Beruflich Dokumente
Kultur Dokumente
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V^
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(DMG 120)
Elite
200 250 300
Solo 1 Level 21 5001
(PH 222)
Level
I
I
1
i I B
2
lift
TOO 150
175
;!:< 125
1 i
1 1 | }'
H i
!>'
31 38 44 50 (>t 75
8H
100
1,750
2,0001 2,500 3,0001 3,500 4,0001 5,000 6,000 7,000 8,000 10,000 12,000 14,000
125
ISO 175 200 250 300 350
11 1
id
22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40
4,150 5,100
6,050 7,000 9,000 11,000 1 3,000 15,000 1 9,000 23,000 27,000 31,000 39,000 47,000 55,000 63,000 79,000 95,000 111,000
800 1,038
Solo 1 Food Meal, commoniiiijt 16,000 20,750 25,500 30,250 35,000 45,000 55,000 65,000 75,000 95,000 1 1 5,000 135,000 155,000! 195,000 Meal, feast Drink Ale, pitcher Wine, bottle Inn stay (per day) Typical room Luxury room H MR gBi
;
-^*^'
14,000 18,000 22,000 26,000 30,000 38,000 46,000 54,000 62,000 78,000
mmm
i BBimmamB
2gp
LIGHT SOURCES
^1 Source Candle Torch in wall sconce Lantern Campfire Sunrod Radius Brightness
(DMG 66)
Duration 1 hour 1 hour 8 hours/pint 8 hours 1 4 hours'! I H ongoing! *'MM*^ , i SB? ongoing |i ongoing ongoing |) ongoing ongoing!
12 ,m, 700
I is IB 1,200
^,
8 1 1
1 1 1 1 1
1,400
2,000 2,400 2,800
94,000 235,000! 110,000 275,000 126,000 315,000! 158,000 395,000 190,000 475,000; 222,000 555,000
2 5 10 10
dim
bright bright bright bright
18 ! ! ; 19 9BI 20 IjBI
dim
bright bright bright bright
^MBMKi
*To calculate ihe large! XP loi .mentounu >r of the PCs' level or to calculate the appropriate quest XP for a party of the PCs' level, multiply the Standard Monster value by the number of PCs in the party. For minor quests, the XP award is equal to the Standard Monster reward.
20
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DAMAGE BY LEVEL
Normal Damage Expressions Level 1st-3rd 4th-6th 7th-9th I0th-12th 13th-15th 16th-18th 19th-21st 22nd-24th 25th-27th 28th-30th Limited Damage Expressions Low Medium High
(PMC 42)
Medium High
CHARACTER ADVANCEMENT
^Total XP Level Total XP
(PH 29)
Level
1d10 + 3 1d10 + 4 2d6 + 5 2d6 + 5 2d8 + 6 2d8 + 7 3d6 + 8 3d6 + 8 3d8 + 9 3d8 + 10
2d6 + 3 2d8 + 4
2d8 + Siiijiiillji
3d6 + 3 3d6 + 4
3d8 +5 3d8 + 5
2d10 + 3 3d8 + 4
3dlO + 5
JMiiMiii
B
HP
3d10 + 6 3d10 +6
4ds + 7
JjjJlHi
4d8 + 8
0 1,000 2,250 3,750 5,500 7,500 10,000 1 3,000 16,500 20,500 26,000 32,000
47,000
69,000 83,000 99,000 1 1 9,000 143,000 175,000 210,000 255,000 310,000 375,000 450,000 550,000 675,000 825,000 1,000,000
; i\t
22nd
7tH!
8th 9th 10th
2 (id
24lhl
;MI,
Bi
2(.thi
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DUNGEONS & DRAGONS and its logo are trademarks of Wizards of the Coast, Inc., in the U.SA and other countries. 2008 Wizards of the Coast, Inc. 66021 830740001 EN Screen illustrated by Francis Tsai
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ACTIONS IN COMBAT
Standard Actions Administer a potion Aid another Basic attack Bull rush Charge Coup de gra Grab Ready an act! Second wind lol.il defense Description Help an unconscious creature consume a potion Improve an ally's attack roll, defense, skill check, or ability check Make a basic attack into the vacated space Move and then make a melee basic attack or a bull rush Make a critical hit against a helpless enemy Grab an enemy Ready an action to perform when a specified trigger occurs Spend a healing surge and gain a +2 bonus to defenses (once per encounter) Gain a +2 bonus to all your defenses until the start of your next turn . ' VJ& Push a target 1 square and shift
(PH 286)
Page f | Opportunity Actions Description Make a melee basic attack against an enemy that provokes an opportunity attack
Opportunity attack
290
Free Actions Drop held items End a grab Spend an action point Talk
Description Drop any items you currently hold Let go of an enemy Spend an action point to take an extra action (once per encounter) Speak a few sentences
267
No Action Delay
Description Put off your turn until later in the initiative order
288
Combat Advantage You gain combat advantage when a defender is ... f Balancing (page 180) Blinded (page 277) Climbing (page 182) Dazed (page 277) Flanked by the attacker (page 285) Helpless (page 277) Prone (melee attacks only) (page 277) Restrained (page 277) 44> 44444Running (page 291) Squeezing (page 292) Stunned (page 277) Surprised (page 277) 4-
(PH 279)
Description While prone, move up to half your speed Escape a grab and shift Move up to your speed +2; grant combat advantage and take a -5 penalty to attacks until next turn Stand up from prone Move 1 square without provoking opportunity attacks Reduce your space by 1, move up to half your speed, and grant combat advantage Move up to your speed
44I 4444-
Kim
St.uul up Shift
' .|ll./!
Unable to see the attacker (page 281) Unaware of you (page 188) Unconscious (page 277)
fli
W.ilk
292
ATTACK MODIFIERS
Circumstance Combat advantage against target Attacker is prone Attacker is restrained Target has cover
(PH 279)
Modifier
Minor Actions
I >i.iw or sheathe a weapon Dilnk a potion I n.id .1 crossbow i >|n-n 01 dost- a door I'll I, up .in item Ki-.iily in slow a shield Hi ii !<< 01 '.low ,111 item
Description You can draw or sheathe a weapon Consume a potion Drop down so that you are lying on the ground Load a crossbow so that you can fire it Open or close a door or container that isn't locked or stuck Pick up an object in your space or an unoccupied space Use a shield or put it away Retrieve or stow an item on your person
267
Target has superior cover H B H H H H H H I Target has concealment (melee and ranged only) Target has total concealment (melee and ranged only) Long range (weapon attacks only) Charge attack (melee only) ...!'
291
(PH 262)
Break DC 16 20 25 29 38 23 28 33 26 30 34 19 26 32 26 35 43
(PH 280)
Cover (-2 Penalty to Attack Rolls): The target is around ,i corner or protected by terrain. For example, the target might be in the same square as a small tree, obscured by a small pillar or a large piece of furniture, or behind a low wall. Superior Cover (-5 Penalty to Attack Rolls): The target is protected by a significant terrain advantage, such as when fighting from behind a window, a portcullis, a grate, or an arrow slit. Area Attacks and Close Attacks: When you make an area attack or a close attack, a target has cover if there is an obstruction between the origin square and the target, not between you and the target. Reach: If a creature that has reach attacks through terrain that would grant cover if the target were in it, the target has cover. For example, even if you're not in the same square as a small pillar, it gives you cover from the attack <>l an ogre on the other side of the pillar. Creatures and Cover: When you make a ranged attack against an enemy and other enemies are in the way, your target has cover. Your allies never grant cover to your enemies, and neither allies nor enemies give cover against melee, close, or area attacks. Determining Cover: To determine if a target has cover, choose a corner of a square you occupy (or a corner of your attack's origin square) and trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle or an enemy, the target has cover. (A line isn't blocked if it runs along the edge of an obstacle's or an enemy's square.) If three or four of those lines are blocked but you have line of effect, the target has superior cover.
Smash wooden chest Smash iron box Smash adamantine box Break through wooden wall (6 in. thick) Break through masonry wall (1 ft. thick) Break through hewn stone wall (3 ft. thick)
TARGET DCS
Level 1st-3rd 4th-6th 7th-9th 10th-12th 13th-15th 16th-18th 19th-21st 22nd-24th 25th-27th 28th-30th Easy DC 10 13 15 17 Moderate DC 15 17
(DMG 42)
Hard DC 20 21
19 21 22 24 26 27 28 29
23 25 26 28 30 31 32 33
18 20 22 23 24 25
Identify a conjuration or summoning effect Arcana DC 1 5 + spell level Identify magical effect already in place Arcana DC 20 + spell level Detect magic in an area Arcana DC 20 + spell level Heal Heal DC 10 Let a character use a healing surge Stabilize a dying character Heal DC 15 Help a dying character recover Heal DC 15; Let a character make a saving throw Heal DC 15
Listen :HMMHMMMHHHHHMH
Battle Normal conversation Whispers Through a door Through a wall Far away
Perception DC 0
:;
Skill checks: Increase DCs by 5. Attacks with weapons or against AC: Increase DCs by 2.
;; if:^M':":
Perception DC 5'
Perception DC 15 Concealment (PH281) Concealment (-2 Penalty to Attack Rolls): The target is in a lightly obscured square or in a heavily obscured square but adjacent to you. Total Concealment (-5 Penalty to Attack Rolls): You can't see the target. The target is invisible, in a totally obscured square, or in a heavily obscured square and not adjacent to you. Melee Attacks and Ranged Attacks Only: Attack penal ties from concealment apply only to the targets of melee or ranged attacks.
ff^-ffS^iS
\ Perception DC +5
Perception DC+10
(DMG 44)
Deadly 40ft. 70ft. 110ft. 140ft. 170ft. 200ft.
Rolling Attacks and Checks 4f Attacks: 1d20 + one-half level + ability modifier (+ proficiency bonus, if a weapon attack) + other modifiers Checks: 1d20 + one-half level + ability modifier (+5 if a trained skill) + other modifiers
Conditions
(PH 277)
BLINDED
4 * Yc>u grant combat advantage. You can't see any target (your targets luve total concealment). You take a -10 penalty to Perception i hecks. You can't flank an enemy.
DYING
4- You're unconscious. 4 You're at 0 or negative hit points. 41 You make a death saving throw every round.
PRONE
4 4You grant combat advantage to enemies making melee attacks against you. You get a +2 bonus to all defenses against ranged attacks from nonadjacent enemies. You're lying on the ground. (If you're flying, you safely descend a distance equal to your fly speed. If you don't reach the ground, you fall.) You take a - 2 penalty to attack rolls.
STUNNED
4 4 4 You grant combat advantage. You can't take actions. You can't flank an enemy.
SURPRISED
4 4 4 You grant combat advantage. You can't take actions, other than free actions. You can't flank an enemy.
HELPLESS
V 4 You grant combat advantage. V4- You can be the target of a coup de grace. Note: Usually you're helpless because you're unconscious.
i >A/I:D
* You grant combat advantage. You can take either a standard action, a IIIOVP action, or a minor action on your nun (you can also take free actions). You . iin'l take immediate actions or opportunity actions. You i an'l flank an enemy.
: 4
UNCONSCIOUS
: 4 |4 4 i; 4 4You're helpless. You take a -5 penalty to all defenses. You can't take actions. You fall prone, if possible. You can't flank an enemy.
IMMOBILIZED
4 You can't move from your space, although you can teleport and can be forced to move by a pull, a push, or a slide.
RESTRAINED
4 ,;. 4 4 :4 You grant combat advantage. You're immobilized. You can't be forced to move by a pull, a push, or a slide. You take a -2 penalty to attack rolls.
DEAIENED
f * You i .in') hear anything. You i.ike,i I 0 penalty to Perception . ht>i l-s.
MARKED
'4You take a -2 penalty to attack rolls if your attack doesn't include the creature that marked you.
WEAKENED
4 Your attacks deal half damage. Ongoing damage you deal is not affe< ted.
SLOWED
4 Your speed becomes 2. This speed applies to all your movement modes, but it does not apply to teleportation or to a pull, a push, or a slide. You can't increase your speed above 2, and your speed doesn't increase if it was lower than 2. If you're slowed while moving, stop moving if you have already moved 2 or more squares.
DOMINATED
* You'ie dazed. Hit- dominating creature chooses your .11 lion I he only powers it can make you uw .lie .it-wlll powers.
PETRIFIED
44 4 4 4 You have been turned to stone. You can't take actions. You gain resist 20 to all damage. You are unaware of your surroundings. You don't age.
(PH295)
lii HU Points: When you are dying and receive healing, you go to 0 MI | mini-, .n. I ihcn regain hit points from the healing effect. If a healing id i I n'i|iilu". ynii to spend a healing surge but you have none left, your Ill Ini i ilnc'.n'l i hange, but you regain hit points after an extended rest if lie h.is sl.ibili/ed you using the Heal skill. n. 11.HU ( .HIM ions: As soon as you have a current hit point total that's i ih,in 0. you bee omc conscious and are no longer dying. (You are still i . .hi yiui i.ikc .in ,u lion to stand up.)
Dying: When your hit points drop to 0 or fewer, you fall unconscious and are dying. Any addition.il d.im.ij.e you take continues to reduce your current hit point total until your character dies. Death Saving Throw: When you are dying, you need to make a saving throw at the end of you i linn e,n Ii round. The result of your saving throw determines how close you are to death. Lower than 10: You slip one step closer to death. If you get this result three times beloie you i.ike ,i irsl, you die. 10-19: No change. 20 or higher: Spend a healing surge. When you do so, you are considered to have 0 hit point1,, .mil ihen your healing surge restores hit points as normal. You are no longer dying, and you ,ne < OHM loir. Inn '.llll prone. If you roll 20 or higher but have no healing surges lelt, your < ondlllon doesn't < li,ni);r Death: When you take damage ih.il leduces your (intent hit points to yoni bloodied v.ilnr ex|iiev.ei| ,is ,i neg.ilive niiiiiliei. youi < h.n.ic lei dies
THE
ACT1ON
MOVING
his DUNGEONS & DRAGON'S* Roleplaying Game accessory provides the Dungeon Master with a collection of tables and lists useful during game play. By reducing the page-flipping necessary during the game, this screen speeds plav and keeps the action on track. The heavy cardstock, four-panel Dungeon Master's Screen also keeps players from seeing what's coming up in the adventure-use it to hide vour encounters, maps, miniatures, and even dice rolls from prying eyes!
For use with these 4th Edition DUNGEONS & DRAGONS * core products:
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