC
Hardness
Hit
Points*
Climb
DC
Masonry
1’
35
8
90
15
Blinded (DMG p83)
·
Superior masonry
1’
35
8
90
20
Reinforced masonry
1’
45
8
180
15
All targets have full concealment
Hewn stone
3’
50
8
540
22
·
Move at half speed
Unworked stone
5’
65
8
900
20
·
Enemies get +2 when attacking, you lose any Dex bonus to your AC
Iron
3”
30
10
90
25
·
Str and Dex based checks at -4
Paper
paper-thin
1
-
1
30
Wood
6”
20
5
60
21
Confused (DMG p84)
·
Magically treated**
-
+20
x2
x2†
-
* Per 10’x10’ section
** Add modifiers to any other wall type
† Or 50, whichever is greater
Roll 1d10 each round:
1 Wander away for 1 minute
2-6 Do nothing for 1 round
7-9 Attack nearest creature for 1 round
10
Act normally for 1 round
Doors (DMG p108, 4-4)
Typical
Hit
Break DC
·
A confused creature, if attacked, attacks their attacker next turn
Door Type
Thickness Hardness Points Stuck Locked
Simple wooden
1”
5
10
13
15
Cowering (DMG p84)
·
Good wooden
1.5”
5
15
16
18
Lose Dex bonus to AC, +2 to be hit, can take no actions
Strong wooded
2”
5
20
23
25
Stone
4”
8
60
28
28
Dazed (DMG p84)
·
Iron
2”
10
60
28
28
Can take no actions
Portcullis, wooden
3”
5
30
25*
25*
Portcullis, iron
2”
10
60
25*
25*
Lock
-
15
30
Dying (DMG p84)
·
Hinge
-
15
30
10% chance of stabilizing each round, otherwise lose 1 HP
* DC to lift. Use appropriate door DC for break.
Entangled (DMG p84)
·
-2 to attack, -4 effective Dex, Concentration check DC 15 for casters
Spotting Distance/Difficulty (DMG p60, 3-1, 3-2)
Distance
Difficulty
Terrain
Distance (avg)
Circumstance
DC
Fear (DMG p76)
Fear effects are cumulative, adding to the total level of fear
·
Smoke/heavy fog
2d4x5’ (25’)
Base
20
Jungle/dense forest
2d4x10’ (50’)
Size
+/-4 per size
Shaken
: -2 morale penalty on attack rolls, saves, and checks
Light forest
3d6x10’ (105’)
Contrast
+/-5 or more
Scrub, brush/bush
6d6x10’ (210’)
Stillness (not moving)
+5
·
Frightened
: As Shaken, but will flee (on path of their choosing) until out
of sight (or hearing) of the source. If unable to flee, will fight.
Grassland
6d6x20’ (420’)
6+ creatures
-2
Total darkness
Limit of sight
Moonlight*
+5
·
Panicked
: As Shaken, but will flee (random path), and have 50% of
dropping items in hand. If unable to flee, will cower.
Indoors (lit)
Line of sight
Starlight**
+10
Total Darkness
darkvision
* +5 bonus to check if spotter has low-light vision or darkvision to that range
** +5 to check if spotter has low-light vision or +10 for darkvision to that range
Prone (DMG p85)
·
Prone creature takes -4 on melee attacks, cannot used ranged weapons,
except crossbow (which has no penalties)
Special Abilities (DMG p71-72, 3-12)
Extraordinary Supernatural Spell-like
·
Attackers get +4 (melee) or -4 (ranged) on attacks
Affected by dispel?
No
No
Yes
·
Standing up is a move-equivalent action
Spell Resistance offers protection?
No
No
Yes
Suppressed by Antimagic Field?
No
Yes
Yes
Staggered (DMG p85)
·
Use provokes AoO?
No
No
Yes
If subdual damage equals current HP, can only take partial actions
Stunned (DMG p85)
·
Antimagic (DMG p72)
·
Spells centered outside the field but overlap still affect the area outside
Lose Dex bonus to AC, +2 to be hit, can take no actions
·
Summoned creature vanish until field goes away
·
Drop any items in hand
·
Constructs, elemental, undead, etc. still function, but lose supernatural
and spell-like abilities
Energy Drain (DMG p75)
·
For each negative level:
·
Detect Spells (PHB p193-194)
Spell
-1 to all skill and ability checks
Area/Range
Round 1
Round 2
Round 3
·
-1 to attacks
Plants/Animals
90°/60’
presence
number
condition/location
Alignment
90°/60’
presence
number
strength/location
·
-1 to saving throws
Magic
90°/60’
presence
number
strength/location
·
-1 effective level
Poison
thing, 5’ cube
presence, Wis/Alchemy check DC 20 to identify
Scrying
120’ radius
presence, opposed Scry check to see scrier
·
Lose highest spell prepared
Secret Doors
90°/60’
presence
number/location
mechanism, 1/rnd
·
If not removed after 24 hours, make Fort save (DC in creature
description)
Snare/Pits
90°/60’
presence
number/location
type/trigger, 1/rnd
Thoughts
90°/60’
presence
number/strength
surface thoughts
Undead
90°/60’
presence
number/strongest
strength/location
·
If failed, lose level (XP set to midpoint between levels)
·
If negative level is equal or greater than number of levels, character is
slain
Alignment (good/evil/law/chaos) strength:
Creature/Object
Power
Power
Aura
Falling Objects (DMG p89, 3-18)
·
1d6 for every 10’ fallen
Creature HD/5 Lingering Dim
Undead HD/2 1 or less Faint
Elemental HD/2 2-4 Moderate
Magic (item/spell) Caster level/2 5-10 Strong
Outsider HD 11+ Overwhelming
Cleric level
Lingering time is 1d6 multiplied by (original strength): 1 minute (faint), 10
minutes (moderate), 1 hour (strong), 1 day (overwhelming)
·
If hit by a falling object, add 1d6 for every additional 200 pounds,
·
Smaller objects use these increments, instead of 10’
Object Weight Distance Object Weight Distance
200-101
20’
30-11
50’
100-51
30’
10-6
60’
50-31
40’
1-5
70’
Weapons (PHB p98, 7-4)
Armor (PHB p104, 7-5)
Type
Type
Damage
Critical
Range
Size/
Proficiency/
Dmg Type
Armor
Bonus
Max. Dex
Bonus
Check
Penalty
Spell
Failure
Padded
+1
+8
0
5%
Axe, orc double
1d8/1d8
x3
L/E/S
Leather
+2
+6
0
10%
Axe, throwing
1d6
x2
10’
S/M/S
Studded leather
+3
+5
-1
15%
Battleaxe
1d8
x3
M/M/S
Chain shirt
+4
+4
-2
20%
Chain, spiked*
2d4
x2
L/E/P
Hide
+3
+4
-3
20%
Club
1d6
x2
10’
M/S/B
Scale mail
+4
+3
-4
25%
Crossbow, hand
1d4
19-20/x2
30’
T/E/P
Chainmail
+5
+2
-5
30%
Crossbow, heavy
1d10
19-20/x2
120’
M/S/P
Breastplate
+5
+3
-4
25%
Crossbow, light
1d8
19-20/x2
80’
S/S/P
Splint mail
+6
+0
-7
40%
Crossbow, repeating
1d8
19-20/x2
80’
M/E/P
Banded mail
+6
+1
-6
35%
Dagger
1d4
19-20/x2
10’
T/S/P
Half-plate
+7
+0
-7
40%
Dagger, punching
1d4
x3
T/S/P
Full plate
+8
+1
-6
35%
Dart
1d4
x2
20’
M/S/P
Buckler
+1
-1
5%
Falchion
2d4
18-20/x2
L/M/S
SW shield
+1
-1
5%
Flail, dire
1d8/1d8
x2
L/E/B
SS shield
+1
-1
5%
Flail, heavy
1d10
19-20/x2
L/M/B
LW shield
+2
-2
15%
Flail, light
1d8
x2
M/M/B
LS shield
+2
-2
15%
Gauntlet, spiked
1d4
x2
T/S/P
Tower shield
cover
-10
50%
Glaive*
1d10
x3
L/M/S
Masterwork:
Armor check penalty reduced by 1
Mithral:
1 category lighter, spell failure 10% less, maximum dexterity
bonus +2, armor check penalty reduce by 3
Adamantine:
Natural (cannot be dispelled) enhancement: Light armor or
shield gets +1, medium gets +2, heavy gets +3
Darkwood:
Weigh half as much, shield’s check penalty reduced by 2
Greataxe
1d12
x3
L/M/S
Greatclub
1d10
x2
L/M/B
Greatsword
2d6
19-20/x2
L/M/S
Guisarme*
2d4
x3
L/M/S
Halberd
1d10
x3
L/M/PS
Halfspear
1d6
x3
20’
M/S/P
Hammer, hooked
1d6/1d4
x3/x4
M/E/BP
Hammer, light
1d4
x2
20’
S/M/B
Poisons (DMG p80, 3-16)
Source
Javelin
1d6
x2
30’
M/S/P
Type
Initial
Damage
Secondary
Damage
Kama
1d6
x2
S/E/S
Kama, halfling
1d4
x2
T/E/S
Small centipede
Injury DC 11
1d2 Dex
1d2 Dex
Kukri
1d4
18-20/x2
T/E/S
Greenblood oil
Injury DC 13
1 Con
1d2 Con
Lance, heavy*
1d8
x3
M/M/P
Medium-size spider
Injury DC 14
1d4 Str
1d6 Str
Lance, light
1d6
x3
S/M/P
Bloodroot
Injury DC 12
0
1d4 Con + 1d6 Wis
Longbow
1d8
x3
100’
L/M/P
Purple worm
Injury DC 24
1d6 Str
1d6 Str
Longbow, composite
1d8
x3
110’
L/M/P
Large scorpion
Injury DC 18
1d6 Str
1d6 Str
Longspear*
1d10
x3
L/M/P
Wyvern
Injury DC 17
2d6 Con
2d6 Con
Longsword
1d8
19-20/x2
M/M/S
Blue whinnis
Injury DC 14
1 Con
Unconscious
Mace, heavy
1d8
x2
M/S/B
Giant wasp
Injury DC 18
1d6 Dex
1d6 Dex
Mace, light
1d6
x2
S/S/B
Shadow essence
Injury DC 17
1 Str*
2d6 Str
Morningstar
1d8
x2
M/S/BP
Black adder
Injury DC 12
0
1d6 Str
Net
-
-
10’
M/E/-
Deathblade
Injury DC 20
1d6 Con
2d6 Con
Nunchaku
1d6
x2
S/E/B
Malyss root paste
Contact DC 16
1 Dex
2d4 Dex
Nunchaku, halfling
1d4
x2
T/E/B
Nitharit
Contact DC 13
0
3d6 Con
Pick, heavy
1d6
x4
M/M/P
Dragon bile
Contact DC 26
3d6 Str
0
Quarterstaff
1d6/1d6
x2
L/S/B
Sassone leaf residue
Contact DC 16
2d12 hp
1d6 Con
Ranseur*
2d4
x3
L/M/P
Terinav root
Contact DC 16
1d6 Dex
2d6 Dex
Rapier
1d6
18-20/x2
M/M/P
Carrion crawler brain
Contact DC 13
Paralysis
0
Sap
1d6§
x2
S/M/B
Black lotus extract
Contact DC 20
3d6 Con
3d6 Con
Scimitar
1d6
18-20/x2
M/M/P
Oil of taggit
Ingested DC 15
0
Unconscious
Scythe
2d4
x4
L/M/PS
Id moss
Ingested DC 14
1d4 Int
2d6 Int
Sickle
1d6
x2
S/S/S
Striped toadstool
Ingested DC 11
1 Wis
2d6 Wis + 1d4 Int
Shortbow
1d6
x3
60’
M/M/P
Aresnic
Ingested DC 13
1 Con
1d8 Con
Shortbow, composite
1d6
x3
70’
M/M/P
Lich dust
Ingested DC 17
2d6 Str
1d6 Str
Shortspear
1d8
x3
20’
L/S/P
Dark reaver powder
Ingested DC 18
2d6 Con
1d6 Con + 1d6 Str
Shuriken
1
x2
30’
T/E/P
Ungol dust
Inhaled DC 15
1 Cha
1d6 Cha + 1 Cha*
Siangham
1d6
x2
S/E/P
Burnt othur fumes
Inhaled DC 18
1 Con*
3d6 Con
Siangham, halfling
1d4
x2
T/E/P
Insanity mist
Inhaled DC 15
1d4 Wis
2d6 Wis
Sling
1d4
x2
50’
S/S/B
* Permanent
Strike, unarmed (M)
1d3§
x2
-/S/B
Strike, unarmed (S)
1d2§
x2
-/S/B
Diseases (DMG p75, 3-14)
Name
Sword, short
1d6
19-20/x2
S/M/P
Sword, bastard
1d10
19-20/x2
M/E/S
Infection
DC
Incubation
Damage
Sword, two-bladed
1d8/1d8
19-20/x2
L/E/S
Blinding sickness
Ingested
16
1d3 days
1d4 Str‡
Trident
1d8
x2
10’
M/M/P
Cackle fever
Inhaled
16
1 day
1d6 Wis
Urgosh, dwarven
1d8/1d6
x3
L/E/SP
Demon fever
Injury
18
1 day
1d6 Con**
Waraxe, dwarven
1d10
x3
M/E/S
Devil chills
†
Injury
14
1d4 days
1d4 Str
Warhammer
1d8
x3
M/M/B
Filth fever
Injury
12
1d3 days
1d3 Dex, 1d3 Con
Mindfire
Inhaled
12
1 day
1d4 Int
Whip
1d2§
x2
15’
S/E/S
* Reach weapon
Mummy rot
*
Contact
20
1 day
1d6 Con
Masterwork:
+1 to attack roll
Mithral:
Weigh half as much
Adamantine:
Natural (cannot be dispelled) enhancement, does not stack
with magic enhancement: 1d3/1d6 is +1, 1d8/1d10/1d12 is +2
Darkwood:
Weigh half as much
Red ache
Injury
15
1d3 days
1d6 Str
Shakes
Contact
13
1 day
1d8 Dex
Slimy doom
Contact
14
1 day
1d4 Con**
* Save does not mean recovery, must be magically healed
** Make another save, failure means 1 point of temp. damage becomes permanent
† Must make 3 saves in a row to recover
‡ Every time 2 or more points of damage is done, make another save or be blinded
NPCs (DMG p37-40)
·
Experience Point Awards (DMG p166, 7-1)
assumes stats are all 10s, add modifiers as appropriate
Challenge Rating
·
number of feats/skill points does not include human bonus
Party
Level
CR
1
CR
2
CR
3
CR
4
CR
5
CR
6
CR
7
CR
8
CR
9
CR
10
1-3
300 600 900
1350 1800 2700 3600 5400 7200 10800
Adept
4
300 600 800
1200
1600 2400 3200 4800 6400
9600
Base
Saves
hp
Skill
Spells/day
5
300 500 750 1000
1500
2250 3000 4500 6000
9000
Level Attack
F/R/W
(d8) Feats points 0 1 2 3
6
300 450 600
900 1200
1800
2700 3600 5400
7200
1
+0
+0/+0/+2
6
1
8
3 1
7
263 394 525
700 1050 1400
2100
3150 4200
6300
2
+1
+0/+0/+3
9
1
10
3 1
8
200 300 450
600
800 1200 1600
2400
3600
4800
3
+1
+1/+1/+3
13
2
12
3 2
9
225 338
506
675
900 1350 1800
2700
4050
4
+2
+1/+1/+4
16
2
14
3 2 0
10
250
375
563
750 1000 1500 2000
3000
5
+2
+1/+1/+4
20
2
16
3 2 1
11
275
413
619
825 1100 1650
2200
6
+3
+2/+2/+5
23
3
18
3 2 1
12
300
450
675
900 1200
1800
7
+3
+2/+2/+5
27
3
20
3 3 2
13
325
488
731
975
1300
8
+4
+2/+2/+6
30
3
22
3 3 2 0
14
350
525
788
1050
9
+4
+3/+3/+6
34
4
24
3 3 2 1
15
375
563
844
10
+5
+3/+3/+7
37
4
28
3 3 2 1
16
400
600
17
425
Aristocrat
Level Base Attack Saves F/R/W hp (d8) Feats Skill points
1
Challenge Rating
+0
+0/+0/+2
8
1
16
Party
Level
CR
11
CR
12
CR
13
CR
14
CR
15
CR
16
CR
17
CR
18
CR
19
CR
20
2
+1
+0/+0/+3
12
1
20
3
+2
+1/+1/+3
17
2
24
4
12800
4
+3
+1/+1/+4
21
2
28
5
12000
18000
5
+3
+1/+1/+4
26
2
32
6
10800
14400
21600
6
+4
+2/+2/+5
30
3
36
7
8400
12600
16800
25200
7
+5
+2/+2/+5
35
3
40
8
7200
9600
14400
19200
28800
8
+6/+1
+2/+2/+6
39
3
44
9
5400
8100
10800
16200
21600
32400
9
+6/+1
+3/+3/+6
45
4
48
10
4500
6000
9000
12000
18000
24000
36000
10
+7/+2
+3/+3/+7
49
4
52
11
3300
4950
6600
9900
13200
19800
26400
39600
12
2400
3600
5400
7200
10800
14400
21600
28800
43200
Commoner
Level Base Attack Saves F/R/W hp (d8) Feats Skill points
1
13
1950
2600
3900
5850
7800
11700
15600
23400
31200
46800
14
1400
2100
2800
4200
6300
8400
12600
16800
25200
33600
+0
+0/+0/+0
4
1
16
15
1125
1500
2250
3000
4500
6750
9000
13500
18000
27000
16
900
1200
1600
2400
3200
4800
7200
9600
14400
19200
2
+1
+0/+0/+0
6
1
20
17
638
956
1275
1700
2550
3400
5100
7650
10200
15300
3
+1
+1/+1/+1
9
2
24
18
450
675
1013
1350
1800
2700
3600
5400
8100
10800
4
+2
+1/+1/+1
11
2
28
19
475
713
1069
1425
1900
2850
3800
5700
8550
5
+2
+1/+1/+1
14
2
32
20
500
750
1000
1500
2000
3000
4000
6000
6
+3
+2/+2/+2
16
3
36
7
+3
+2/+2/+2
19
3
40
Treasure Values per Encounter (DMG p170, 7-2)
EL
8
+4
+2/+2/+2
21
3
44
9
+4
+3/+3/+3
24
4
48
Treasure per
Encounter
EL
Treasure per
Encounter
EL
Treasure per
Encounter
10
+5
+3/+3/+3
26
4
52
1
300 gp
8
3400 gp
15
22000 gp
Expert
Level Base Attack Saves F/R/W hp (d8) Feats Skill points
1
2
600 gp
9
4500 gp
16
28000 gp
3
900 gp
10
5800 gp
17
36000 gp
+0
+0/+0/+2
6
1
24
4
1200 gp
11
7500 gp
18
47000 gp
5
1600 gp
12
9800 gp
19
61000 gp
2
+1
+0/+0/+3
9
1
30
6
2000 gp
13
13000 gp
20
80000 gp
3
+2
+1/+1/+3
13
2
36
7
2600 gp
14
17000 gp
4
+3
+1/+1/+4
16
2
42
5
+3
+1/+1/+4
20
2
48
Treasure per 1000xp (based on DMG p170, 7-2)
Level gp Level gp Level gp Level gp
1 1000 6 1111 11 2273 16 5833
2 1000 7 1238 12 2722 17 7059
3 1000 8 1417 13 3333 18 8704
4 1000 9 1667 14 4048 19 10702
5 1067 10 1933 15 4889 20 13333
To help stay within the treasure guidelines, find the average party level on
the above table, which gives you the amount of treasure to give out with
each 1000xp awarded.
6
+4
+2/+2/+5
23
3
54
7
+5
+2/+2/+5
27
3
60
8
+6/+1
+2/+2/+6
30
3
66
9
+6/+1
+3/+3/+6
34
4
72
10
+7/+2
+3/+3/+7
37
4
78
Warrior
Level Base Attack Saves F/R/W hp (d8) Feats Skill points
1
+1
+2/+0/+0
8
1
8
2
+2
+3/+0/+0
12
1
10
3
+3
+3/+1/+1
17
2
12
4
+4
+4/+1/+1
21
2
14
5
+5
+4/+1/+1
26
2
16
’d20 System’ and the ’d20 System’ logo are Trademarks owned by
Wizards of the Coast and are used according to the terms of the
d20 System License version 1.0. A copy of this License can be
found at
www.wizards.com
.
6
+6/+1
+5/+2/+2
30
3
18
7
+7/+2
+5/+2/+2
35
3
20
8
+8/+3
+6/+2/+2
39
3
22
9
+9/+4
+6/+3/+3
45
4
24
’d20 System’ and the d20 System logo are Trademarks owned by
Wizards of the Coast and are used with permission.
10
+10/+5
+7/+3/+3
49
4
28
Dispel Magic (PHB p196)
Targeted dispel
: Dispel check (1d20 + 1 per caster level, max +10) against
DC of 11 + caster level of spell to be dispelled
Area dispel
: 30’ radius, make checks against spell with highest caster level
until one is dispelled
Counterspell
: Make a dispel check
Requires the use of the Dungeons & Dragons® Player's
Handbook, Third Edition, published by Wizards of the Coast®
Dungeons & Dragons® and Wizards of the Coast® are Registered Trademarks of Wizards of the
Coast, and are used with Permission.
Most of the information presented here is publicly available in the System Reference Document,
available at
http://www.opengamingfoundation.org/srd.html
v2.0, Feb 9, 2000
http://home.golden.net/~novacane/DnD/index.html
email comments, suggestions, corrections to
novacane@golden.net
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