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Actions (PHB 8-3, 8-4)
* provokes an attack of opportunity † may provoke an AoO
Free Actions
·
Aid (PHB p135)
·
Make attack against AC 10, if you succeed, an ally who is attacking an
opponent you threaten can take either a +2 to their attack, or +2
circumstance bonus to their AC against that opponent
Drop item, drop to floor, speak, cast quickened spell, etc.
Move-Equivalent Actions
·
Climb (1/4 normal speed), sheathe weapon*, open door, pick up item*,
get stored item*, move heavy object*, stand up from prone, load
light/hand crossbow*, etc.
Attacking an Object (PHB p135, 8-11)
·
AC 5 + size modifier
·
+4 to attack roll if attacking with melee weapon
Size
Example
Modifier
·
Draw weapon, ready/loose shield can be combined with a regular move
action if your base attack is at least +1, otherwise they are move-
equivalent actions
Colossal
Broad side of barn
-8
Gigantic
Narrow side of barn
-4
Huge
Wagon
-2
Large
Big door
-1
Standard Actions (take action and standard move)
·
Small
Chair
+1
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, etc.
Tiny
Tome
+2
Diminutive
Scroll
+4
Fine
Potion in vial
+8
Strike a Weapon (PHB p136, 8-13)
·
Attacking weapon can be no more than one size smaller than target
weapon, attacker and defender make opposed attack rolls, if attacker
wins, it hits.
Weapon
Full-Round Actions (take action and 5’ step)
·
Full attack, climb (1/2 normal speed), use skill that take 1 round†, coup
de grace* (PHB p133), light torch*, change form*, refocus (no move),
escape from being entangled, load heavy/repeating crossbow*, etc.
Hardness
HP
Tiny blade
10
1
Small blade
10
2
Partial Actions
·
Medium blade
10
5
Single attack, cast spell, single move, partial run (x2 speed)
Large blade
10
10
Small metal-hafted
10
10
·
Above get 5’ step only, except single move
Medium metal-hafted
10
25
Small hafted
5
2
Fight Defensively (PHB p124)
·
Medium hafted
5
5
-4 on all attacks, +2 dodge bonus to AC for the same round
Large hafted
5
10
Huge club
5
60
Charge (PHB p124)
·
Buckler (small)
10
5
Small wooden shield (medium)
5
10
Must move at least 10’ (up to double move), all in a straight line
Small steel shield (medium)
10
10
·
+2 to attack, -2 to AC for 1 round
Large wooden shield (large)
5
15
Large steel shield (large)
10
20
Total Defense (PHB p127)
·
Tower shield (huge)
5
20
No action other than standard move, get +4 dodge to AC for 1 round
Trip (PHB p139)
·
Subdual (PHB p134)
·
Can only try to trip an opponent who is up to one size larger than you
A normal weapon can be made to deal subdual damage (or vice versa)
with a -4 penalty on the attack roll
·
Make melee touch attack
·
If attacker succeeds, make a Strength check versus opponent’s Strength
or Dexterity (whichever is higher). Each takes +/-4 for every size
difference from medium, defender gets +4 for more than 2 legs or being
extraordinarily stable
Disarm (PHB p137)
·
Defender gets AoO
·
If you win, opponent is tripped (prone), if you lose, opponent may make
Strength check against your Strength or Dexterity (higher) to trip you
·
In a melee attack, make opposed attack roll, +4 for each size difference to
larger weapon, +4 to defender if their weapon is two-handed
·
If defender loses, he is disarmed, if attacker loses, the defender may
attempt to disarm the attacker
Grapple (PHB p137)
·
Grapple check = base attack + strength mod + special size mod
·
Special size mod: Colossal +16, Gargantuan +12, Huge +8, Large +4,
Small -4, Tiny -8, Diminutive -12, Fine -16
Overrun (PHB p139)
·
During move portion of charge, you can try to move past opponent,
opponent may avoid or block
·
To start, grab an opponent (make a melee touch attack), provokes AoO
from target; if AoO does damage, you fail to grapple
·
If opponent tries to block, make a trip attack against him, if you succeed,
you can continue moving
·
If attack succeeds, attacker and opponent make opposed grapple checks
to start the grapple
·
If you fail and are tripped, you are prone in defender’s square
·
If succeeds, move into target’s space (provokes AoO from others)
·
If you fail but are not tripped, move back 5’; if that square is occupied,
you fall prone in it
·
You can join a grapple with no AoO from target and grab succeeds
automatically
·
When grappled, make opposed grapple check as an attack to do any of
following:
·
Bull Rush (PHB p136)
·
Move into defender’s square, provokes AoO, each with 25% of targeting
defender by mistake
1d3 + Str mod subdual damage (-4 to check for normal)
·
Pin target, or break the pin a target has over an ally
·
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
·
Escape
·
Can attack with light weapons when grappled
·
Escape artist check vs. grapple check to wriggle free as a standard action
and move away
·
If you succeed, push defender back 5’, and you can move with the
defender back an extra 1’ for each point of difference in the roll, but this
can provoke AoOs from others.
·
If you fail, move back 5’
Turning (PHB p139)
·
Range: 60 feet, line of sight
Concentration Checks (PHB p151)
Condition
Check DC
·
Roll 1d20 + Cha mod; table below shows highest HD you can turn
Check
Injury
10 + damage taken + level of spell being cast
Spell
10 + damage taken + level of spell being cast
Max HD
Check
Max HD
Grappling or Pinned
Can only cast spells with without somatic components,
and any material components must already be in
hand. DC is 20 + level of spell being cast
up to 0
Cleric level - 4
13-15
Cleric level + 1
1-3
Cleric level - 3
16-18
Cleric level + 2
4-6
Cleric level - 2
19-21
Cleric level + 3
Vigorous Motion
10 + level of spell being cast
7-9
Cleric level - 1
22+
Cleric level + 4
Violent Motion
15 + level of spell being cast
10-12
Cleric level
Violent Weather
Hail, dust, etc.: 10 + level of spell being cast
Blinding rain, sleet, etc.: 15 + level of spell being cast
·
Roll 2d6 + Cleric level + Cha mod, determine number of HD turned
·
Undead with 1/2 HD of cleric’s level are destroyed
Casting Defensively
15 + level of spell being cast
·
Turned undead flee for 10 rounds, if they can’t, they cower
Entangled
15
·
If cleric gets closer than 10’, turned undead will return to normal
Jump Checks (PHB p70)
Type of Jump DC Max. Distance/Height
Running, long* distance + 5 Character’s height x 6’
Standing, long 2 x distance + 4 Character’s height x 2’
Running, high* 4 x height + 2 Character’s height x 1.5’
Standing, high 8 x height - 6 Character’s height
Jump Back 8 x distance + 2 Character’s height
For characters with speed of 20’, multiply DC by 3/2, 40’ by 3/4, 15’ by 2, etc.
*must move 20’ before jumping, can’t take running jump in heavy armor
Spell Saving Throw (PHB p150)
·
DC is 10 + spell level + ability modifier
Spell Resistance (DMG p81)
·
Spellcaster makes check (1d20 + caster level) vs. SR rating
Counterspell (PHB p152)
·
Ready and action that selects a target of your counterspell
·
Identify spell, Spellcraft check DC 15 + spell’s level, as a free action
·
Cast appropriate counterspell (same spell, opposite spell, dispel magic,
etc.)
Tumble Checks (PHB p75)
DC
Task
15
Treat fall as if it were 10 feet shorter for damage calculation
Scrolls (DMG p203, see this page for mishap effects other than
damage)
·
15
Tumble up to 20’, success means no AoOs
25
Tumble up to 20’, including occupied squares, success means no AoOs
Must be same type (arcane/divine) as user can cast, must be in user’s
class spell list, user must meet minimum required attribute for casting
spells at that level
Untrained Skills (PHB 4-2)
Skill (Ability)
Armor Check
Penalty
Skill (Ability)
Armor Check
Penalty
·
If user is of level to cast spell, can cast without check
Appraise (Int)
Intimidate (Cha)
·
If not of level, make Spellcraft check, DC is scroll creator’s level + 1
Balance (Dex)
Yes
Jump (Str)
Yes
·
If failed, make Wisdom check (DC 5, 1 fails). Fail takes 1d6
damage/spell level
Bluff (Cha)
Listen (Wis)
Climb (Str)
Yes
Move Silently (Dex)
Yes
Concentration (Con)
Perform (Cha)
Craft (Int)
Ride (Dex)
Cover (PHB 8-9)
Degree of Cover
Diplomacy (Cha)
Scry (Int)
AC Bonus
Ref Save Bonus
Disguise (Cha)
Search (Int)
1/4
+2
+1
Escape Artist (Dex)
Yes
Sense Motive (Wis)
1/2
+4
+2
Forgery (Int)
Spot (Wis)
3/4
+7
+3
Gather Information (Cha)
Swim (Str)
9/10
+10
+4 (1/2 damage on fail, none on success)
Heal (Wis)
Use Rope (Dex)
Hide (Dex)
Yes
Wilderness Lore (Wis)
Concealment (PHB 8-10)
Concealment
Trained Skills with Check Penalties (PHB 4-2)
Pick Pocket (Dex) and Tumble (Dex) are both subject to armor check
penalties
Example
Miss Chance
1/4 Light fog, some darkness
10%
1/2 Dense fog (at 5’)
20%
3/4 Dense foliage
30%
9/10 Near total darkness
40%
Skill Synergies (PHB p63-76)
5 ranks in +2 bonus to
Bluff Diplomacy, Intimidate, Pick Pockets
Handle Animal Ride
Jump
total Blind, total darkness,
dense fog (at 10’)
50%, and must
guess location
Tumble
Combat Modifiers (PHB 8-8)
Circumstance
Melee
Ranged
Prof (herbalist)
Heal
Attacker flanking defender
+2
-
Sense Motive
Diplomacy
Attacker on higher ground
+1
+0
Tumble
Balance, Jump
Attacker prone
-4
*
Attacker invisible
+2†
+2†
Skill Synergies Under Special Circumstances (PHB p63-76)
5 ranks in
Defender sitting or kneeling
+2
-2
+2 bonus to
Circumstance
Defender stunned, cowering, off-balance, climbing
+2†
+2†
Defender surprised, flat-footed
+0†
+2†
Animal
Empathy
Handle Animal
Get bonus when dealing with animals,
need 9 ranks when dealing with beasts
to get bonus
Defender running
+0†
-2†
Defender (not Attacker) grappling
+0‡
+0‡
Defender pinned
+4†
-4†
Bluff
Disguise
When known that you are being
observed and trying to act in character
* Only crossbow can be used † Defender loses Dex bonus to AC
‡ roll randomly to see who is the target, they lose Dex bonus to AC
Bluff
Innuendo
Sending only
Decipher Script
Use Magic
Device
Only if related to scrolls
Range (PHB p118)
·
Sense Motive
Innuendo
Receiving or intercepting only
-2 for each range increment
Spellcraft
Use Magic
Device
Only if related to scrolls
·
5 increments maximum for thrown, 10 increments maximum for
projectile
Use Rope
Climb
When using a rope to climb
Use Rope
Escape Artist
When binding someone
v1.8, Dec 8, 2000
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email comments, suggestions, corrections to novacane@golden.net
Escape Artist
Use Rope
When escaping from rope bonds
Intuit Direction
Wilderness Lore When trying to avoid getting lost
Condition Summary
Ability Drained (DMG p72)
·
Cover (PHB 8-9)
Degree of Cover
AC Bonus
Ref Save Bonus
Str, Dex 0: unable to move; Con 0: dead; Int, Wis, Cha 0: unconscious
1/4
+2
+1
1/2
+4
+2
Blinded (DMG p83)
·
3/4
+7
+3
All targets have full concealment
9/10
+10
+4 (1/2 damage on fail, none on success)
·
Move at half speed
Concealment (PHB 8-10)
Concealment
·
Enemies get +2 when attacking, you lose any Dex bonus to your AC
Example
Miss Chance
·
Str and Dex based checks at -4
1/4 Light fog, some darkness
10%
1/2 Dense fog (at 5’)
20%
Confused (DMG p84)
·
3/4 Dense foliage
30%
Roll 1d10 each round:
1 Wander away for 1 minute
2-6 Do nothing for 1 round
7-9 Attack nearest creature for 1 round
10 Act normally for 1 round
9/10 Near total darkness
40%
total Blind, total darkness,
dense fog (at 10’)
50%, and must
guess location
Combat Modifiers (PHB 8-8)
Circumstance
·
A confused creature, if attacked, attacks their attacker next turn
Melee
Ranged
Attacker flanking defender
+2
-
Cowering (DMG p84)
·
Attacker on higher ground
+1
+0
Lose Dex bonus to AC, +2 to be hit, can take no actions
Attacker prone
-4
*
Attacker invisible
+2†
+2†
Defender sitting or kneeling
+2
-2
Dazed (DMG p84)
·
Defender stunned, cowering, off-balance, climbing
+2†
+2†
Can take no actions
Defender surprised, flat-footed
+0†
+2†
Defender running
+0†
-2†
Dying (DMG p84)
·
Defender (not Attacker) grappling
+0‡
+0‡
10% chance of stabilizing each round, otherwise lose 1 HP
Defender pinned
+4†
-4†
* Only crossbow can be used † Defender loses Dex bonus to AC
‡ roll randomly to see who is the target, they lose Dex bonus to AC
Entangled (DMG p84)
·
-2 to attack, -4 effective Dex, Concentration check DC 15 for casters
Poisons (DMG 3-16)
Source
Fear (DMG p76)
Fear effects are cumulative, adding to the total level of fear
·
Type
Initial
Damage
Secondary
Damage
Small centipede
Injury DC 11 1d2 Dex
1d2 Dex
Shaken
: -2 morale penalty on attack rolls, saves, and checks
Greenblood oil
Injury DC 13 1 Con
1d2 Con
·
Frightened
: As Shaken, but will flee (on path of their choosing) until out
of sight (or hearing) of the source. If unable to flee, will fight.
Medium-size spider
Injury DC 14 1d4 Str
1d6 Str
Bloodroot
Injury DC 12 0
1d4 Con + 1d6 Wis
Purple worm
Injury DC 24 1d6 Str
1d6 Str
·
Panicked
: As Shaken, but will flee (random path), and have 50% of
dropping items in hand. If unable to flee, will cower.
Large scorpion
Injury DC 18 1d6 Str
1d6 Str
Wyvern
Injury DC 17 2d6 Con
2d6 Con
Blue whinnis
Injury DC 14 1 Con
Unconscious
Prone (DMG p85)
·
Giant wasp
Injury DC 18 1d6 Dex
1d6 Dex
Prone creature takes -4 on melee attacks, cannot used ranged weapons,
except crossbow (which has no penalties)
Shadow essence
Injury DC 17 1 Str*
2d6 Str
Black adder
Injury DC 12 0
1d6 Str
Deathblade
Injury DC 20 1d6 Con
2d6 Con
·
Attackers get +4 (melee) or -4 (ranged) on attacks
Malyss root paste
Contact DC 16 1 Dex
2d4 Dex
·
Standing up is a move-equivalent action
Nitharit
Contact DC 13 0
3d6 Con
Dragon bile
Contact DC 26 3d6 Str
0
Staggered (DMG p85)
·
Sassone leaf residue
Contact DC 16 2d12 hp
1d6 Con
If subdual damage equals current HP, can only take partial actions
Terinav root
Contact DC 16 1d6 Dex
2d6 Dex
Carrion crawler brain
Contact DC 13 Paralysis
0
Stunned (DMG p85)
·
Black lotus extract
Contact DC 20 3d6 Con
3d6 Con
Lose Dex bonus to AC, +2 to be hit, can take no actions
Oil of taggit
Ingested DC 15 0
Unconscious
Id moss
Ingested DC 14 1d4 Int
2d6 Int
·
Drop any items in hand
Striped toadstool
Ingested DC 11 1 Wis
2d6 Wis + 1d4 Int
Aresnic
Ingested DC 13 1 Con
1d8 Con
Energy Drain (DMG p75)
·
Lich dust
Ingested DC 17 2d6 Str
1d6 Str
For each negative level:
·
Dark reaver powder
Ingested DC 18 2d6 Con
1d6 Con + 1d6 Str
-1 to all skill and ability checks
Ungol dust
Inhaled DC 15 1 Cha
1d6 Cha + 1 Cha*
Burnt othur fumes
Inhaled DC 18 1 Con*
3d6 Con
·
-1 to attacks
Insanity mist
Inhaled DC 15 1d4 Wis
2d6 Wis
·
-1 to saving throws
* Permanent
·
-1 effective level
·
Lose highest spell prepared
Diseases (DMG 3-14)
Name
·
If not removed after 24 hours, make Fort save (DC in creature
description)
Infection
DC
Incubation
Damage
Blinding sickness
Ingested
16 1d3 days
1d4 Str‡
·
If failed, lose level (XP set to midpoint between levels)
Cackle fever
Inhaled
16 1 day
1d6 Wis
Demon fever
Injury
18 1 day
1d6 Con**
·
If negative level is equal or greater than number of levels, character is
slain
Devil chills
†
Injury
14 1d4 days
1d4 Str
Filth fever
Injury
12 1d3 days
1d3 Dex, 1d3 Con
Mindfire
Inhaled
12 1 day
1d4 Int
Range (PHB p118)
·
Mummy rot
*
Contact
20 1 day
1d6 Con
-2 for each range increment
Red ache
Injury
15 1d3 days
1d6 Str
Shakes
Contact
13 1 day
1d8 Dex
·
5 increments maximum for thrown, 10 increments maximum for
projectile
Slimy doom
Contact
14 1 day
1d4 Con**
* Save does not mean recovery, must be magically healed
** Make another save, failure means 1 point of temp. damage becomes permanent
† Must make 3 saves in a row to recover
‡ Every time 2 or more points of damage is done, make another save or be blinded
Weapons
Armor
Type
Type
Damage
Critical
Range
Size/
Proficiency/
Dmg Type
Armor Bonus Max. Dex Bonus Check Penalty
Padded
+1
+8
0
Leather
+2
+6
0
Axe, orc double
1d8/1d8
x3
L/E/S
Studded leather
+3
+5
-1
Axe, throwing
1d6
x2
10’
S/M/S
Chain shirt
+4
+4
-2
Battleaxe
1d8
x3
M/M/S
Hide
+3
+4
-3
Chain, spiked*
2d4
x2
L/E/P
Scale mail
+4
+3
-4
Club
1d6
x2
10’
M/S/B
Chainmail
+5
+2
-5
Crossbow, hand
1d4
19-20/x2
30’
T/E/P
Breastplate
+5
+3
-4
Crossbow, heavy
1d10
19-20/x2
120’
M/S/P
Splint mail
+6
+0
-7
Crossbow, light
1d8
19-20/x2
80’
S/S/P
Banded mail
+6
+1
-6
Crossbow, repeating
1d8
19-20/x2
80
M/E/P
Half-plate
+7
+0
-7
Dagger
1d4
19-20/x2
10’
T/S/P
Full plate
+8
+1
-6
Dagger, punching
1d4
x3
T/S/P
Buckler
+1
-1
Dart
1d4
x2
20’
M/S/P
SW shield
+1
-1
Falchion
2d4
18-20/x2
L/M/S
SS shield
+1
-1
Flail, dire
1d8/1d8
x2
L/E/B
LW shield
+2
-2
Flail, heavy
1d10
19-20/x2
L/M/B
LS shield
+2
-2
Flail, light
1d8
x2
M/M/B
Tower shield
cover
-10
Gauntlet, spiked
1d4
x2
T/S/P
Glaive*
1d10
x3
L/M/S
Experience Point Awards (DMG 7-1)
Greataxe
1d12
x3
L/M/S
Challenge Rating
Greatclub
1d10
x2
L/M/B
Party
Level
CR
1
CR
2
CR
3
CR
4
CR
5
CR
6
CR
7
CR
8
CR
9
CR
10
Greatsword
2d6
19-20/x2
L/M/S
Guisarme*
2d4
x3
L/M/S
1-3
300 600 900 1350 1800 2700 3600 5400 7200 10800
Halberd
1d10
x3
L/M/PS
4
300 600 800 1200 1600 2400 3200 4800 6400
9600
Halfspear
1d6
x3
20’
M/S/P
5
300 500 750 1000 1500 2250 3000 4500 6000
9000
Hammer, gnome
hooked
1d6/1d4
x3/x4
M/E/BP
6
300 450 600
900 1200 1800 2700 3600 5400
7200
7
263 394 525
700 1050 1400 2100 3150 4200
6300
Hammer, light
1d4
x2
20’
S/M/B
8
200 300 450
600
800 1200 1600 2400 3600
4800
Javelin
1d6
x2
30’
M/S/P
9
225 338
506
675
900 1350 1800 2700
4050
Kama
1d6
x2
S/E/S
10
250
375
563
750 1000 1500 2000
3000
Kama, halfling
1d4
x2
T/E/S
11
275
413
619
825 1100 1650
2200
Kukri
1d4
18-20/x2
T/E/S
12
300
450
675
900 1200
1800
Lance, heavy*
1d8
x3
M/M/P
13
325
488
731
975
1300
Lance, light
1d6
x3
S/M/P
14
350
525
788
1050
Longbow
1d8
x3
100’
L/M/P
15
375
563
844
Longbow, composite
1d8
x3
110’
L/M/P
16
400
600
Longspear*
1d10
x3
L/M/P
17
425
Longsword
1d8
19-20/x2
M/M/S
Mace, heavy
1d8
x2
M/S/B
Challenge Rating
Mace, light
1d6
x2
S/S/B
Party
Level
CR
11
CR
12
CR
13
CR
14
CR
15
CR
16
CR
17
CR
18
CR
19
CR
20
Morningstar
1d8
x2
M/S/BP
Net
-
-
10’
M/E/-
4
12800
Nunchaku
1d6
x2
S/E/B
5
12000
18000
Nunchaku, halfling
1d4
x2
T/E/B
6
10800
14400
21600
Pick, heavy
1d6
x4
M/M/P
7
8400
12600
16800
25200
Quarterstaff
1d6/1d6
x2
L/S/B
8
7200
9600
14400
19200
28800
Ranseur*
2d4
x3
L/M/P
9
5400
8100
10800
16200
21600
32400
Rapier
1d6
18-20/x2
M/M/P
10
4500
6000
9000
12000
18000
24000
36000
Sap
1d6§
x2
S/M/B
11
3300
4950
6600
9900
13200
19800
26400
39600
Scimitar
1d6
18-20/x2
M/M/P
12
2400
3600
5400
7200
10800
14400
21600
28800
43200
Scythe
2d4
x4
L/M/PS
13
1950
2600
3900
5850
7800
11700
15600
23400
31200
46800
Sickle
1d6
x2
S/S/S
14
1400
2100
2800
4200
6300
8400
12600
16800
25200
33600
Shortbow
1d6
x3
60’
M/M/P
15
1125
1500
2250
3000
4500
6750
9000
13500
18000
27000
Shortbow, composite
1d6
x3
70’
M/M/P
16
900
1200
1600
2400
3200
4800
7200
9600
14400
19200
Shortspear
1d8
x3
20’
L/S/P
17
638
956
1275
1700
2550
3400
5100
7650
10200
15300
Shuriken
1
x2
30’
T/E/P
18
450
675
1013
1350
1800
2700
3600
5400
8100
10800
Siangham
1d6
x2
S/E/P
19
475
713
1069
1425
1900
2850
3800
5700
8550
Siangham, halfling
1d4
x2
T/E/P
20
500
750
1000
1500
2000
3000
4000
6000
Sling
1d4
x2
50’
S/S/B
Strike, unarmed (M)
1d3§
x2
-/S/B
Treasure Values per Encounter (DMG 7-2)
EL Treasure per
Encounter
Strike, unarmed (S)
1d2§
x2
-/S/B
EL Treasure per
Encounter
EL Treasure per
Encounter
Sword, short
1d6
19-20/x2
S/M/P
Sword, bastard
1d10
19-20/x2
M/E/S
1
300 gp
9
4500 gp
17
36000 gp
Sword, two-bladed
1d8/1d8
19-20/x2
L/E/S
2
600 gp
10
5800 gp
18
47000 gp
Trident
1d8
x2
10’
M/M/P
3
900 gp
11
7500 gp
19
61000 gp
Urgosh, dwarven
1d8/1d6
x3
L/E/SP
4
1200 gp
12
9800 gp
20
80000 gp
Waraxe, dwarven
1d10
x3
M/E/S
5
1600 gp
13
13000 gp
Warhammer
1d8
x3
M/M/B
6
2000 gp
14
17000 gp
Whip
1d2§
x2
15’
S/E/S
7
2600 gp
15
22000 gp
* Reach weapon
8
3400 gp
16
28000 gp
v1.8, Dec 8, 2000
http://home.golden.net/~novacane/DnD/index.html
email comments, suggestions, corrections to novacane@golden.net
Plik z chomika:
lord_xander
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dnd_karta_czarow.zip
(1126 KB)
3.0 Księga i Krew.pdf
(29261 KB)
Bastards_And_Bloodline_d20.pdf
(64170 KB)
Book_Of_Devils_3.5.pdf
(122 KB)
Bostwa_i_Polbogowie.pdf
(123213 KB)
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