3rd Edition - DM Screen (version 2), Rpg, D&D 3ed

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Weapon Criticals and Fumbles
Damage Modifier
Roll a d12, with the following
mods -
Weapon smaller than target (-2)
Weapon same size as target (0)
Weapon 1 size larger (+2)
Weapon 2 sizes + larger (+4)
Result
-1 to 1 Maximum damage
2-4 Double weapon damage
5-6 Double all damage
7 Double all damage,
target stunned d3 rounds
8 Triple all damage
9 Triple all damage, target
stunned d3 rounds
10 Triple all damage, target
stunned d4 rounds
11 Quadruple damage
12 Quadruple damage.
Target stunned d4
rounds
13 Quadruple damage.
Target stunned d6
rounds
14 Quintuple damage
15 Quintuple damage.
Target stunned d6
rounds
16 Quintuple damage.
Target stunned d10
rounds, location severed.
17+ hackmaster - x6 damage.
Target stunned 2d6
rounds if still alive. Make
a fortitude save (DR 20)
or die….whoops...and
stop complaining… ;)
A most excellent Critical
1.
Foot hit
Foot is broken. Target is off balance.
Movement is reduced by 25%
2.
Leg hit
Leg is broken. Target is off balance.
Movement reduced by 50%. Victim must
make a reflex save (15) or fall prone.
3.
Abdomen hit
Target is winded. Movement at 50%
and attack at -2 for the duration of the
fight. Cannot run.
4.
Disarm
Weapon knocked d6 squares in a random
direction. If this result is undesirable, you
may roll on the damage modifier chart
instead.
5.
Weapon hit
Opponents weapon takes a hit of d12
damage. See breaking weapons.
6.
Bleeder
Victim bleeds (d10%) of his full hps per
round. Minimum 1 hp per round.
7.
Target strike
Choose any result on this table
8.
Hand hit
Hand broken. Anything use din this hand is
at -6 and inflicts d4 damage per round.
9.
Arm hit
Arm is broken. Anything used in this hand
is at -4 and inflicts d6 damage per round.
10.
Bowl ‘em over
Opponent suffers knockdown into a
rear square of your choice. Anything that is
larger than you is unaffected.
11.
Wallop
Opponent knocked down (if no larger than
1 size bigger than you). Gain a +2 on the
damage modifier roll.
12.
Bonce
Ye cuffed the mofo around its noggin.
Target cannot move more than 5ft per
round (duration d6 rounds). Target is at -4
to actions. Gain a +3 on the damage
modifier roll.
A most foul fumble
1.
Throwaway
You throw away your weapon d6
squares in a random direction.
2.
Slip and fall
A wee skid ends you on your ass. An attack
of opportunity may be taken against you.
Goodbye dignity.
3.
Break
Your weapon suffers a hit for d12 damage.
4.
Buddy bash
A poor swing inadvertently lamps your
buddy. Roll again with your buddy as the
target of the attack.
5.
Masochist
You lamp yourself with a ill swing. Inflict
normal damage on yourself.
6.
Self stunner
You daze yourself. You are stunned for
d3 rounds. Good luck, sucker.
7.
Muscle pull
Was that your pants ripping, naah, that was
a muscle. You ululate loudly and are at a
penalty of -2 to hit until repaired (treat as a
10+d20 hp wound for purposes of healing).
8.
Smack me
A poor shot leaves you wide open, with all
and sundry taking opportunity shots at a +6
of hitting.
9.
Snigger
A shot, so awfully poor, raises the morale of
your opponent by +3 and also gives him a
free opportunity swing.
10.
Armour slip
Your armour shifts, causing much mirth
amongst your foe. This degrades your ac by
d4 places until fixed (this takes 1 full round
per point fixed). If you don’t have armour,
then this has no effect on you.
11.
Ooooops
This could be a very close shave. Roll d12.
On a roll of 1-2, suffer fumble results 1,2
and 7. On a roll of 3-12, you are safe.
12.
Lucky sod
A shite attack turns into a critical as your
opponent dodges the wrong way. Roll on
the critical chart..
Spell Criticals
1 Spell power Amped
- Spell power is
amplified d8 levels.
2. Maximum Effect
- Spell has maximum
effect.
3. Duration Enhance
- Spell duration is
doubled.
4. Spell Metamorph
- Spell metamorphs into
a different spell d3 levels higher. The spell
retains its school/sphere and any non
beneficial spell is re-rolled.
5. Imposing Magic
- Spell goes off in such an
impressive manner that all foes within (level
x squares) must make a spell save or flee
from the caster for (spell level) rounds.
6. Spell Split
- A spell targeting a single
individual splits and affects 2 individuals.
7. Enhanced Art
- An opponent saves at -3
against this potent spell.
8. Positive Invigoration
- Spell goes off and
the caster is healed of (2 x Spell level) hps.
9. New Formula
- The caster learns a new
spell formula. See below.
10. Spell Twins
- The spell “Stutters” and
casts twice. The target remains the same.
11. Retained Spell
- The spell is cast,
components used, but remains in memory.
12. Semi-Permanent
- Spell becomes semi
permanent (duration is d20 days). If this
result is not desired. Any other result may
be taken.
Spell Fumbles
1. Spell Knowledge Lost
- Spell caster loses all
knowledge (and all memorised versions) of the
attempted spell for d20 days.
2. Feedback
- Spell goes off but stuns the caster for
d6 rounds.
3. Reduced Effect
- The spell power is reduced by d8
levels (minimum of “0” level),
4. Spell Metamorph
- Spell metamorphs into another
spell d2 levels higher. It can be of any school/sphere
but any beneficial spell is re-rolled.
5. Laughable Magi
- Your spell fizzles in a pathetic,
novice way. Opponents gain +2 morale as an “inept” is
opposing them.
6. Target Switch
- A target of “creature” becomes
“caster”. A target of “caster” becomes “creature” and
a ranged spell goes off at ground zero.
7. Negative Feedback
- The spell goes off but the
caster loses (2 x spell level) hps.
8. Neon Obvioso
- The spell fails and the caster (and
all clothing/equipment) glow like a beacon with an
illumination radius of (spell level x 5ft). This lasts
(spell level) hours.
9. Spellemental
- The spell forms as a “Spellemental”
which manifests at the target point. It attempts to
touch all within range, discharging its power. The
Spellemental has a MV of (spell level x5ft) and an AR
of (+ caster level). It remains for d10 rounds.
10. Oops, Wrong Spell
-
The caster arses up and casts
the wrong spell (roll randomly amongst memorised
spells)
11. Spell Fizzle
- With a soft honk and a “heebie
jeebie”, the spell sputters and fails miserably.
12. Spell Spray
- A magical surge in the weave affects
your casting greatly. Not only dose your spell go off,
but another d4 spells go off simultaneously (the target
remains the same). Spells are rolled randomly.
MOVEMENT
Movement Rates
Computing your base move
Your Base move = ((Str + Con)/2)x2.5 rounded to the nearest 5ft.
Combat Move (in feet) = Base move
Combat Charge (in feet) = Base move x 2 (attack at end of move)
Overland Cautious = Base x 7.2 feet per minute
Overland Normal = Base x 9.6 feet per minute
Size Modifiers to movement
Humanoid S=x0.75 M=x1 L=x1.5 H=x2 G=x3
4 legs or more S=x1.5 M=x2 L=x3 H=x4 G=x5
Flying Creature S=x2 M=x3 L=x4 H=x5 G=x6
Movement modifiers
Base Dividers
Barren, wasteland 2
Clear, farmland 0.5
Desert, rocky 2
Desert, sand 3
Forest, heavy 4
Forest, light 2
Forest, medium 3
Glacier 2
Hills, rolling 2
Hills, steep (foothills) 4
Jungle, heavy 8
Jungle, medium 6
Marsh, swamp 8
Moor 4
Mountains, high 8
Mountains, low 4
Mountains, medium 6
Un-travelled plains, grassland, heath 1
Scrub, brush land 2
Tundra 3
Wind speed of 25-31 mph +1
Wind speed of 32-38 mph +1.5
Wind speed of 39-63 mph +2
Wind speed of 64-72 mph +3
Wind speed of 73-100 mph +5
Wind speed of 101+ mph no move
New Spell Formula
Choose your new spell formula from the following list -
Enhanced art
- spell is treated as 2 levels higher for purposes of spell effects.
Component reduction
- a single aspect of the spell components is removed (V, S, or M). At least one component must remain.
Less stressful
- the spell is easy to cast for you. This results in a bonus of +3 to any concentration checks made for this spell.
New Shape
- you may define a new spell shape (with the approval of the DM). It may not increase in area but may be reduced.
Movement Rates
Those clever attack options
Wrastlin’
Simply make your attack against the base ac of your target. If you hit, roll a d%
and use the following result. Remember to add your strength bonus to damage.
Action
Result
Init Hit
Hit
ROLL MOVE DAMAGE REQUIREMENTS
01-02 Arm Bar 1 Str > 9
03-04
Chinlock
1 Str > 9
05-08 Chop 1 Str > 9
09-10
Elbow Smash
1 Str > 9
11-12
Headlock
1 Str > 9
13-16 Knee Lift 1 Str > 9
17-18 Stomach Kick 1 Str > 9
19-20 Backbreaker 2 MP => Oppt's
21-24 Weight Bodyslam W MP => Oppt's Weight
25-28 Piledriver W MP => Oppt's Weight; Dex > 9; Int > 9
29-30
Reverse Atomic Drop
W MP => Oppt's Weight
31-32
Suplex
W MP => Oppt's Weight; Dex > 9; Int > 9
33-34
Bear Hug
1/rd Str > Oppt's Str; MP => Oppt's Weight
35-36
Boston Crab
1/rd Str > Oppt's Str; Dex > 9; Int > 12
37-38 Head to Hard Object 1 Str > Oppt's Str
39-40 Shoulder Block 1 Str > Oppt's Str; Dex > 9
41-42
Takedown
1 Str > Oppt's Str
43-44
Test of Strength
1 Str > Oppt's Str
45-48 Whip to Hard Object 1 Str > Oppt's Str
49-50 Clothesline 1 Str > 9; Dex > 9;
51-52
Flip
1 Str > 9; Dex > 9; Int > 9
53-54 Flying Mare 1 Str > 9; Dex > 9; Int > 9
55-56 Hammer Lock 1 Str > 9; Dex > 9
57-58
Hip Toss
1 Str > 9; Dex > 9; Int > 12
59-62 Drop Kick 2 Str > 9; Dex > 12; Int > 12
63-64 Flying Head Scissors 2 Str > 9; Dex > 12; Int > 12
65-66
Leg Takedown
1 Str > 9; Dex > 12; Int > 9
67-68
Gouging
2 Str > 9
69-70 Head Stomp 2 Str > 9
71-72
Choke
1 Str > 9
73-78 Closed Fist 1 Str > 9
79-80
Hair Pull
1 Str > 9 Strength bonus to damage not added.
81-82
Genital Buster
3 Str > 9
83-84 Blocks opponent's next melee attack.
85-86 Power Surge (PS) of +1 to Damage for move, Roll again ignoring PS.
87-88 Power Surge (PS) of +2 to Damage for move, Roll again ignoring PS.
89-90 Power Surge (PS) of +3 to Damage for move, Roll again ignoring PS.
91-92 Power Surge (PS) of +4 to Damage for move, Roll again ignoring PS.
93-94 Combination. Roll twice for two moves ignoring rolls over 82.
95 Recover d8 subdual points, if any.
96 Recover 2d6 subdual points, if any.
97-00 Wild. Player may choose.
Aim for Head
Targets cannot run. -3 to all attacks and ability checks. Any
concentration check DL’s at +3
+4 -8
Aim for Arm
Attackers arm is disabled for d8 rounds. Anything wielded
with the injured arm is at -4 to hit. Any concentration DL’s
at +1
+2 -4
Aim for Leg
Attackers leg is disabled for d8 rounds. Target must make a
save (DL 12) gaining the dexterity bonus to the check or fall
prone.
+2 -4
Stun Shot
Attacker is stunned for d6-2 rounds. Even if a 1 or 2 is
rolled, the target loses any actions due this round.
Max 1
size larger.
+4 -8
Disarm
An opposed attack, attacker and defender roll to see who
scores the highest Ac. Defender gains +4 to the roll. If the
attacker gains the higher Ac result, the target is disarmed.
-
-
Grab
Take away something from an opponent. First, roll an
opposed attack (defender gains +5 if item is held in hand).
If the attacker gains a higher result, then make a strength vs.
strength check. If the grabber wins the test, the item is
yanked from the grip of the opponent.
+1
-
Trip
Make a normal attack against the opponents natural ac. If
this wins, the defender must make a reflex save
(DL:13+opponents strength bonus). Opponent gains a +2/-
2 per size difference. Failure ends the opponent on his ass
.
Max 1 size larger.
-
-
Knockout blow
A victim hit by this blow must make a fortitude save
(DL:2+damage inflicted - max DL is 12). Failure knocks the
opponent out for 10 minutes per point of damage inflicted.
Maximum 1 size larger.
+3 -8
Notes - All damage is subdual.
Blue results are sustained from round to round
Orange results will break a hold automatically
Spell hinder
Spell casters targeted by this attack have their concentration
check DL at +2. No attack roll is needed and the victim
must make a concentration check as if hit for 0 points of
damage.
-6
-
Grapple
See page 137 of the 3rd edition PH
Overrun
You must move 10ft before impacting with the target to
overrun. When you reach the target, he may move out of
the way. If so, continue moving. If he decides to block,
make a trip attack roll. If you succeed, he is forced prone
and you pass freely. If you fail, you are bounced back 5ft
and end your turn. If you fumble the roll, you end prone.
Max 1 size larger.
Wrastlin’
Init
Difficulty Classes
Challenge Ratings for
Creatures
Old xps. CR
15 1/4
35 1/3
65 1/2
175 1
270 2
650 3
975 4
1,400 5
2,000 6
3,000 7
5,000 8
8,000 9
11,000 10
14,000 11
17,000 12
20,000 13
30,000 14
40,000 15
50,000 16
60,000 17
70,000 18
80,000 19
100,000 20
Ability Bonuses
DC Description
5
Very Simple
- Remain in the saddle while riding.
10
Average
- Swim in calm water, Jam a lock, Climb ships rigging,
Handle a domestic animal).
15
Challenging
- Swimming in rough water, Tying a slip knot,
Getting a horse to leap, Performing first aid. AVERAGE
“SAVING THROW”
20
Difficult
- Escape from a net, Lift a small object from a person,
Notice a secret door, Swim in stormy water, Climb a dungeon
wall, Disarm a standard trap.
25
Very Difficult
- Break down a wooden Iron bound door, Make
an antitoxin, Disarm a complex device, Hear a cat stalking.
30
Extreme
- Kick down an Iron door, Slip out of manacles, Hear
an owl glide in for the kill, Open a good lock, Notice a well
hidden secret door.
35-40
Insane
- Dodge a Wyrms breath, a task that is virtually
impossible.
Score
Modifier
Score Modifier
1
-5
24-25
+7
2-3
-4
26-27
+8
4-5
-3
28-29
+9
6-7
-2
30-31
+10
8-9
-1
32-33
+11
10-11
0
34-35
+12
12-13
+1
36-37
+13
14-15
+2
38-39
+14
16-17
+3
40-41
+15
18-19
+4
42-43
+16
20-21
+5
44-45
+17
22-23
+6
46-47
+18
Spells and Doors Difficulty Classes
Spell save DC =
10 + Spell level + bonus (Intelligence for Wizards,
Charisma for Sorcerer, Wisdom for cleric).
Break open a simple door
10 or less
Break open a simple wooden door
13
Break open a good wooden door
18
Break open a strong wooden door
23
Break open an Iron bound wooden door
25
Break open an Iron Door
28
Hold portal spell on door
+5 DC
Arcane lock on door
+10 DC
ATTACK ROLL MODIFIERS
Circumstance
Melee
Melee
Ranged
Attacker flanking defender +2 -
Attacker on higher ground +1 +0
Attacker prone -4 na
Attacker invisible +2* +2*
Defender sitting or kneeling +2 -2
Defender prone +4 -4
Defender stunned or off balance +2* +2*
Defender climbing (cannot use shield) +2* +2*
Defender surprised or flat-footed * *
Defender running * -2*
Defender grappling (attacker not) * *
Defender pinned +4* -4*
Defender has cover (see cover)
Defender concealed or invisible (see
concealment)
Defender helpless (see helpless)
Ranged
Psionics
Open a non-psionic mind - A sucessful psionic attack will
open a mind like this.
Opening a psionic mind - Attack the mind till it has 0 psp
Closing a non-psionic mind - Make a will save (DL:16)
(DL:20 if a psionic attack succeeded the previous
round)
Closing a psionic mind - A close attempt may be made
4d+1 rounds after being opened. Make a will save
(DL:18)
Challenge Ratings (Misc.)
NPC’s Level +/- 1
Mechanical Trap +1 CR per 2d6 damage
Magical Trap 1 (+1 CR per 2d6 damage)
Party challenge /puzzle Up to party level CR (DM call)
Mental attack score - Psionics gain a +1 per level. Wild
talents gain a +1 every 2 levels. Also, you get your
intelligence bonus added to this score.
Mental AC - Mental ac = 10 + wisdom bonus.
Psionic damage scores
Ego Whip d6+1 (4) Psi blast d12+4 (10)
Id Ins d8+2 (6) Psychic crush d10+3 (8)
Mind thrust d4 (2)
* Defender loses dexterity bonus to AC
Circumstance
Saving Throws and Attack Bonuses
Level
FIGHTER
CLERIC
WIZARD / SORCERESS
ROGUE
Fighter Attack
Bonus
Cleric/Rogue
Attack Bonus
Wizard Attack
Bonus
Fort
Ref
Will
Fort
Ref
Will
Fort
Ref
Will
Fort
Ref
Will
1
+2
+0
+0
+2
+0
+2
+0
+0
+2
+0
+2
+0
+1
+0
+0
2
+3
+0
+0
+3
+0
+3
+0
+0
+3
+0
+3
+0
+2
+1
+1
3
+3
+1
+1
+3
+1
+3
+1
+1
+3
+1
+3
+1
+3
+2
+1
4
+4
+1
+1
+4
+1
+4
+1
+1
+4
+1
+4
+1
+4
+3
+2
5
+4
+1
+1
+4
+1
+4
+1
+1
+4
+1
+4
+1
+5
+3
+2
6
+5
+2
+2
+5
+2
+5
+2
+2
+5
+2
+5
+2
+6/+1
+4
+3
7
+5
+2
+2
+5
+2
+5
+2
+2
+5
+2
+5
+2
+7/+2
+5
+3
8
+6
+2
+2
+6
+2
+6
+2
+2
+6
+2
+6
+2
+8/+3
+6/+1
+4
9
+6
+3
+3
+6
+3
+6
+3
+3
+6
+3
+6
+3
+9/+4
+6/+1
+4
10
+7
+3
+3
+7
+3
+7
+3
+3
+7
+3
+7
+3
+10/+5
+7/+2
+5
11
+7
+3
+3
+7
+3
+7
+3
+3
+7
+3
+7
+3
+11/+6/+1
+8/+3
+5
12
+8
+4
+4
+8
+4
+8
+4
+4
+8
+4
+8
+4
+12/+7/+2
+9/+4
+6/+1
13
+8
+4
+4
+8
+4
+8
+4
+4
+8
+4
+8
+4
+13/+8/+3
+9/+4
+6/+1
14
+9
+4
+4
+9
+4
+9
+4
+4
+9
+4
+9
+4
+14/+9/+4
+10/+5
+7/+2
15
+9
+5
+5
+9
+5
+9
+5
+5
+9
+5
+9
+5
+15/+10/+5 +11/+6/+1
+7/+2
16
+10
+5
+5
+10
+5
+10
+5
+5
+10
+5
+10
+5
+16/+11/+6/
+1
+12/+7/+2
+8/+3
17
+10
+5
+5
+10
+5
+10
+5
+5
+10
+5
+10
+5
+17/+12/+7/
+2
+12/+7/+2
+8/+3
18
+11
+6
+6
+11
+6
+11
+6
+6
+11
+6
+11
+6
+18/+13/+8/
+3
+13/+8/+3
+9/+4
19
+11
+6
+6
+11
+6
+11
+6
+6
+11
+6
+11
+6
+19/+14/+9/
+4
+14/+9/+4
+9/+4
20
+12
+6
+6
+12
+6
+12
+6
+6
+12
+6
+12
+6
+20/+15/
+10/+5
+15/+10/+5
+10/+5
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