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MELEE STR 3.

5 D&D G
BAB L
MOD 1 O
MOD 2 C
MOD 3 K
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WEAPON 9
TOTAL M
+ M
SPELL 1
SPELL 2 C
R
I
AC 1: WEAPON 1: HIT POINTS B
AC 2: S
WEAPON 2 H
E
E
T
3.5 D&D
Table: Actions in Combat Ability Modifiers Turn or Rebuke Undead
Standard Action AoO (1)
Score Mod * Range: 60ft—Line of Effect
Attack (melee) No 1 -5
Attack (ranged) Yes * Roll 1d20 + cha mod; table below shows highest HD you can turn.
2-3 -4
Attack (unarmed) Yes 4-5 -3
Activate a magic item other than a potion or oil No Check Max HD
6-7 -2 Up to 0 Cleric Level –4
Aid another Maybe (2) Warhorse, Light. (Large Animal)
8-9 -1 1-3 Cleric Level –3
Bull rush Yes Hit Dice: 3d8+9 (22 hp)
Cast a spell (1 standard action casting time) Yes 10-11 0 4-6 Cleric Level –2
12-13 +1 Initiative: +1
Concentrate to maintain an active spell No 7-9 Cleric Level –1 Speed: 60 ft. (12 squares)
Dismiss a spell No 14-15 +2 10-12 Cleric Level 0
16-17 +3 Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Draw a hidden weapon (see Sleight of Hand skill) No 13-15 Cleric Level +1
18-19 +4 Base Attack/Grapple: +2/+9
Drink a potion or apply an oil Yes 16-18 Cleric Level +2
20-21 +5 Attack: Hoof +4 melee (1d4+3)
Escape a grapple No
19-21 Cleric Level +3 Full Attack: 2 hooves +4 melee (1d4+3) and bite -1 melee (1d3+1)
Feint No 22-23 +6 22+ Cleric Level +4 Face/Reach: 10 ft./5 ft.
Light a torch with a tinder twig Yes 24-25 +7
Lower spell resistance No * Roll 2d6+ Cleric Level+ Cha Mod, Gives number of HD turned/rebuked Special Attacks: -
26-27 +8 * Undead with 1/2 HD of clerics level are destroyed/commanded
Make a dying friend stable (see Heal skill) Yes 28-29 +9 Special Qualities: Low-light vision, scent
Overrun No * Turned undead flee for 10 rounds, if they can’t they cower Saves: Fort +6, Ref +4, Will +2
30-31 +10 * Rebuked undead cower in awe for 10 rounds.
Read a scroll Yes
32-33 +11 Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Ready (triggers a standard action) No * If cleric gets closer than 10’, the turned undead will return to normal. Skills: Listen +4, Spot +4
34-35 +12 * Commanded undead may be ordered as a standard action.
Sunder a weapon (attack) Yes Feats: Endurance, Run
Sunder an object (attack) Maybe (3) 36-37 +13
38-39 +14 Challenge Rating: 1
Total defense No
Turn or rebuke undead No 40-41 +15
Use extraordinary ability No 42-43 +16
Warhorse, Heavy. (Large Animal)
Use skill that takes 1 action Usually 44-45 +17
Hit Dice: 4d8+12 (30 hp)
Use spell-like ability Yes 46-47 +18
Initiative: +1
Use supernatural ability No 48-49 +19
Move Action AoO (1)
Speed: 50 ft. (10 squares)
50-51 +20
Move Yes Armor Class: 14 (-1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
52-53 +21
Control a frightened mount Yes Base Attack/Grapple: +3/+11
54-55 +22
Direct or redirect an active spell No Attack: Hoof +6 melee (1d6+4)
56-57 +23
Draw a weapon4 No Full Attack: 2 hooves +6 melee (1d6+4) and bite +1 melee (1d4+2)
Load a hand crossbow or light crossbow Yes Face/Reach: 10 ft./5 ft.
Open or close a door No Weapon Size And Damage Special Attacks: -
Mount a horse or dismount No 3 x Smaller 2 x Smaller 1 x Smaller Original 1 x Larger 2 x Larger 3 x Larger 4 x Larger Special Qualities: Low-light vision, scent
Move a heavy object Yes —- — 1 1d2 1d3 1d4 1d6 1d8 Saves: Fort +7, Ref +5, Will +2
Pick up an item Yes —- 1 1d2 1d3 1d4 1d6 1d8 2d6 Abilities: Str 18, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Sheathe a weapon Yes 1 1d2 1d3 1d4 1d6 1d8 2d6 3d6 Skills: Listen +5, Spot +4
Stand up from prone Yes 1d2 1d3 1d4 1d6 1d8 2d6 3d6 4d6 Feats: Endurance, Run
Ready or loose a shield4 No 1d3 1d4 1d6 1d8 2d6 2d8 4d6 6d6 Challenge Rating: 2
Retrieve a stored item Yes
1d4 1d6 1d8 1d10 2d8 3d8 4d8 6d8
Full-Round Action AoO (1)
Full attack No 1d6 1d8 1d10 1d12 3d6 4d6 6d6 8d6
Charge (5) No 1d3 1d4 1d6 2d4 2d6 3d6 4d6 6d6 Character Wealth, Stats, Feats & EXP By Level.
Deliver coup de grace Yes 1d6 1d8 1d10 2d6 3d6 4d6 6d6 8d6
Level EXP GP Stat Feat APs APD
Escape from a net Yes 1d8 1d10 2d6 2d8 3d8 4d8 6d8 8d8
1st 0 —- —- 1st 5 1d6
Extinguish flames No 1d10 2d6 2d8 2d10 4d8 6d8 8d8 12d8
2nd 1,000 900 6
Light a torch Yes
3rd 3,000 2,700 2nd
Load a heavy or repeating crossbow Yes
Lock/unlock locked gauntlet Yes 1 Regardless of the action, if you move out of a threatened square, you usually provoke an attack of oppor- 4th 6,000 5,400 1st 7
Prepare to throw splash weapon Yes tunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity. 5th 10,000 9,000
Run Yes 6th 15,000 13,000 3rd 8
Use skill that takes 1 round Usually 2 If you aid someone performing an action that would normally provoke an attack of opportunity, then the 7th 21,000 19,000
Use touch spell on up to six friends Yes act of aiding another provokes an attack of opportunity as well. 8th 28,000 27,000 2nd 9 2d6
Withdraw (5 ) No 9th 36,000 36,000 4th
Free Action AoO (1) 3 If the object is being held, carried, or worn by a creature, yes. If not, no. 10th 45,000 49,000 10
Cast a quickened spell No 11th 55,000 66,000
Cease concentration on a spell No 4 If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular 12th 66,000 88,000 3rd 5th 11
Drop an item No move. If you have the Two- Weapon Fighting feat, you can draw two light or one-handed weapons in the 13th 78,000 110,000
Drop to the floor No time it would normally take you to draw one. 14th 91,000 150,000 12
Prepare spell components (6) No
15th 105,000 200,000 6th 3d6
Speak No
5 May be taken as a standard action if you are limited to taking only a single action in a round. 16th 120,000 260,000 4th 13
No Action AoO (1)
Delay No 17th 136,000 340,000
5-foot step No 6 Unless the component is an extremely large or awkward item. 18th 153,000 440,000 7th 14
Action Type Varies 19th 171,000 580,000
Disarm7 Yes 7 These attack forms substitute for a melee attack, not an action. As melee attacks, they can be used once in 20th 190,000 760,000 5th 15
Grapple7 Yes an attack or charge action, one or more times in a full attack action, or even as an attack of opportunity.
Trip an opponent (7) Yes APs = Action Points. (Refer Eberron Setting)
Use feat (8) Varies 8 The description of a feat defines its effect. APD—Action Point Dice. (Refer Eberron Setting)

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