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The House of Ainsley
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Male Number of posts : 1996
Age : 45
Location : The Dark Heart of Bardosylvania

PostSubject: Miscellaneous Charts, Tables and Resources   Sat Jun 26, 2010 2:26 pm

It's just what it says on the tin: This topic serves as a collection of various D&D 3.X charts and tables whose data may be pertinent to the needs of the players and the campaign. And they're here because they need to be displayed--in no particular order, save for that in which I think to include them--but I have nowhere else to put them.

So enjoy. Cool
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The House of Ainsley
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Location : The Dark Heart of Bardosylvania

PostSubject: Two-Weapon Fighting   Sat Jun 26, 2010 2:36 pm

Circumstances: Primary Hand / Off Hand Attack Penalties:

Normal penalties: -6 / -10

Off-hand weapon is light: -4 / -8

Ambidexterity feat: -6 / -6

Two-Weapon Fighting feat -4 / -8

Light off-hand weapon + Ambidexterity feat: -4 / -4

Light off-hand weapon + Two-Weapon Fighting feat: -2 / -6

Ambidexterity + Two-Weapon Fighting feats: -4 / -4

Ambidexterity + Two-Weapon Fighting + light off-hand weapon: -2 / -2



Any weapon which is one or more Size categories smaller than the maximal size which a creature can wield with one hand is considered a light weapon. Humans, elves, dwarves, half-elves and half-orcs are Medium-sized creatures. As such, they need two hands to wield any Large weapon, such as a halberd or a greatsword. Huge weapons--such as a greatsword forged for a frost giant--or larger cannot be wielded at all, or at least not without magical aid. But they only need one hand to wield a Medium weapon, such as a longsword or a club. Anything smaller than that would also be wielded with one hand yet would be considered a light weapon; shortswords are Small and daggers are Tiny, so both would be considered light weapons in the hands of a Medium creature. However, a Medium weapon would hence be considered a light weapon in the hands of a Large or larger creature, such as an ogre.

Note that Ranger characters, as a Class-related ability, can fight as if they had both the Ambidexterity and Two-Weapon Fighting feats, as long as they are wearing Light armor or no armor. A ranger would still need to purchase Ambidexterity and Two-Weapon Fighting as normal if for some reason they wished to dual-wield weapons effectively while wearing Medium or Heavy armor...but most rangers seem to do just fine without such armors, relying on their grace and tenacity to elude blows and end battles quickly with ranged weapons, paired melee weapons, animal allies, light magic and swift, decisive attacks.
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The House of Ainsley
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Location : The Dark Heart of Bardosylvania

PostSubject: Improved Critical Ranges and Critical Hit Damage   Sat Jun 26, 2010 3:14 pm

A Critical Hit is a particularly lucky or well-aimed blow that inflicts an exceptional amount of damage. This is often portrayed in roleplay and narrative accordingly; the arrow just happens to nick an artery, the warhammer dead-centers the cranium and splinters it, the bugbear lunges at the wrong moment and impales himself on your thrusting spear more deeply, or the falchion's blade hacks soundly into a previous dent in the black knight's armor, splitting the armor's weakened steel and driving it into the meat and bone beneath. But before a Critical Hit can be inflicted, a Critical Threat must be scored and a Threat Roll must be passed.

Improved Critical is a Feat which allows a character to double the Critical Threat range of a specific type of weapon while wielding such a weapon. It is a specialized Feat; Improved Critical (Battleaxe) and Improved Critical (Heavy Crossbow) would be considered two separate Feats.

In addition, certain spells or superior craftsmanship can also make a weapon keen, doubling the Critical Threat range for that weapon.

In this campaign, the Improved Critical feat can combine with a keen weapon, tripling the weapon's Critical Threat range. Dungeons & Dragons 3rd Edition allows one to double on top of the other--in effect quadrupling the Critical Threat range--while Dungeons & Dragons 3.5 Edition doesn't allow Improved Critical and keen weapons to stack at all. So tripling the Critical Threat range seems like an agreeable middle ground, rewarding characters for their weapon mastery--and players for their ingenuity--in combining the two, without being excessive about it; a rapier which can land Critical Hits the majority of the time--with a natural Attack roll of 9 or higher--would be a bit much. Thus:

Weapon's normal Critical Threat range (natural Attack roll on a d20): 20
With Improved Critical or a keen weapon: 19-20
With Improved Critical and a keen weapon: 18-20
Sample weapons of this type: Quarterstaff, any lance, trident, any mace, any axe.

Weapon's normal Critical Threat range (natural Attack roll on a d20): 19-20
With Improved Critical or a keen weapon: 17-20
With Improved Critical and a keen weapon: 15-20
Sample weapons of this type: Dagger, shortsword, longsword, greatsword, bastard sword, heavy flail.

Weapon's normal Critical Threat range (natural Attack roll on a d20): 18-20
With Improved Critical or a keen weapon: 15-20
With Improved Critical and a keen weapon: 12-20
Sample weapons of this type: Rapier, scimitar, falchion, kukri.


A Critical Threat, of course, only allows a chance at landing a Critical Hit and is not a Critical Hit in itself. Upon scoring a Critical Threat, a second normal attack roll--with all adjustments--immediately follows. That follow-up roll is the Threat roll; if it too matches or beats the target's Armor Class, then a Critical Hit is scored. Otherwise, if the Threat roll misses, the end result is a normal hit with normal damage.

For example, let's say that Sylvea Aringerille swings her Staff of the Northern Cross at a goblin. The staff is treated as a quarterstaff, with a Critical Threat range of 20. The goblin is half-naked but agile, for an Armor Class of 12. Sylvea's attack roll comes up a Natural 20. The subsequent Threat roll needs to come up equal to or greater than 12, the goblin's Armor Class. It comes up 16, Sylvea lands a Critical Hit and the quarterstaff's x2 Critical multiplier is applied, rolling 2d6 Damage instead of 1d6 Damage and doubling any adjustments for Strength or magical enhancement.

Extra damage represented by a die roll--such as +1d6 Fire damage from a fiery weapon or +3d6 Damage from one of Karnoz's Sneak Attacks--is not multiplied by a Critical Hit. Such damage is instead added after the rest of the Critical Hit damage is resolved.

Certain forms of attack and their multipliers may stack with the Critical Hit multiplier for even more damage. In The Devil of Tides, we have already seen Corwin score a critical hit while bracing his trident against a charging wolf; with a x2 multiplier for setting against the charge and a x2 multiplier for the Critical Hit, the trident's damage roll was quadrupled, which proved to be instantly fatal for the wolf. And a horseman landing a Critical Hit while charging with a heavy lance could inflict an even more grievous wound, given the lance's higher 1d8 damage die and x3 Critical multiplier. Other damage multipliers may exist--and stack with Critical multipliers--as well.

Note that some creatures--such as constructs, undead, oozes and certain sentient or animated plants, such as treants--lack functioning vital organs and anatomical weak points. Such creatures are immune to Critical Hits, and Critical Threats against them will automatically fail. Other damage multipliers--such as charging damage (which adds damage through momental force rather than strikes to vital anatomical points) or a treant's vulnerability to fire and Fire damage--may still apply to such creatures.
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PostSubject: Poisons   Sun Aug 15, 2010 3:12 pm

The Vectors and Effects of Poisons:

Small Centipede Poison - Injury, Initial damage: 1d2 Dexterity/Secondary damage: 1d2 Dexterity

Oil of Taggit - Ingested, 0/Unconsciousness

Greenblood Oil - Injury, 1 Constitution/1d2 Constitution

Bloodroot - Injury, 0/1d4 Constitution + 1d3 Wisdom

Arsenic - Ingested, 1 Constitution/1d8 Constitution

Black Adder Venom - Injury, 0/1d6 Strength

Blue Whinnis - Injury, 1 Constitution/Unconsciousness

Id Moss - Ingested, 1d4 Intelligence/2d6 Intelligence

Medium Spider Venom - Injury, 1d4 Strength/1d6 Strength

Striped Toadstool - Ingested, 1 Wisdom/2d6 Wisdom + 1d4 Intelligence

Carrion Crawler Brain Juice - Contact, Paralysis/0

Large Scorpion Venom - Injury, 1d6 Strength/1d6 Strength

Giant Wasp Poison - Injury, 1d6 Dexterity/1d6 Dexterity

Lich Dust - Ingested, 2d6 Strength/1d6 Strength

Dark Reaver Powder - Ingested, 2d6 Constitution/1d6 Constitution + 1d6 Strength

Sassone Leaf Residue - Contact, 2d12 Hit Points/1d6 Constitution

Malyss Root Paste - Contact, 1 Dexterity/2d4 Dexterity

Nitharit - Contact, 0/3d6 Constitution

Purple Worm Poison - Injury, 1d6 Strength/1d6 Strength

Terinav Root - Contact, 1d6 Dexterity/2d6 Dexterity

Ungol Dust - Inhaled, 1 Charisma/1d6 Charisma + 1 permanent Charisma

Dragon Bile - Contact, 3d6 Strength/0

Insanity Mist - Inhaled, 1d4 Wisdom/2d6 Wisdom

Deathblade - Injury, 1d6 Constitution/2d6 Constitution

Burnt Othur Fumes - Inhaled, 1 permanent Constitution/3d6 Constitution

Black Lotus Extract - Contact, 3d6 Constitution/3d6 Constitution

Wyvern Poison - Injury, 2d6 Constitution/2d6 Constitution

Vector - Injury: The poison is injected by breaching the skin, typically by coating an edged or piercing weapon with the poison. These are the most common poisons, widely favored by assassins and the rest of the criminal underworld.

Vector - Contact: The poison need only come into direct contact with exposed skin or other bodily tissue to be delivered; splashing the victim with the poison may work, as can applying the poison to surfaces which the victim's skin can be expected to touch (though such poisons tend to dry up and lose their potency if exposed to air for too long). Contact poisons may also be used as Injury poisons.

Vector - Ingested: The poison must be applied to food or drink which the victim can be expected to consume. These poisons are slower to act and typically have an onset of ten minutes--ideal if the poisoner wishes to get as far from the scene of the crime as possible--and they pose less risk of the poisoner accidentally poisoning himself.

Vector - Inhaled: The poison is airborne and will poison any breathing creature who inhales it. Such poisons can also work in water (against water-breathing creatures) but will lose potency in half the time. These poisons can be very dangerous--to victim and poisoner alike--but holding one's breath may help avoid becoming poisoned if the poison's presence is known.

Initial Damage: The damage inflicted the moment the poison is introduced to the body by the appropriate vector; passing an initial Fortitude save can prevent this. Zero (0) in Initial Damage means that there is a delay before the poison can take effect (typically 1 minute).

Secondary Damage: Every minute that the poison lingers in the body calls for another Fortitude save; if the save fails, this additional damage is inflicted by the poison. The duration of the poison varies by poison, as does the difficulty the body faces in expelling, absorbing or negating the poison. Zero (0) in Secondary Damage means that the poison does not endure beyond initial contact with the body.



Poison Durations, Passed Fortitude Saves Needed to Negate the Poison and Difficulty Class to Resist:

Small Centipede Poison - 4 Minutes / 1 Save / DC 11

Oil of Taggit - 1 Minute (Unconsciousness Lasts 1d3 Hours) / 1 Save / DC 15

Greenblood Oil - 4 Minutes / 1 Save / DC 13

Bloodroot - 4 Minutes / 1 Save / DC 12

Arsenic - 4 Minutes / 1 Save / DC 13

Black Adder Venom - 6 Minutes / 1 Save / DC 12

Blue Whinnis - 2 Minutes / 1 Save / DC 14

Id Moss - 6 Minutes / 1 Save / DC 14

Medium Spider Venom - 4 Minutes / 1 Save / DC 14

Striped Toadstool - 4 Minutes / 1 Save / DC 11

Carrion Crawler Brain Juice - Initial Contact Only / 1 Save / DC 13

Large Scorpion Venom - 6 Minutes / 1 Save / DC 18

Giant Wasp Poison - 6 Minutes / 1 Save / DC 18

Lich Dust - 6 Minutes / 2 Consecutive Saves / DC 17

Dark Reaver Powder - 6 Minutes / 2 Consecutive Saves / DC 18

Sassone Leaf Residue - 6 Minutes / 1 Save / DC 16

Malyss Root Paste - 6 Minutes / 1 Save / DC 16

Nitharit - 6 Minutes / 1 Save / DC 13

Purple Worm Poison - 6 Minutes / 2 Consecutive Saves / DC 24

Terinav Root - 6 Minutes / 1 Save / DC 16

Ungol Dust - 4 Minutes / 1 Save / DC 15

Dragon Bile - Initial Contact Only / 1 Save / DC 26

Insanity Mist - 6 Minutes / 1 Save / DC 15

Deathblade - 6 Minutes / 2 Consecutive Saves / DC 20

Burnt Othur Fumes - 6 Minutes / 2 Consecutive Saves / DC 18

Black Lotus Extract - 6 Minutes / 2 Consecutive Saves / DC 20

Wyvern Poison - 6 Minutes / 2 Consecutive Saves / DC 17


Market Value and Difficulty in Making the Poison

Small Centipede Poison - 90 Gold / DC 15

Oil of Taggit - 90 Gold / DC 15

Greenblood Oil - 100 Gold / DC 15

Bloodroot - 100 Gold / DC 15

Arsenic - 120 Gold / DC 15

Black Adder Venom - 120 Gold / DC 15

Blue Whinnis - 120 Gold / DC 15

Id Moss - 125 Gold / DC 15

Medium Spider Venom - 150 Gold / DC 15

Striped Toadstool - 180 Gold / DC 15

Carrion Crawler Brain Juice - 200 Gold / DC 15

Large Scorpion Venom - 200 Gold / DC 20

Giant Wasp Poison - 210 Gold / DC 20

Lich Dust - 250 Gold / DC 20

Dark Reaver Powder - 300 Gold / DC 25

Sassone Leaf Residue - 300 Gold / DC 20

Malyss Root Paste - 500 Gold / DC 20

Nitharit - 650 Gold / DC 20

Purple Worm Poison - 700 Gold / DC 20

Terinav Root - 750 Gold / DC 25

Ungol Dust - 1,000 Gold / DC 20

Dragon Bile - 1,500 Gold / DC 30

Insanity Mist - 1,500 Gold / DC 20

Deathblade - 1,800 Gold / DC 25

Burnt Othur Fumes - 2,100 Gold / DC 25

Black Lotus Extract - 4,500 Gold / DC 35

Wyvern Poison - 3,000 Gold / DC 25


Costs to Create the Poison

The poison brewer has the poison's ingredients at hand (ie. Karnoz kills a carrion crawler and drags its carcass back to the lab to harvest and prepare its brain juice): 1/6 of the Market Value

A supply of materials and ingredients is readily available (ie. the town's herbalist keeps a small garden full of healthy blue whinnis plants in her backyard): 1/3 of the Market Value

One or more of the poison's ingredients are not readily available and can only be gathered with dificulty (ie. the local ranger travelled 800 miles south and brought some giant scorpion venom sacs back with him, and he expects to be paid well for his trouble...): 3/4 of the Market Value

The ingredients are very rare or very dangerous for local suppliers to collect ("You expect me to kill a dragon and carve out its guts? Oooookay, but it'll cost you...."): Anything higher than 3/4 of the Market Value, including multiples of the Market Value. An option only for dedicated poisoners who would rather not gather the ingredients themselves, as you certainly couldn't expect to sell the poison for a profit afterwards....

The ingredients are entirely unknown to the locality ("What? A black lotus? But we're in a remote arctic region!"): Impossible


Standing Chance of Poisoning Yourself While Applying or Deploying Poison: 5%
(...though as a house rule I reduce this to 1% for Ingested poisons; you really have to be a klutz if you can't pour a vial of powdered id moss into the mayor's wine glass without getting some in your own mouth. And this reduced chance helps make up for that pesky 10-minute onset, at least.)
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PostSubject: Common Uses for the Alchemy Skill   Fri Sep 14, 2012 4:20 pm

Common Uses for the Alchemy Skill

Task:

Identify substance: DC 25; costs 1 Gold Piece per attempt (or 20 Gold Pieces to Take 20)

Identify potion: DC 25; costs 1 Gold Piece per attempt (or 20 Gold Pieces to Take 20)

Make acid: DC 15; cost 3 Gold, 3 Silver in raw materials.

Identify poison: DC 20; but only after the poison's presence has first been detected (typically through use of the Detect Poison spell). This use of Alchemy may improve the use of the Detect Poison spell as well.

Make alchemist fire: DC 20; costs 6 Gold and 7 Silver in raw materials.

Make smokestick: DC 20; costs 6 Gold, 7 Silver in raw materials.

Make tindertwig: DC 20; costs 3 Silver in raw materials.

Make antitoxin: DC 25; costs 16 Gold, 7 Silver in raw materials.

Make sunrod: DC 25; costs 6 Silver, 6 Copper in raw materials.

Make tanglefoot bag: DC 25; costs 16 Gold, 7 Silver in raw materials.

Make thunderstone: DC 25; costs 10 Gold in raw materials.


Alchemy equipment is needed for any use of Alchemy. Use of a working alchemist's lab (portable or not) grants a +2 bonus to the skill check, while crude, poor or improvised alchemy equipment incurs a -2 penalty. If without an alchemist's lab, a character working or living in favorable conditions is assumed to be able to find suitable rudimentary equipment and may make the skill check with neither bonus nor penalty.

Creating items or substances with Alchemy typically costs one-third of the item's standard market price for raw materials (so a thunderstone which typically sells for 30 Gold only costs 10 Gold to make, though the alchemist is free to sell his creations however cheaply or expensively he sees fit). Thus, more potent or more exotic items demand pricier raw materials; conversely, finding such rare and valuable raw materials may ease or allow the production of goods of higher quality.

Any failure when attempting to make items or substances with Alchemy ruins half the raw materials needed, and the alchemist must pay to replace the lost materials before trying again. For example, failing the Alchemy check to create a tindertwig (which costs 3 Silver to make) ruins 1 Silver and 5 Copper worth of materials, forcing the alchemist to spend another 1 Silver and 5 Copper on materials before he or she can make another attempt to create the tindertwig.

In addition, a character staying in a settlement or other civilized area for an extended period of time may use the Alchemy skill to make a living and earn some Gold, similarly to the Craft and Profession skills. The amount of Gold earned for each week spent concocting, purifying and peddling alchemical fluids and substances to the local folk is equal to half of that week's skill check (ie. an Alchemy roll of 16 would earn the character 8 Gold for that week).
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PostSubject: Abilities   Sat Oct 27, 2012 6:32 am

At the core of almost every character are six Abilities.

Strength - A character's physical might and muscle power. Among other things, Strength affects the ability to land blows in melee, the damage which such blows inflict, the amount of weight which a character can carry without slowing down or collapsing and other Strength-based actions, such as leaping over obstacles, moving large objects, lifting gates, bending bars or bashing open locked doors.

Dexterity - A character's hand-eye coordination, agility, aim and speed of physical reaction. Among other things, Dexterity affects accuracy with ranged weapons, the character's Armor Class (through ducking, dodging and feinting) and Reflex saving throws which allow a character to escape sudden dangers without coming to harm. Such acts as walking tightropes or rolling with the force of a hard landing also depend on Dexterity.

Constitution - A character's health, vitality, resolve and resistance to injury. Constitution affects a character's Hit Points (indicating how much harm a character can withstand before going unconscious or dying), durability for performing prolonged tasks without tiring, and Fortitude saving throws which allow a character to withstand poisons, diseases, supernatural energy drains or similar attacks.

Intelligence - A character's intellect, education, recollection and memory. Intelligence affects a character's Skill Points, identification of things such as mystic relics or supernatural phenomena, or--in the case of wizards--the number of spells which a wizard may learn or cast daily. High-Intelligence characters tend to have a plethora of skills, making them adaptable to many situations.

Wisdom - A character's wits, cleverness, common sense and ability to choose the most favorable course of action. Wisdom affects a character's Will saves and resistance to magical or mind-influencing attacks. Various classes also hinge on Wisdom; clerics, druids and rangers can learn or cast more spells through Wisdom, while monks gain higher Armor Classes through their ascetic arts.

Charisma - A character's appearance, social grace, talent for expression and force of personality. Charisma affects the character's interactions with others, the number of henchmen or hirelings who will follow the character, or--in the cases of bards and sorcerers--the number of spells which can be learned or cast. Bards also use Charisma in both mundane and mystic performances, while druids and rangers use Charisma to call animals to their aid, and clerics and paladins find Charisma crucial in their power to Turn or Rebuke the undead.


Ability Scores and Their Modifiers
Ability Score (Modifier)
1 (-5)
2-3 (-4)
4-5 (-3)
6-7 (-2)
8-9 (-1)
10-11 (0)
12-13 (+1)
14-15 (+2)
16-17 (+3)
18-19 (+4)
20-21 (+5)
...Et cetera...
A character who has any Ability reduced to zero will be subject to a malady so grave as to remove the character from play; these maladies include complete paralysis (Strength or Dexterity), amnesia and comatose stupor (Intelligence), crippling madness (Wisdom or Charisma) or death (Constitution). Reversing the Ability's losses will undo the malady (with the exception of death, of course).


Ability Scores and Bonus Spells
Ability Score (Bonus Spells by Spell Level: 1st/2nd/3rd/4th/5th/6th/7th/8th/9th)
1-9 (Character cannot cast spells based on this Ability)
10-11 (--/--/--/--/--/--/--/--/--)
12-13 (1/--/--/--/--/--/--/--/--)
14-15 (1/1/--/--/--/--/--/--/--)
16-17 (1/1/1/--/--/--/--/--/--)
18-19 (1/1/1/1/--/--/--/--/--)
20-21 (2/1/1/1/1/--/--/--/--)
22-23 (2/2/1/1/1/1/--/--/--)
24-25 (2/2/2/1/1/1/1/--/--)
26-27 (2/2/2/2/1/1/1/1/--)
28-29 (3/2/2/2/2/1/1/1/1)
...Et cetera...
The Ability on which spellcasting is based depends on the character's Class or Prestige Class.
Intelligence: Wizard, Assassin
Wisdom: Cleric, Druid, Paladin, Ranger, Blackguard, Master of Radiance, Master of Shrouds, Sacred Purifier, Temple Raider of Olidammara
Charisma: Bard, Sorcerer, Vigilante
Either Intelligence and Wisdom or Wisdom and Charisma: True Necromancer
Based on Previous Spellcasting Class: Loremaster, Master Vampire, Pale Master, Virtuoso
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PostSubject: Armor Class Modifiers and Types   Wed Jul 31, 2013 9:14 am

Armor Class is what determines the difficulty at which a creature can be struck and wounded.  A creature's Armor Class is calculated by adding all applicable modifiers to a base of 10:


Armor modifier:  This modifier comes from wearing armor or certain kinds of clothing; magical Enhancements to this armor or clothing count as part of the Armor modifier as well.  This is usually a bonus (a positive modifier), though it may be a penalty (a negative modifier) if the armor or clothing is Cursed.  Multiple Armor bonuses do not stack with each other; if, as an example, magically armored clothing is worn underneath a suit of chainmail, only the highest Armor bonus applies.  Armor penalties from cursed armor or clothing may still apply.

Shield modifier:  This modifier typically comes from bearing a shield or wearing similar magic items (such as a bracer which generates a shield formed of pure energy); magical Enhancements to the shield count as part of the Shield modifier as well.  This is usually a bonus, though it may be a penalty in the case of a Cursed shield.  Multiple Shield bonuses do not stack with each other, and only the highest Shield bonus applies; thus, a character doesn't gain any extra benefits from bearing two shields (even if there's no rule against doing that), but the second shield can always be used to attack with a shield bash instead.  A shield being used to attack forfeits its Shield bonus for that round, as does using anything else on that shield's arm or in its hand to attack (so sorry, xXKillStealr69Xx, but you don't get to keep your buckler's Shield bonus if you're also attacking with both daggers and/or slicer gauntlets).  Armor penalties from cursed shields may still apply.

Size modifier:  This modifier comes from the creature's physical size; larger creatures are easier to hit, while smaller creatures are more difficult to hit.  There is no issue of stacking, as a creature can only have one Size modifier at a time.  The Size modifier also cannot be magically enhanced or modified, though it may be changed--along with the creature's size--by certain magical spells, items or effects (ie. an Enlarge spell).

Dexterity modifier:  This modifier comes from the creature's Dexterity, with a bonus for high Dexterity or a penalty for low Dexterity.  This modifier--along with the creature's Dexterity score--may be altered by magic (ie. a Cat's Grace spell).  The Dexterity modifier is ignored if the creature is caught Flatfooted (by being surprised or otherwise unable to react) unless the creature has the Uncanny Dodge ability.  A creature's Dexterity bonus may be limited by any armor worn; if a creature with a Dexterity bonus of +3 dons a suit of banded mail (which has a Maximum Dexterity Bonus of +1), then the Dexterity bonus to Armor Class is reduced to +1.  (Armor does not impede any other applications of the creature's Dexterity bonus, such as ranged attacks.)

Dodge bonuses:  Dodge bonuses can come from a variety of sources: the Dodge feat, certain magic items, conditional racial bonuses (ie. a dwarf's +4 Armor Class bonus versus giants), fighting defensively, and so on.  Unlike the case with most Armor Class modifiers, multiple Dodge bonuses do stack with each other.  So a mountain dwarf fighting defensively against a frost giant would receive a total +6 Dodge bonus to his Armor Class against the frost giant's attacks.  As with the Dexterity modifier, being caught Flatfooted negates all Dodge bonuses.

Deflection bonus:  The Deflection bonus comes from certain spells or magic items which protect the creature by shells, fields or barriers of magical force, strong winds, altered probability and so on (ie. a Ring of Protection).  Multiple Deflection bonuses do not stack; if a Level 6 Cleric casts the Shield of Faith spell (bestowing a +3 Deflection bonus) on a fighter wearing a Ring of Protection +2, only the +3 Deflection bonus applies, and the Ring of Protection's bonus is ignored.

Natural Armor bonus:  This bonus comes from natural forms of protection to the creature's body--such as thick fur, rigid scales or layers of bulky muscles--or from certain spells (ie. the Barkskin spell).  Natural Armor bonuses do not stack, so casting Barkskin (which bestows a +3 or higher Natural Armor bonus) on a human zombie (which comes with a +2 Natural Armor bonus) would negate the zombie's inherent Natural Armor bonus, replacing it with that from the Barkskin spell.

Wisdom bonus and Monk Armor Class bonus:  These bonuses, which stem from ascetic training and mystic awareness of danger, are exclusive to the Monk class, and they stack with each other.  The Monk Armor Class bonus increases as the character gains Levels in the Monk class, and Monks with a high Wisdom receive the Wisdom bonus to Armor Class as well.  Unlike the Dexterity modifier and the Dodge bonuses, these bonuses apply even if the Monk is caught Flat-footed.  Wearing any kind of armor will negate both of these bonuses.

Haste bonus:  This +4 bonus to Armor Class is exclusive to the Haste spell and similar spells or effects, such as Mass Haste.  These magicks work by speeding the flow of time through the subject, quickening the subject's actions and reactions.  Multiple Haste bonuses do not stack, so casting Haste on someone who is already under the effects of another Haste spell will have no effect aside from extending the spell's duration.  The Haste bonus can be negated by the same circumstances which would negate a Dodge bonus (ie. being caught Flatfooted).  A Haste spell and a Slow spell cast on the same subject will negate each other, along with their Armor Class modifiers.

Slow penalty:  This -2 penalty to Armor Class is exclusive to the Slow spell and similar spells or effects, such as a cursed Potion of Sloth.  These magicks work by slowing the flow of time through the subject, retarding the subject's actions and reactions.  As with multiple Haste bonuses, multiple Slow penalties do not stack, but unlike the Haste bonus, the Slow penalty applies at all times.  A Slow spell and a Haste spell cast on the same subject will negate each other, along with their Armor Class modifiers.


Adding all of these modifiers (or at least the applicable ones) to the Base Armor Class of 10 will give you that creature's total Armor Class.  So for those of you asking "Hey, Sylvea's been summoning zombies and fighting zombies!  If zombies have a +2 Natural Armor bonus, then why have all of these zombies only had Armor Classes of 11?", it's because zombies also have a -1 Dexterity penalty from being witless and lethargic (contributing to that measly 8 in each of their Dexterity scores).  Thus, a total Armor Class of 11.

And that's how we come up with a creature's Armor Class.  Really, it's not as difficult as it sounds; just remember which modifiers don't stack with themselves and you'll be fine.


(Also, read Chainmail Bikini.  It's good.  Wink )
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PostSubject: Size Modifiers   Wed Jul 31, 2013 1:04 pm

As mentioned in the previous post, a creature's physical size affects many abilities and details about that creature, including Armor Class.  Creatures typically come in nine different sizes:

• Fine
• Diminutive
• Tiny
• Small
• Medium
• Large
• Huge
• Gargantuan
• Colossal



...which are broken down thus:

Fine
Dimension: 6 in. or less
Weight: 1/8 lb. or less
Examples: Housefly, Earthworm, Sparrow, Mouse

Diminutive
Dimension: 6 in. to 1 ft
Weight: 1/8 lb. - 1 lb.
Examples: Toad, Pigeon, Garter Snake

Tiny
Dimension: 1 ft. - 2 ft.
Weight: 1 lb. - 8 lb.
Examples: Housecat, Owl, Wharf Rat, Stirge, Pseudodragon

Small
Dimension: 2 ft. - 4 ft.
Weight: 8 lb. - 60 lb.
Examples: Pixie, Gnome, Halfling, Kobold, Goblin, Cockatrice

Medium
Dimension: 4 ft. - 8 ft.
Weight: 60 lb. - 500 lb.
Examples: Human, Elf, Orc, Harpy, Rust Monster, Succubus, Red Dragon Wyrmling

Large
Dimension: 8 ft. - 16 ft.
Weight: 500 lb. - 4,000 lb.
Examples: Horse, Centaur, Ogre, Sea Hag, Hill Giant, Stone Golem, Young Red Dragon

Huge
Dimension: 16 ft. - 32 ft.
Weight: 4,000 lb. - 32,000 lb.
Examples: Tyrannosaurus, Titan, Storm Giant, Treant, Hydra, Nightwalker, Mature Red Dragon

Gargantuan
Dimension: 32 ft. - 64 ft.
Weight: 32,000 lb. - 250,000 lb.
Examples: Baleen Whale, Roc, Purple Worm, Ancient Red Dragon

Colossal
Dimension: 64 ft. or more
Weight: 250,000 lb. or more
Examples: The Tarrasque, Great Red Wyrm


Each Size comes with an Armor Class modifier and an equal Attack modifier, the reasoning being that smaller creatures are better at evading attacks and getting around their enemies' defenses, while larger creatures must struggle against their own body mass to strike and evade.

Fine
Armor Class/Attack Modifier: +8

Diminutive
Armor Class/Attack Modifier: +4

Tiny
Armor Class/Attack Modifier: +2

Small
Armor Class/Attack Modifier: +1

Medium
Armor Class/Attack Modifier: 0

Large
Armor Class/Attack Modifier: -1

Huge
Armor Class/Attack Modifier: -2

Gargantuan
Armor Class/Attack Modifier: -4

Colossal
Armor Class/Attack Modifier: -8


Size also matters when a creature seeks cover or concealment.  A birch tree might protect almost all of a gnome's body from a hail of arrows, while that same birch tree might only protect a thin ribbon of an ogre's flank.  And a rose bush which completely hides a gnome from view wouldn't be big enough to conceal an ogre at all (unless the rose bush happened to be very, very big).


However, larger creatures are not without their advantages.  With greater size and greater bulk come greater durability, longer reach, resistance to tripping, bull-rushing or grappling and, in the case of Ooze-type creatures, extra Hit Points.  The Face stat denotes the area which a creature typically takes up on an encounter map; larger creatures take up more area which, while this makes it harder to get around obstacles or possible for greater numbers of smaller creatures to attack them, may give them more opportunities to attack multiple smaller creatures as well.  Beware the angry titan armed with a titan-sized maul and the Great Cleave feat, marching into the middle of your goblin army....

Natural Reach indicates that a creature can threaten any other creature within that distance of itself.  This is important to consider for certain maneuvers or events, such as Attacks of Opportunity; an orc running full-tilt past a storm giant is likely to get swatted, even if the orc barely steps within 15 feet of that giant.  Having a Reach of zero means that the creature has to enter the defender's occupied space--which may also provoke an Attack of Opportunity--in order to attack.  Bear in mind that this is only the creature's Natural Reach; wielding long melee weapons (such as halberds) may increase that creature's effective melee range even further.

Note that some Sizes here are divided into Tall and Long subtypes.  Tall creatures (ie. a giant) stand upright or vertical, while Long creatures (ie. a horse) are more horizontal.

Fine
Natural Reach: 0
Face: 1/2 ft. x 1/2 ft.
Ooze - Bonus Hit Points: 0

Diminutive
Natural Reach: 0
Face: 1 ft. x 1 ft.
Ooze - Bonus Hit Points: 0

Tiny
Natural Reach: 0
Face: 2 1/2 ft. x 2 1/2 ft.
Ooze - Bonus Hit Points: 0

Small
Natural Reach: 5 ft.
Face: 5 ft. x 5 ft.
Ooze - Bonus Hit Points: 5

Medium
Natural Reach: 5 ft.
Face: 5 ft. x 5 ft.
Ooze - Bonus Hit Points: 10

Large
Natural Reach (Tall): 10 ft.
Natural Reach (Long): 5 ft.
Face: 10 ft. x 10 ft.
Ooze - Bonus Hit Points: 15

Huge
Natural Reach (Tall): 15 ft.
Natural Reach (Long): 10 ft.
Face (Tall): 20 ft. x 20 ft.
Face (Long): 10 ft. x 30 ft.
Ooze - Bonus Hit Points: 20

Gargantuan
Natural Reach (Tall): 20 ft.
Natural Reach (Long): 15 ft.
Face (Tall): 30 ft. x 30 ft.
Face (Long): 20 ft. x 40 ft.
Ooze - Bonus Hit Points: 30

Colossal
Natural Reach (Tall): 25 ft.
Natural Reach (Long): 15 ft.
Face (Tall): 40 ft. x 40 ft.
Face (Long): 40 ft. x 80 ft.
Ooze - Bonus Hit Points: 40


Creatures also have a different set of Size Modifiers to their Grapple checks when attempting to grapple or pin an opponent.

Fine
Grapple Check Modifier: -16

Diminutive
Grapple Check Modifier: -12

Tiny
Grapple Check Modifier: -8

Small
Grapple Check Modifier: -4

Medium
Grapple Check Modifier: 0

Large
Grapple Check Modifier: +4

Huge
Grapple Check Modifier: +8

Gargantuan
Grapple Check Modifier: +12

Colossal
Grapple Check Modifier: +16

There are no size limits to a grapple; a goblin could indeed latch onto a storm giant's knee and try to wrestle him to the ground.  However, without any magic involved, the goblin's grapple attempt would be very unlikely to succeed; conversely, the storm giant could turn the grapple against the goblin quite handily (and would probably end up clapping the poor, foolish goblin against the ground with one hand).


Bull Rush attacks: A creature can only Bull Rush an opponent who is no larger than one Size category greater than its own; any attempts to Bull Rush a creature two or more Sizes larger will automatically fail.  A goblin trying to Bull Rush a storm giant will simply come to a dead stop as soon as he runs into the giant's unyielding legs.


Overrun attacks: A creature can only Bull Rush an opponent who is no larger than one Size category greater than its own; any attempts to Bull Rush a creature two or more Sizes larger will automatically fail.  A goblin trying to Overrun a storm giant will simply bounce off the giant's beefy, pillar-like legs.


Trip attacks: A creature can only Trip an opponent who is no larger than one Size category greater than its own; any attempts to Trip a creature two or more Sizes larger will automatically fail.  A goblin trying to Trip a storm giant will earn nothing but deep, derisive laughter as he strains--and fails--to lift the giant's unmoving heels from the ground.


More on special attacks in the next post....
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PostSubject: Special Attacks: Subdual Damage and Unarmed Attacks   Wed Jul 31, 2013 4:44 pm

Subdual Damage
Whether it comes from forced march fatigue, barroom fisticuffs or a hearty smack with the flat of a longsword, any form of nonlethal damage is Subdual Damage.  A creature which takes enough Subdual Damage falls unconscious or senseless but is in no danger of dying, making Subdual attacks useful when one wishes to take a particular enemy alive or avoid "collateral damage".

Normal (lethal) Damage is subtracted from a creature's Hit Points.  But Subdual Damage works differently: it is added in a separate pool, and a creature may fall out of action when the total Subdual Damage taken matches or exceeds its current Hit Points.  This can come about in several ways.


Example 1:  A sadistic cleric of Loviatar wishes to subdue a rival Ilmateri monk, that she may take him to her temple's torture chamber for "re-education".  For the task, she unfurls her pleated bullwhip, a weapon which typically does subdual damage.  The monk has 15 Hit Points out of 15, and as he is no willing victim, he and the cleric quickly come to blows.  But in the ensuing battle, the cleric lashes the monk four times and respectively deals 3, 5, 4 and 4 Subdual Damage, for a total of 16 Subdual Damage, enough to beat the monk's Hit Points.  The monk collapses in a haze of agony, and the Loviatan cleric gleefully seizes his ankles and drags him away to endure further agony yet.

Example 2:  After a drunken exchange of racial slurs, a ranger finds himself confronted with three angry orcs in his favorite tavern.  The ranger (who has a full 18 Hit Points) and two of the orcs start trading jabs, hooks and haymakers, and by the time the ranger knocks them both out, he has soaked up a total of 14 Subdual Damage: 3 from his choice of ale and 11 from the orcs' punches.  The cowardly third orc sneaks up behind the triumphant ranger, draws a dagger and buries it in the ranger's shank for 5 (Lethal) Damage.  This drops the ranger's Hit Points to 13, less than the 14 Subdual Damage that he has taken.  The ranger sputters and goes down, and the third orc flees before the City Watch shows up.  A passing bard casts Cure Light Wounds and heals the ranger of 6 Damage and 6 Subdual Damage, bringing the ranger out of his stupor with vengeance burning in his eyes.

Example 3: Skulking through the baron's manor at midnight, an assassin is discovered by an unexpected defender: the baron's ageing chambermaid.  The assassin surprises her with a swift stroke from the pommel of his dagger, but the 5 points of Subdual Damage (against her 10 Hit Points) scarcely slow her down as she races away to sound the alarm.  Neither wishing to imperil his mission nor to deviate from it, he quickly draws a dart laced with greenblood oil and hurls it at her back.  The dart strikes home and inflicts 3 Damage, and it looks like the chambermaid may yet escape.  But then the poison swiftly takes hold, reducing her Constitution; her maximum Hit Points promptly drop from 10 to 7, and her current Hit Points drop to 4 with it.  The staggering numbness from the pommel stroke suddenly overwhelms the chambermaid, and by the time she regains consciousness, the baron is in his death throes and the assassin is leagues away.


If the total Subdual Damage taken matches the creature's Hit Points, the creature is staggered.  A staggered creature is so badly weakened or roughed up that he can only take a partial action each round; full-round actions (such as running or making multiple attacks) are impossible while staggered.

If the total Subdual Damage taken exceeds the creature's Hit Points, the creature falls unconscious.  Without any friends or allies to protect them, unconscious creatures--as with any other helpless creature--are at the mercy of their enemies.  Once per minute, an Unconscious creature has a 10% chance of recovering and becoming Staggered instead--even if the creature's Subdual Damage still exceeds its Hit Points--as long as the creature takes no further subdual damage.  Creatures who heal enough to where their Hit Points match or exceed their Subdual Damage recover from unconsciousness automatically.


Subdual damage fades more swiftly than lethal damage does.  Creatures automatically heal subdual damage at the rate of 1 point per hour per character Level.  So a 7th Level Paladin would shed 7 points of Subdual Damage with every hour of rest, travel, dining or simply bumbling around.

As seen in Example 2 above, any healing spell or effect will cure both regular damage and subdual damage.  Trolls regenerate, automatically healing themselves of 5 Damage each round.  So trying to beat a troll senseless is a very daunting task indeed.


Some weapons, such as saps and whips, deal subdual damage by default.  Unarmed attacks also deal subdual damage, with exceptions for the Monk class and for certain creatures (such as golems, whose punches can crumple armor and shatter bones).  But monks retain the option of dealing subdual damage with their unarmed attacks instead of lethal damage (without penalty and at their full damage dice, making monks very effective at felling enemies or victims without killing them).

While most melee weapons deal lethal damage, these too can have their attacks converted to subdual damage if the wielder takes a -4 Attack penalty to represent turning the flat of the blade, checking the swing, striking a less lethal part of the body, striking with the weapon's pommel, et cetera.

Conversely, unarmed attacks, whips, saps and other weapons which normally deal subdual damage may incur a -4 Attack penalty in order to deal lethal damage instead, as the wielder must focus on striking the most crippling parts of the body to do so.


The various types of Elemental Damage (Fire, Cold, Electricity, Negative Energy and so on) can only be lethal and can never be converted to Subdual Damage.  There is simply no way to aim an Ice Storm spell, control a Magic Missile's flight or set a creature on fire with flaming pitch in a manner which won't inflict serious or lasting harm.

Spells which don't deal elemental damage yet still deal lethal damage typically cannot be controlled finely enough to inflict subdual damage, either.  No matter how much a wizard screams "Punch him gently" at the product of his Bigby's Clenched Fist spell, that gigantic magical hand isn't going to soften its blows one bit.

Even though ranged weapons can deal subdual damage (in some way or another), siege weapons--such as ballistas, catapults or trebuchets--cannot.  Even if it were possible to aim such large weapons with that degree of precision, the sheer size and velocity of the projectiles would make the effects of such cares moot.


And finally, creatures which ignore Critical Hits and Sneak Attacks are immune to Subdual Damage as well.  These include oozes, plants, elementals, constructs and undead.


Unarmed Attacks
As the name suggests, unarmed attacks are buffeting attacks made with fists, feet, elbows, foreheads or other parts of the body.  Note that attacks made with natural weaponry--such as the fangs, claws, stings and whipping tails of some creatures--are not considered unarmed attacks.

Attacking unarmed provokes an Attack of Opportunity from the creature being attacked, provided that the creature is armed.  Unlike other provoking actions, an unarmed attack only provokes an Attack of Opportunity from the creature being attacked, not from any other creatures adjacent to the attacker.

Some creatures are treated as being armed even when they're making unarmed attacks.  These include monks, spellcasters delivering Touch Attack spells (such as Inflict Light Wounds or Ghoul Touch), the aforementioned creatures with natural weaponry, and any creature with the Improved Unarmed Strike feat.  Not only do these creatures not provoke Attacks of Opportunity when making such attacks, but they can also take Attacks of Opportunity against any creature making unarmed attacks against them (again, as long as that creature doesn't enjoy one of these same conditions which negate Attacks of Opportunity).

Medium creatures deal 1d3 Damage (lethal or subdual) with an unarmed attack, plus any applicable modifiers (Strength modifiers, Sneak Attacks, bonuses from wearing cesti or spiked gauntlets, et cetera).  Small creatures deal 1d2 Damage with their unarmed attacks, plus modifiers.

Unarmed strikes are counted as light weapons for such purposes as calculating penalties for dual-wielding.  So a Fighter attacking with both a longsword and an off-hand fist (or a kick, a headbutt, a knee strike to the groin, and so on) has the same Attack modifiers as a Fighter with a dagger in his off-hand.  A character who cannot make multiple off-hand attacks cannot make multiple unarmed strikes in this fashion, either; the Fighter with the longsword could also throw a punch, a kick or a headbutt, but not all three in the same round.


Last edited by The House of Ainsley on Wed Jul 31, 2013 5:06 pm; edited 4 times in total
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PostSubject: Attacks against Objects   Wed Jul 31, 2013 4:59 pm

Attacks against Objects
Sometimes, striking inanimate objects in attempts to damage or destroy them becomes a useful tactic.  Such efforts include bashing open a treasure chest, breaking down a door, smashing a statue or breaking a spear in an enemy's hands.

Object Armor Class and Bonus to Attack: Objects are harder or easier to hit depending on several factors:

Inanimate and Immobile: Attacking an immobile, inanimate object not in use by another creature provokes no Attacks of Opportunity.  The object has an Armor Class of (10 + its Dexterity modifier (-5 for no Dexterity) + its Size Modifier).  If using a melee weapon, the attacker gains a +4 bonus to the Attack roll.  If the attacker takes a full round to aim (as with a coup de grace against a helpless foe), the attacker lands an automatic hit (if using a melee weapon) or gains a +5 Attack bonus (if using a ranged weapon).  As always, inanimate objects are immune to critical hits.

Animated Objects: Animated objects are considered creatures (of the Construct type, to be precise).  The standard combat rules are used when attacking animated objects.

Opponents' Weapons and Shields: These objects are covered in the Striking a Weapon section below.

Held, Carried or Worn Objects: Attacking an object that is being held, worn or carried by another creature provokes an Attack of Opportunity from that creature.  These objects are usually harder to hit as well; the object's Armor Class is (10 + the possessing creature's Dexterity bonus + any Deflection bonuses which the creature has).  If the object is being held in the creature's hand (or tentacle, claw, et cetera), then it has a further +5 bonus to AC as it can be more quickly moved out of harm's way.

Damage to Objects: The amount of damage which an object can withstand before breaking depends chiefly on its make, quality, materials, size and any magical properties it may have; magic swords tend to be harder to break than mundane swords.  Weapon damage is rolled normally against objects.

Immunities: Inanimate objects are immune to critical hits, sneak attacks and subdual damage.  Animated objects, like all Constructs, enjoy these same immunities.

Ranged Weapon Damage: Objects take half damage from ranged weapons, with the exceptions of siege weapons and the like.  Divide the Damage by 2 before applying the object's Hardness.

Energy Attacks: Objects also take half damage from acid, fire and lightning attacks.  Cold attacks deal one-quarter damage to objects.  Sonic attacks deal full damage to objects.  Certain exceptions may apply (ie. paper will take full damage from fire, metals may take full damage from acid, stone and glass may be completely immmune to acid, vials of water may take half or full damage from cold, and so on)  Again, divide the damage before applying the object's Hardness.

Ineffective Weapons: Subject to the Dungeon Master's discretion, certain weapons may not be able to effectively damage certain objects at all.  Using a club to cut a rope is a fool's endeavor, as is using a longbow and arrows to break down a door.

Vulnerability to Certain Attacks: Conversely, some forms of attack are particularly effective against certain objects.  An axe may split dry birch branches with nary an effort, and a bare-handed attack against a wizard's spellbook could easily result in the grabbing and ripping of several precious pages.

Size and Armor Class Modifiers for Objects
Colossal (ie. a barn's broad side): -8
Gigantic (a barn's narrow side): -4
Huge (a wagon): -2
Large (a big door): -1
Medium (a barrel): 0
Small (a chair): +1
Tiny (a tome): +2
Diminutive (a scroll): +4
Fine (a vial of poison): +8

Hardness: Each object has a Hardness, a value which represents the object's resistance to damage.  Whenever an object takes damage, subtract its Hardness from that Damage; only the remaining Damage is then deducted from the object's Hit Points.

Hit Points: As mentioned before, a number of factors--including the object's quality and the materials used in its fabrication--determine an object's Hit Points.  When an object's Hit Points reach zero, the object is ruined or destroyed.

Larger objects may have separate Hardness and/or Hit Point totals for different pieces or sections of that object.  For example, you need not attack and destroy an entire wagon in order to cripple it; simply attacking and breaking one of its wheels will do.

Saving Throws: Nonmagical, unattended magic items never make Saving Throws; they are considered to have automatically failed their Saves whenever situations demand them (ie. a Disintegrate spell).  An item being held, worn, touched or carried by a creature may receive a Saving Throw treated as if the creature itself were making the Saving Throw.

Magic items always get Saving Throws.  A magic item's bonuses to Fortitude, Reflex and Will Saves are equal to 2 + one-half of its caster level.  Attended magic items either use their own Saving Throw or their attending creature's Saving Throw, whichever is greater.


Striking a Weapon
A creature can make a melee attack with a slashing weapon to strike a weapon or a shield being wielded or borne by an enemy.  The attacking weapon must be no smaller than one size category smaller than that of the item being struck.  (Treat bucklers as Small, small shields as Medium, large shields as Large and tower shields as Huge.)  Because one must narrow one's attentions to the weapon or shield in question, this maneuver provokes an Attack of Opportunity from the defender.

That done, the attacker and the defender then make opposed attack rolls.  If the attacker wins, then the attacker lands a solid and potentially sundering blow against the weapon or shield so targeted.  Damage, Hardness and Hit Points are then rolled and calculated as normal.


Breaking Items
When you try to break something with sudden force rather than by chopping away with regular damage, use a Strength check to determine whether or not you succeed.  The DC of this check depends more on the object's make and construction than on its materials.  For instance, a sturdy iron door secured with a flimsy padlock may be ludicrously difficult to batter apart, but dead simple to kick open.

If such an item has lost more than half of its Hit Points, the DC to break it drops by 2.


Substance Hardness and Hit Points
(Substance: Hardness, Hit Points)
Paper: 0, 2/inch of thickness
Rope: 0, 2/inch of thickness
Glass: 1, 1/inch of thickness
Ice: 0, 3/inch of thickness
Wood: 5, 10/inch of thickness
Stone: 8, 15/inch of thickness
Iron: 10, 30/inch of thickness
Mithril: 15, 30/inch of thickness
Adamantite: 20, 40/inch of thickness


Common Weapon and Shield Hardness and Hit Points
(Weapon (Example): Hardness, Hit Points)
Tiny blade (dagger): 10, 1
Small blade (short sword): 10, 2
Medium blade (longsword): 10, 5
Large blade (greatsword): 10, 10
Small metal-hafted weapon (light mace): 10, 10
Medium metal-hafted weapon (heavy mace): 10, 25
Small hafted weapon (handaxe): 5, 2
Medium hafted weapon (battleaxe): 5, 5
Large hafted weapon (greataxe): 5, 10
Huge club (greatclub): 5, 60
Buckler: 10, 5
Small wooden shield: 5, 10
Large wooden shield: 5, 15
Small steel shield: 10, 10
Large steel shield: 10, 20
Tower shield: 5, 20


DC to Break or Burst Items
(Strength Check to...: DC)
Break down a simple door: DC 13
Break down a good door: DC 18
Break down a strong door: DC 23
Burst rope bonds: DC 23
Bend iron bars: DC 24
Break down a barred door: DC 25
Burst chain bonds: DC 26
Break down an iron door: DC 28


An Assortment of Sample Objects
(Object: Hardness, Hit Points, Break DC)
Rope (1-inch diameter): 0, 2, DC 23
Simple Wooden Door: 5, 10, DC 13
Spear: 5, 2, DC 14
Small Chest: 5, 1, DC 17
Good Wooden Door: 5, 15, DC 18
Treasure Chest: 5, 15, DC 23
Strong Wooden Door: 5, 20, DC 23
Masonry Wall (1 foot thick): 8, 90, DC 35
Hewn Stone (3 feet thick): 8, 540, DC 50
Chain: 10, 5, DC 26
Manacles: 10, 10, DC 26
Masterwork Manacles: 10, 10, DC 28
Iron Door (2 inches thick): 10, 60, DC 28


Last edited by The House of Ainsley on Fri Oct 11, 2013 4:06 pm; edited 1 time in total
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PostSubject: More Special Attacks and Maneuvers   Fri Oct 11, 2013 3:59 pm

Bull Rush


Disarm


Grapple


Overrun


Trip


Grenadelike Weapons


Delay


Ready


Refocus


(Under construction! Pardon the mess.)
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