D&D 3.5 DM Screen

September 24, 2017 | Author: Thorvaldr1 | Category: Dungeons & Dragons, Nature, Leisure
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Short Description

Custom DM screen for D&D 3.5. Includes Skills, Conditions, Combat Actions, Encounter creation, Travel/Exploration in...

Description

ACTIONS IN COMBAT

PHB.141

Attack, Defense, Magic, Movement, Weapons/Items

ENCOUNTER NUMBERS Encounter

Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

----------------Number of Creatures---------------1 2 3 4 5-6 7-9 10-12 1,2 1/2 1/3 1/4 1/6 1/8 1/8 2,3 1 1/2,1 1/2 1/3 1/4 1/6 3,4 1,2 1 1/2,1 1/2 1/3 1/4 3-5 2 1,2 1 1/2,1 1/2 1/3 4-6 3 2 1,2 1 1/2 1/2 5-7 4 3 2 1,2 1 1/2 6-8 5 4 3 2 1 1/2 7-9 6 5 4 3 2 1 8-10 7 6 5 4 3 2 9-11 8 7 6 5 4 3 10-12 9 8 7 6 5 4 11-13 10 9 8 7 6 5 12-14 11 10 9 8 7 6 13-15 12 11 10 9 8 7 14-16 13 12 11 10 9 8 15-17 14 13 12 11 10 9 16-18 15 14 13 12 11 10 17-19 16 15 14 13 12 11 18-20 17 16 15 14 13 12 19+ 18 17 16 15 14 13

TREASURE PER ENCOUNTER

DMG.49 Mixed Pair 1/2+1/3 1+1/2 2+1 3+1 4+2 5+3 6+4 7+5 8+6 9+7 10+8 11+9 12+10 13+11 14+12 15+13 16+14 17+15 18+16 19+17 DMG.51

Encounter Treasure- Encounter Treasure- Encounter TreasureLevel Encounter Level Encounter Level Encounter

1 2 3 4 5 6 7

300 gp 600 gp 900 gp 1,200 gp 1,600 gp 2,000 gp 2,600 gp

8 9 10 11 12 13

3,400 gp 4,500 gp 5,800 gp 7,500 gp 9,800 gp 13,000 gp

14 15 16 17 18 19 20

17,000 gp 22,000 gp 28,000 gp 36,000 gp 47,000 gp 61,000 gp 80,000 gp

EXPERIENCE POINTS

DMG.38 For single monster. Bold numbers indicate standard XP for encounter of character's level. Lvl. CR 1 CR 2 CR 3 CR 4 CR 5 CR 6 CR 7 CR 8 CR 9 CR 10 CR 11 1-3 300 600 900 1350 1800 2700 3600 5400 7200 10800 4 300 600 800 1200 1600 2400 3200 4800 6400 9600 12800 5 300 500 750 1000 1500 2250 3000 4500 6000 9000 12000 6 300 450 600 900 1200 1800 2700 3600 5400 7200 10800 7 263 350 525 700 1050 1400 2100 3150 4200 6300 8400 8 200 300 400 600 800 1200 1600 2400 3600 4800 7200 225 338 450 675 900 1350 1800 2700 4050 5400 9 250 375 500 750 1000 1500 2000 3000 4500 10 275 413 550 825 1100 1650 2200 3300 11 300 450 600 900 1200 1800 2400 12 325 488 650 975 1300 1950 13 350 525 700 1050 1400 14 375 563 750 1125 15 800 400 600 16 638 425 17 450 18 Lvl. CR 12 CR 13 CR 14 CR 15 CR 16 CR 17 CR 18 CR 19 CR 20 5 18000 6 14400 21600 7 12600 16800 25200 8 9600 14400 19200 28800 9 8100 10800 16200 21600 32400 10 6000 9000 12000 18000 24000 36000 11 4950 6600 9900 13200 19800 26400 39600 12 3600 5400 7200 10800 14400 21600 28800 43200 13 2600 3900 5850 7800 11700 15600 23400 31200 46800 14 2100 2800 4200 6300 8400 12600 16800 25200 33600 15 1500 2250 3000 4500 6750 9000 13500 18000 27000 16 1200 1600 2400 3200 4800 7200 9600 14400 19200 17 850 1275 1700 2550 3400 5100 7650 10200 15300 900 1350 1800 2700 3600 5400 8100 10800 18 675 713 950 1425 1900 2850 3800 5700 8550 19 475 500 750 1000 1500 2000 3000 4000 6000 20

NPC GEAR VALUE NPC Level 1 2 3 4 5 6 7

Value of Gear 900 gp 2,000 gp 2,500 gp 3,300 gp 4,300 gp 5,600 gp 7,200 gp

NPC Level 8 9 10 11 12 13

Value of Gear 9,400 gp 12,000 gp 16,000 gp 21,000 gp 27,000 gp 35,000 gp

NPC Level 14 15 16 17 18 19 20

ATTACK ROLL MODIFIERS

DMG.127 Value of Gear 45,000 gp 59,000 gp 77,000 gp 100,000 gp 130,000 gp 170,000 gp 220,000 gp

PHB.151

Attacker is... Melee Range Attacker is... Melee Range Dazzled -1 -1 On higher ground +1 +0 Entangled1 -2 -2 Prone3 -4 -Flanking defender +2 -- Shaken or frightened -2 -2 Invisible2 +2 +2 Squeezing through a space -4 -4 1 Entangled characters take -4 Dex penalty, which may affect attack roll. 2 Defender loses Dex bonus to AC. 3 Most ranged weapons can't be used prone, crossbows can be.

TWO WEAPON FIGHTING Circumstances Normal Penalties Off-hand weapon is light

PHB.160

Primary Off Primary Off Hand Hand Circumstances Hand Hand Two-weapon fighting -6 -10 -4 -4 feat Off-hand weapon is -4 -8 light and two-weapon -2 -2 fighting feat

No Action AoO Delay (p.160) No 5-foot step (p.144) No Free Action AoO Cast a quickened spell (p.98) or Feather Fall (p.144) No Cease concentration on a spell (p.144) No Draw ammunition (p.113,143) No Drop an item (p.144) No Drop to the floor/prone (p.144) No Prepare spell components to cast a spell (p.141) No Speak (p.144) No Spellcraft check on counterspell attempt (p.160) No Standard Action AoO Attack (melee) (1d20+BAB+STR+Size) (p.139) No Attack (ranged) (1d20+BAB+DEX+size+range pen.) (p.139) Yes Attack (unarmed) (Medium -1d3 nonlethal damage) (p.121) Yes Attack defensively (-4 attack, +2 dodge AC) (p.140) No Activate a magic item other than a potion/oil (p.142) No Aid another (Grant ally +2 attack OR AC) (p.154) Maybe Bull rush (Push opponent back 5 feet or more) (p.154) No Cast a typical spell (p.140) Yes Concentrate to maintain an active spell (p.140) No Dismiss a spell (p.142) No Draw a hidden weapon (Sleight of Hand, p.81) No Drink a potion or apply an oil (p.142) Yes Escape a grapple (p.156) No Feint (negate opponent's Dex bonus to AC) (p.155) No Light a torch with a tindertwig (p.129) Yes Lower spell resistance (p.177) No Make a dying friend stable (See Heal, p.75) Yes Move Action (replaces Standard Action) (p.138) Depends Overrun (Plow past/over opponent as you move) (p.157) No Read a scroll Yes Ready (triggers a later Standard Action) (p.160) No Sunder a weapon (attack) (p.158) Yes Sunder an object (attack) (p.158) If worn/carried Total defense (+4 dodge AC, Can't AoO) (p.142) No Turn or rebuke undead (p.159) No Use extraordinary ability (p.142) No Use skill that takes 1 standard action Usually Use spell-like ability (p.142) Yes Use supernatural ability (p.142) No Move Action AoO Move (move speed, can't 5-foot step) (p.142) Yes Climb (at 1/4 speed, 1/2 speed at -5 penalty) (p.69) No Crawl (5 feet) (p.142) Yes Control a frightened mount Yes Direct or redirect an active spell (p.143) No Draw a weapon (can combine with regular move) (p.142) No Load a hand/light crossbow (p.115) Yes Open or close a door (p.143) No Mount/dismount steed (free action w/ DC 20 Ride check) (p.143) No Control a frightened mount Yes Move a heavy object (p.143) Yes Pick up an item (p.143) Yes Sheathe a weapon (p.142) Yes Stand up from prone (p.143) Yes Ready or loose a shield (can combine with regular move) (p.142) No Retrieve a stored item (p.143) Yes Full-Round Action AoO Full attack (p.143) No Full attack defensively (-4 attack, +2 dodge AC) (p.143) No Cast metamagic spell (spontaneous casters) (p.143) Yes Climb (at 1/2 speed, using 2 Move actions) No Charge (Move up to 2x speed, +2 attack, -2 AC) (p.154) No Deliver a coup de grace (p.153) Yes Escape from a net, spell, etc. (p.119) Yes Extinguish flames No Light a torch Yes Load a heavy/repeating crossbow (p.115) Yes Lock/unlock weapon in a locked gauntlet (p.124) Yes Prepare to throw a splash weapon (p.158) Yes Run (move up to 4x speed - straight line (3x heavy armor)) (p.144) Yes Use skill that takes 1 round Usually Use touch spell on up to six friends (p.141) Yes Withdraw (move up to 2x speed) (p.143) No Miscellaneous AoO Disarm (knock weapon from opponent's hands) (p.155) Yes Grapple (wrestle with an opponent) (p.155) Yes Trip (trip an opponent) (p.158) Yes These attacks substitute for a melee attack, not an action.

ARMOR CLASS MODIFIERS

PHB.151

Defender is... Melee Range Defender is... Melee Range Behind cover +4 +4 Helpless -44 +04 Blinded -21 -21 Kneeling or sitting -2 +2 Concealed See Squeezing through -4 -4 or invisible Concealment a space Cowering -21 -21 Pinned -44 +04 Entangled +02 +02 Prone -4 +4 Flat-footed +01 +01 Stunned -21 -21 Grappling +01 +01,3 1 Defender loses Dex bonus to AC 2 Entangled characters take -4 penalty to Dexterity 3 Roll randomly to see which grappling combatant you strike. 4 Treat defender's Dexterity as 0 (-5 Mod.) Rogues can sneak attack helpless or pinned defenders.

TURNING UNDEAD

PHB.159

Turning Most Powerful Undead Turning Most Powerful Undead Check Result Affected (Max. Hit Dice) Check Result Affected (Max. Hit Dice)

0 or lower 1-3 4-6 7-9 10-12

Cleric's level-4 Cleric's level-3 Cleric's level-2 Cleric's level-1 Cleric's level

13-15 16-18 19-21 22 or higher

Cleric's level+1 Cleric's level+2 Cleric's level+3 Cleric's level+4

SPECIAL ABILITY TYPES

PHB.290 Extraordinary Spell-Like Supernatural Dispel No Yes No Spell resistance No Yes No Antimagic field No Yes Yes Attack of Opportunity No Yes No Dispel: Dispels the effects of abilities of that type? Spell Resistance: Protects a creature from these abilities? Antimagic field: Suppresses the ability? Attack of Opportunity: Does using the ability provoke attacks of opportunity the way that casting a spell does?

GRAPPLING

PHB.156

Starting a Grapple 1. 2. 3.

4.

Provoke Attack of Opportunity. (If AoO deals damage, fails.) Grab. Make melee touch attack. (Miss, grapple fails.) Hold. Make opposed grapple checks.  Success: Now grappling, deal unarmed strike damage.  1d3 non-lethal damage for typical medium character.  Failure: grapple fails.  Tie: higher grapple check wins. If same, roll to break tie. Maintain grapple. Move into target’s space.  This move counts as a free action, not a move action.  Provokes AoO from non-grapple-target opponents.

Grappling Consequences   

No Threatened Squares No Dexterity Bonus  Lose Dex bonus to AC against opponents not grappling. No Movement  See below for details.

Grappling Actions      

    

Activate a Magic Item  Can’t require a spell completion trigger (such as a scroll.) Attack Opponent with unarmed strike, natural or light weapon  Take a -4 penalty on attack. Cast a Spell (Concentration = DC 20 + spell level)  Must take standard action or less, have no somatic component, material components/focuses must be in hand. Damage Opponent  Make opposed grapple check to deal non-lethal unarmed strike damage. -4 penalty to deal lethal damage. Draw a Light Weapon  With successful grapple check, uses a move action. Escape from Grapple  Win a grapple check in place of making an attack. Can use Escape Artist, but requires a standard action. If multiple opponents, must beat all their individual checks. If successful, move into any adjacent space. Move  Move at ½ speed by winning grapple check. Requires standard action. (+4 if opponent is pinned.) Retrieve a Spell Component  Takes full-round action. Pin Opponent  Hold opponent immobile for 1 round by winning grapple check in place of attack. Few options available below. Break Another’s Pin  Make grapple check in place of attack. If successful, break pin, however, character is still grappled. Use Opponent’s Weapon  If opponent has light weapon. Make opposed grapple check in place of attack. If win, make attack roll with weapon at -4.

Pinning an Opponent May damage, move, or use opponent’s weapon against him. (See above.) Can prevent opponent from speaking. Can use disarm to remove a secured object worn by opponent. Opponent gets +4 to resist attempt. May release opponent as a free action. Cannot draw or use a weapon, retrieve spell components, escape another grapple, pin another character, or break another pin.

Being Pinned Immobile for 1 round. -4 penalty to AC against opponents other than one pinning you. Can try to escape on turn by making opposed grapple check, or Escape Artist check, as above.

TRIP/DISARM/SUNDER PHB.158,155,158 Making a Trip Attempt 1. Make an unarmed melee touch attack against target. (AoO) 2. Make a Strength check vs. opponent’s Dexterity or Strength (whichever is higher.)  Failure: defender may make a trip attempt against you. Making a Disarm Attempt 1. Attack of Opportunity. (If AoO deals damage, disarm fails.) 2. Make opposed attack rolls with weapons.  (2-hand weapon gets +4 bonus, light -4, non-melee -4)  Failure: defender may make a disarm attempt. Making a Sunder Attempt 1. Attack of Opportunity. 2. Make opposed attack rolls with weapons.  (2-hand weapon gets +4 bonus, light -4, non-melee -4)  Success: roll damage against weapon or shield.  Failure: No damage done CHARGE/BULL RUSH PHB.154 Making a Charge Attempt 1. Take a full-round action to move at least 10 feet, and up to double speed directly toward target.  Must have completely clear path to target. 2. At end of charge, make a single melee attack at +2 to attack.  -2 AC until start of next turn.  +2 Strength for bull rushing. Making a Bull Rush Attempt 2. Take a standard action or charge to move into defender’s space.  Provokes AoO. 25% chance of hitting wrong target. 3. Opposed Strength checks. +2 bonus from charging.  Success: Push defender back 5’. +5’ for every +5 on check.  Failure: Move 5’ straight back.

DISGUISE BALANCE

(DEX) ARMOR CP PHB.67 Surface DC1 Surface DC1 7-12 inches wide 10 Uneven flagstone 102 2-6 inches wide 15 Hewn stone floor 102
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