ReferenceSheet v28 Player, Dungeon and Dragons Complete(Full), D&D Complete (English), Reference Sheet

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Reference Sheet v2.8
Combat Actions
Player Sheet 1
ACTIONS (PHB P127, 8-3, 8-4)
* provokes an attack of opportunity, † may provoke an AoO
ATTACKING AN OBJECT (PHB P135, 8-11)
·
AC 5 + size modifier, +4 to attack roll if attacking with melee weapon
Size
F
REE
A
CTIONS
·
Example
Mod
Size
Example
Mod
Colossal
Barn, broad side
-8
Small
Chair
+1
Drop item, drop to floor, speak, cast quickened spell*, etc.
Gigantic
Barn, narrow side
-4
Tiny
Tome
+2
Huge
Wagon
-2
Diminutive
Scroll
+4
M
OVE
-E
QUIVALENT
A
CTIONS
·
Large
Big door
-1
Fine
Vial
+8
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.
·
To strike an object held/worn/carried by a creature, the AC gets the
creature’s Dex modifier, and magical deflection bonus the creatures has,
and a further +5 bonus if the object is in a hand/tentacle/etc. where it
can be quickly moved. Attack does not get +4 melee bonus
·
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
·
To strike and inanimate/immobile object, if you take a full-round action
to line up your attack, you get an automatic hit with melee or a +5 with
ranged weapons, to strike a weapon of shield see next section
S
TANDARD
A
CTIONS
(
TAKE ACTION AND STANDARD MOVE
)
·
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.
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
F
ULL
-R
OUND
A
CTIONS
(
TAKE ACTION AND
5’
STEP
)
·
Hard HP
Weapon
Hard HP
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*, use touch spell on up
to six friends*, line up attack on object*, extinguish flames, throw a two-
handed weapon with one hand*, change form (polymorph self)*, etc.
Tiny blade
10
1
Large hafted
5
10
Small blade
10
2
Huge club
5
60
Medium blade
10
5
Buckler (Small object)
10
5
Large blade
10
10
Small wooden shield (Medium object)
5
10
Small metal-hafted
10
10
Small steel shield (Medium object)
10
10
Med. metal-hafted
10
25
Large wooden shield (Large object)
5
15
Small hafted
5
2
Large steel shield (Large object)
10
20
Medium hafted
5
5
Tower shield (Huge object)
5
20
P
ARTIAL
A
CTIONS
·
Single attack, cast spell*, single move, partial charge (must move in
straight line and at least 10’), partial run (x2 speed)*, etc.
TRIP (PHB P139)
·
Can only try to trip an opponent who is up to one size larger than you
·
Make melee touch attack
·
Above get 5’ step only, except single move
·
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
FIGHT DEFENSIVELY (PHB P124)
·
-4 on all attacks, +2 dodge bonus to AC for 1 round
CHARGE (PHB P124)
·
·
If you win, opponent is tripped (prone), if you lose, opponent may make
Strength check against your Strength or Dexterity (higher) to trip you
Must move at least 10’ (up to double move), all in a straight line
·
+2 to attack, -2 to AC for 1 round
GRAPPLE (PHB P137)
·
TOTAL DEFENSE (PHB P127)
·
Grapple check = base attack + strength mod + special size mod
No action other than standard move, get +4 dodge to AC for 1 round
·
Special size mod: Colossal +16, Gargantuan +12, Huge +8, Large +4,
Small -4, Tiny -8, Diminutive -12, Fine -16
SUBDUAL (PHB P134)
·
A normal weapon can be made to deal subdual damage (or vice versa)
with a -4 penalty on the attack roll
·
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
DISARM (PHB P137)
·
Defender gets AoO
·
If succeeds, move into target’s space (provokes AoO from others)
·
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
·
You can join a grapple with no AoO from target and grab succeeds
automatically
·
If defender loses, he is disarmed, if attacker loses, the defender may
attempt to disarm the attacker
·
When grappled, make opposed grapple check as an attack to do any of
following:
·
OVERRUN (PHB P139)
·
1d3 + Str mod subdual damage (-4 to check for normal)
During move portion of charge, you can try to move past opponent,
opponent may avoid or block
·
Pin target, or break the pin a target has over an ally
·
Escape
·
If opponent tries to block, make a trip attack against him, if you succeed,
you can continue moving
·
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 fail and are tripped, you are prone in defender’s square
·
If you fail but are not tripped, move back 5’; if that square is occupied,
you fall prone in it
COUP DE GRACE (PHB P133)
·
Full-round action with melee weapon (or bow/crossbow from adjacent
square). Provokes AoO. Automatic hit and critical, Fort save DC 10 +
damage or die
BULL RUSH (PHB P136)
·
Move into defender’s square, provokes AoO, each with 25% of targeting
defender by mistake
TURNING (PHB P139)
·
·
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
Range: 60 feet, line of sight
·
Roll 1d20 + Cha mod; table below shows highest HD you can turn
Check
Max HD
Check
Max HD
Check
Max HD
·
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. If you fail, move back 5’
up to 0 Cleric level - 4
7-9
Cleric level - 1
16-18
Cleric level + 2
1-3
Cleric level - 3
10-12
Cleric level
19-21
Cleric level + 3
4-6
Cleric level - 2
13-15
Cleric level + 1
22+
Cleric level + 4
·
Roll 2d6 + Cleric level + Cha mod, gives number of HD turned/rebuked
AID (PHB P135)
·
·
Undead with 1/2 HD of cleric’s level are destroyed/commanded
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. Aid action may
also be used to shake someone free of
hypnotize
or
sleep
·
Turned undead flee for 10 rounds, if they can’t, they cower
·
Rebuked undead cower in awe for 10 rounds
·
If cleric gets closer than 10’, turned undead will return to normal
·
Commanded undead may be ordered as a standard action
Reference Sheet v2.8
Combat Modifiers, Light, Skill Checks, Healing
Player Sheet 2
COVER (PHB P133, 8-9)
Degree of Cover
AC Bonus
Ref Save Bonus
D
ISGUISE
(C
HA
, U
NTRAINED
)
Takes 1d3 x 10 minutes. Make opposed Spot check.
Disguise
1/4
+2
+1
Spot Mod
Familiarity
Spot Mod
1/2
+4
+2
Minor details only
+5
Recognizes on sight
+4
3/4
+7
+3
Different sex
-2
Friends or associates
+6
9/10
+10
+4 (1/2 damage on fail, none on success)
Different race
-2
Close friends
+8
Different age (per category difference)
-2
Intimate
+10
CONCEALMENT (PHB P133, 8-10)
Concealment
Specific class
-2
Example
Miss Chance
1/4
Light fog, some darkness
10%
E
SCAPE
A
RTIST
(D
EX
, U
NTRAINED
, A
RMOR
C
HECK
P
ENALTY
)
Full round: Net or most spells (DC 20),
snare
spell (DC 23).
1 minute: Ropes (DC is binder’s Use Rope check at +20), manacles (DC 30),
masterwork manacles (DC 35).
At least one minute: Tight space (DC 30).
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%, must guess location
COMBAT MODIFIERS (PHB P132, 8-8)
Circumstance
Melee
Ranged
I
NTIMIDATE
(C
HA
, U
NTRAINED
)
DC is typically 10 + the target’s number of Hit Dice. No retry.
Attacker flanking defender
+2
-
Attacker on higher ground
+1
+0
Attacker prone
-4
*
I
NTUIT
D
IRECTION
(W
IS
, T
RAINED
O
NLY
)
1 minute, DC 15, you can tell where True North is. Natural 1 means you
mistakenly identify a random direction. Usable once per day.
Attacker invisible
+2†
+2†
Defender sitting or kneeling
+2
-2
Defender prone
+4
-4
Defender stunned, cowering, off-balance, climbing
+2†
+2†
J
UMP
(S
TR
, U
NTRAINED
, A
RMOR
C
HECK
P
ENALTY
)
Type of Jump
Defender surprised, flat-footed
+0†
+2†
DC or Distance
Max. Distance/Height
Defender running
+0†
-2†
Running, long*
distance + 5
5’ + 1’/1 point above 10
Character’s height x 6’
Defender (not Attacker) grappling
+0‡
+0‡
Standing, long
2 x distance + 4
3’ + 1’/2 points above 10
Character’s height x 2’
Defender pinned
+4†
-4†
Running, high*
4 x height + 2
2’ + 1’/4 points above 10
Character’s height x 1.5’
* 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
Standing, high
8 x height - 6
2’ + 1’/8 points above 10
Character’s height
Jump Back
8 x distance + 2
1’ + 1’/8 points above 10
Character’s height
RANGE (PHB P118)
-2 for each range increment, 5 increments maximum for thrown, 10
increments maximum for projectile
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, Run feat adds 25%.
P
ICK
P
OCKET
(D
EX
, T
RAINED
O
NLY
, A
RMOR
C
HECK
P
ENALTY
)
DC Task
10 Palm a coin-sized object, make a coin disappear
20 Lift a small object from a person
To lift item, make check to see if you get item, then target makes opposed
spot check to see if they notice the attempt. +10 if target is watching.
LIGHT SOURCES (PHB P144)
Source
Light
Duration
Source
Light Duration
Lantern, hooded
30’
6 hr./pint
Candle
5’
1 hr.
Lamp, common
15’
6 hr./pint
Sunrod
30’
6 hr.
Lantern, bullseye
60’ (20’ wide cone)
6 hr./pint
Torch
20’
1 hr.
S
WIM
(S
TR
, U
NTRAINED
, S
PECIAL
C
HECK
P
ENALTY
)
Success lets you move at one-quarter speed as a move-equivalent action (or
half as a full-round action), failure means no progress for 1 round, failure
by 5 or more means you go under. -1 for every 5 pounds of gear. DC is 10
for calm water, 15 for rough, 20 for stormy.
Continual flame
20’
Perm.
Daylight
60’
30 min.
Dancing lights
20’ (each)
1 min.
Light
20’
10 min.
SKILL CHECKS (PHB P63-76)
A
PPRAISE
(I
NT
, U
NTRAINED
)
Takes one minute, no retry for same object.
Common items: DC 12 within 10%, failure 10% x (2d6+3) of actual price
Rare/exotic items: DC 15+ within 10% x (2d4+5) of actual price, failure
unable to estimate.
T
UMBLE
(D
EX
, T
RAINED
O
NLY
, A
RMOR
C
HECK
P
ENALTY
)
DC
Task
15
Treat fall as if it were 10 feet shorter for damage calculation
15
Tumble up to 20’, success means no AoOs
25
Tumble up to 20’, including occupied squares, success means no AoOs
B
ALANCE
(D
EX
, U
NTRAINED
,
A
RMOR
C
HECK
P
ENALTY
)
Success lets you move at half speed, failure means no move for 1 round,
failure by 5 or more means you fall.
Surface
SKILL SYNERGIES (PHB P63-76)
5 ranks in
+2 bonus to
5 ranks in
+2 bonus to
Bluff
Diplomacy, Intimidate, Pick Pockets
Prof (herbalist) Heal
DC
Surface
DC
Handle Animal Ride
Sense Motive
Diplomacy
7-12 inches wide
10
Uneven floor
10
Jump
Tumble
Tumble
Balance, Jump
2-6 inches wide
15
Surface angled
+5
Less than 2 inches wide
20
Surface slippery
+5
SKILL SYNERGIES, SPECIAL CIRCUMSTANCES (PHB P63-76)
5 ranks in
B
LUFF
(C
HA
, U
NTRAINED
)
At least a full round action. Target makes opposed Sense Motive check.
Usually cannot retry, unless feinting in combat.
Circumstance
+2 bonus to
Circumstance
Animal Empathy
Handle Animal
When dealing with animals; need 9 ranks
when dealing with beasts
Bluff
Disguise
When known that you are observed and
trying to act in character
DC
Target wants to believe you
-5
Bluff
Innuendo
Sending only
Believable, and doesn’t affect the target much
+0
Decipher Script
Use Magic Device
Only if related to scrolls
A little hard to believe, or puts the target at some risk
+5
Sense Motive
Innuendo
Intercepting only
Hard to believe, or entails large risk for target
+10
Spellcraft
Use Magic Device
Only if related to scrolls
Way out there, almost to incredible to consider
+20
Use Rope
Climb
When using a rope to climb
Use Rope
Escape Artist
When escaping from rope bonds
C
LIMB
(S
TR
, U
NTRAINED
, A
RMOR
C
HECK
P
ENALTY
)
Success lets you move at half speed as a full round action, failure means no
progress for 1 round, failure by 5 or more means you fall.
DC Example Wall or Surface
0 A slope too steep to walk up. A knotted rope with a wall to brace against.
5 Rope with a wall to brace against. Knotted rope. Rope affected by
rope trick
.
10 Surface with ledges to hold/stand on such as a very rough wall or a ship’s rigging.
15 Surface with handhold or footholds. Unknotted rope.
20 Uneven surface with some narrow handhold or footholds, such as dungeon or ruin walls.
25 Rough surface such as a natural rock wall or a brick wall.
25 Overhang or ceiling with handholds.
-10 Location where on can brace against two opposite walls, such as a chimney.
-5
Escape Artist
Use Rope
When binding someone
Intuit Direction
Wilderness Lore
When trying to avoid getting lost
HEALING (PHB P129, P135)
·
1 hit point per level per day of rest (1.5 times for complete bed rest)
·
Subdual damage heals 1 hit point per level per hour
·
Temporary ability damage is healed 1 point per day of rest
Ability
Modifier
Ability
Modifier
Ability
Modifier
0-1
-5
8-9
-1
16-17
+3
A corner where you can brace against a perpendicular wall.
2-3
-4
10-11
0
18-19
+4
4-5
-3
12-13
+1
20-21
+5
+5
Slippery surface.
6-7
-2
14-15
+2
22-23
+6
H
EAL
(W
IS
, U
NTRAINED
)
Check DC 15 to stabilize a dying creature.
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