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290
Attack, Defense, Magic, Movement, Weapons/Items Extraordinary Spell-Like Supernatural
No Action AoO Dispel No Yes No
ENCOUNTER NUMBERS DMG.49 Delay (p.160) No Spell resistance No Yes No
Encounter ----------------Number of Creatures---------------- Mixed 5-foot step (p.144) No Antimagic field No Yes Yes
Level 1 2 3 4 5-6 7-9 10-12 Pair Free Action AoO Attack of Opportunity No Yes No
1 1,2 1/2 1/3 1/4 1/6 1/8 1/8 1/2+1/3 Cast a quickened spell (p.98) or Feather Fall (p.144) No Dispel: Dispels the effects of abilities of that type?
2 2,3 1 1/2,1 1/2 1/3 1/4 1/6 1+1/2 Cease concentration on a spell (p.144) No Spell Resistance: Protects a creature from these abilities?
3 3,4 1,2 1 1/2,1 1/2 1/3 1/4 2+1 Draw ammunition (p.113,143) No Antimagic field: Suppresses the ability?
4 3-5 2 1,2 1 1/2,1 1/2 1/3 3+1 Drop an item (p.144) No Attack of Opportunity: Does using the ability provoke attacks of
5 4-6 3 2 1,2 1 1/2 1/2 4+2 Drop to the floor/prone (p.144) No opportunity the way that casting a spell does?
Prepare spell components to cast a spell (p.141) No
GRAPPLING
6 5-7 4 3 2 1,2 1 1/2 5+3
7 6-8 5 4 3 2 1 1/2 6+4 Speak (p.144) No PHB.156
8 7-9 6 5 4 3 2 1 7+5 Spellcraft check on counterspell attempt (p.160) No Starting a Grapple
9 8-10 7 6 5 4 3 2 8+6 Standard Action AoO 1. Provoke Attack of Opportunity. (If AoO deals damage, fails.)
10 9-11 8 7 6 5 4 3 9+7 Attack (melee) (1d20+BAB+STR+Size) (p.139) No 2. Grab. Make melee touch attack. (Miss, grapple fails.)
11 10-12 9 8 7 6 5 4 10+8 Attack (ranged) (1d20+BAB+DEX+size+range pen.) (p.139) Yes 3. Hold. Make opposed grapple checks.
12 11-13 10 9 8 7 6 5 11+9 Success: Now grappling, deal unarmed strike damage.
Attack (unarmed) (Medium -1d3 nonlethal damage) (p.121) Yes
13 12-14 11 10 9 8 7 6 12+10 1d3 non-lethal damage for typical medium character.
Attack defensively (-4 attack, +2 dodge AC) (p.140) No
14 13-15 12 11 10 9 8 7 13+11 Failure: grapple fails.
Activate a magic item other than a potion/oil (p.142) No
15 14-16 13 12 11 10 9 8 14+12 Tie: higher grapple check wins. If same, roll to break tie.
Aid another (Grant ally +2 attack OR AC) (p.154) Maybe 4. Maintain grapple. Move into targets space.
16 15-17 14 13 12 11 10 9 15+13 Bull rush (Push opponent back 5 feet or more) (p.154) No This move counts as a free action, not a move action.
17 16-18 15 14 13 12 11 10 16+14 Cast a typical spell (p.140) Yes Provokes AoO from non-grapple-target opponents.
18 17-19 16 15 14 13 12 11 17+15 Concentrate to maintain an active spell (p.140) No
19 18-20 17 16 15 14 13 12 18+16 Dismiss a spell (p.142) No Grappling Consequences
20 19+ 18 17 16 15 14 13 19+17 No Threatened Squares
Draw a hidden weapon (Sleight of Hand, p.81) No
No Dexterity Bonus
TREASURE PER ENCOUNTER DMG.51
Drink a potion or apply an oil (p.142)
Escape a grapple (p.156)
Yes
No
Lose Dex bonus to AC against opponents not grappling.
Encounter Treasure- Encounter Treasure- Encounter Treasure- No Movement
Feint (negate opponent's Dex bonus to AC) (p.155) No
Level Encounter Level Encounter Level Encounter See below for details.
Light a torch with a tindertwig (p.129) Yes
1 300 gp 8 3,400 gp 14 17,000 gp Lower spell resistance (p.177) No Grappling Actions
2 600 gp 9 4,500 gp 15 22,000 gp
Make a dying friend stable (See Heal, p.75) Yes Activate a Magic Item
3 900 gp 10 5,800 gp 16 28,000 gp
Move Action (replaces Standard Action) (p.138) Depends Cant require a spell completion trigger (such as a scroll.)
4 1,200 gp 11 7,500 gp 17 36,000 gp Overrun (Plow past/over opponent as you move) (p.157) No Attack Opponent with unarmed strike, natural or light weapon
5 1,600 gp 12 9,800 gp 18 47,000 gp
Read a scroll Yes Take a -4 penalty on attack.
6 2,000 gp 13 13,000 gp 19 61,000 gp Cast a Spell (Concentration = DC 20 + spell level)
Ready (triggers a later Standard Action) (p.160) No
7 2,600 gp 20 80,000 gp Must take standard action or less, have no somatic component,
Sunder a weapon (attack) (p.158) Yes
material components/focuses must be in hand.
EXPERIENCE POINTS DMG.38 Sunder an object (attack) (p.158) If worn/carried
Damage Opponent
For single monster. Bold numbers indicate standard XP for Total defense (+4 dodge AC, Can't AoO) (p.142) No Make opposed grapple check to deal non-lethal unarmed strike
encounter of character's level. Turn or rebuke undead (p.159) No damage. -4 penalty to deal lethal damage.
Lvl. CR 1 CR 2 CR 3 CR 4 CR 5 CR 6 CR 7 CR 8 CR 9 CR 10 CR 11 Use extraordinary ability (p.142) No Draw a Light Weapon
1-3 300 600 900 1350 1800 2700 3600 5400 7200 10800 - Use skill that takes 1 standard action Usually With successful grapple check, uses a move action.
4 300 600 800 1200 1600 2400 3200 4800 6400 9600 12800 Use spell-like ability (p.142) Yes Escape from Grapple
5 300 500 750 1000 1500 2250 3000 4500 6000 9000 12000 Use supernatural ability (p.142) No Win a grapple check in place of making an attack. Can use
6 300 450 600 900 1200 1800 2700 3600 5400 7200 10800 Move Action AoO Escape Artist, but requires a standard action. If multiple
7 263 350 525 700 1050 1400 2100 3150 4200 6300 8400 Move (move speed, can't 5-foot step) (p.142) Yes opponents, must beat all their individual checks. If successful,
Climb (at 1/4 speed, 1/2 speed at -5 penalty) (p.69) No move into any adjacent space.
8 200 300 400 600 800 1200 1600 2400 3600 4800 7200
Crawl (5 feet) (p.142) Yes Move
9 - 225 338 450 675 900 1350 1800 2700 4050 5400
Control a frightened mount Yes Move at speed by winning grapple check. Requires standard
10 - - 250 375 500 750 1000 1500 2000 3000 4500
Direct or redirect an active spell (p.143) No action. (+4 if opponent is pinned.)
11 - - - 275 413 550 825 1100 1650 2200 3300
Retrieve a Spell Component
12 - - - - 300 450 600 900 1200 1800 2400 Draw a weapon (can combine with regular move) (p.142) No
Takes full-round action.
13 - - - - - 325 488 650 975 1300 1950 Load a hand/light crossbow (p.115) Yes
Pin Opponent
14 - - - - - - 350 525 700 1050 1400 Open or close a door (p.143) No
Hold opponent immobile for 1 round by winning grapple check in
15 - - - - - - - 375 563 750 1125 Mount/dismount steed (free action w/ DC 20 Ride check) (p.143) No place of attack. Few options available below.
16 - - - - - - - - 400 600 800 Control a frightened mount Yes Break Anothers Pin
17 - - - - - - - - - 425 638 Move a heavy object (p.143) Yes Make grapple check in place of attack. If successful, break pin,
18 - - - - - - - - - - 450 Pick up an item (p.143) Yes however, character is still grappled.
Lvl. CR 12 CR 13 CR 14 CR 15 CR 16 CR 17 CR 18 CR 19 CR 20 Sheathe a weapon (p.142) Yes Use Opponents Weapon
5 18000 - - - - - - - -
Stand up from prone (p.143) Yes If opponent has light weapon. Make opposed grapple check in
6 14400 21600 - - - - - - -
Ready or loose a shield (can combine with regular move) (p.142) No place of attack. If win, make attack roll with weapon at -4.
7 12600 16800 25200 - - - - - - Retrieve a stored item (p.143) Yes Pinning an Opponent
8 9600 14400 19200 28800 - - - - - Full-Round Action AoO May damage, move, or use opponents weapon against him. (See above.)
9 8100 10800 16200 21600 32400 - - - - Full attack (p.143) No Can prevent opponent from speaking. Can use disarm to remove a
10 6000 9000 12000 18000 24000 36000 - - - Full attack defensively (-4 attack, +2 dodge AC) (p.143) No secured object worn by opponent. Opponent gets +4 to resist attempt.
Cast metamagic spell (spontaneous casters) (p.143) Yes May release opponent as a free action.
11 4950 6600 9900 13200 19800 26400 39600 - -
12 3600 5400 7200 10800 14400 21600 28800 43200 - Climb (at 1/2 speed, using 2 Move actions) No Cannot draw or use a weapon, retrieve spell components, escape another
13 2600 3900 5850 7800 11700 15600 23400 31200 46800 Charge (Move up to 2x speed, +2 attack, -2 AC) (p.154) No grapple, pin another character, or break another pin.
14 2100 2800 4200 6300 8400 12600 16800 25200 33600 Deliver a coup de grace (p.153) Yes Being Pinned
15 1500 2250 3000 4500 6750 9000 13500 18000 27000 Escape from a net, spell, etc. (p.119) Yes Immobile for 1 round. -4 penalty to AC against opponents other than one
16 1200 1600 2400 3200 4800 7200 9600 14400 19200 Extinguish flames No pinning you. Can try to escape on turn by making opposed grapple check,
17 850 1275 1700 2550 3400 5100 7650 10200 15300 Light a torch Yes or Escape Artist check, as above.
18 675
19 475
900 1350 1800 2700 3600 5400 8100 10800
713 950 1425 1900 2850 3800 5700 8550
Load a heavy/repeating crossbow (p.115)
Lock/unlock weapon in a locked gauntlet (p.124)
Yes
Yes
TRIP/DISARM/SUNDER PHB.158,155,158
20 - 500 750 1000 1500 2000 3000 4000 6000 Prepare to throw a splash weapon (p.158) Yes Making a Trip Attempt
Run (move up to 4x speed - straight line (3x heavy armor)) (p.144) Yes 1. Make an unarmed melee touch attack against target. (AoO)
NPC GEAR VALUE DMG.127 Use skill that takes 1 round Usually 2. Make a Strength check vs. opponents Dexterity or Strength
NPC Value of NPC Value of NPC Value of Use touch spell on up to six friends (p.141) Yes (whichever is higher.)
Level Gear Level Gear Level Gear Withdraw (move up to 2x speed) (p.143) No Failure: defender may make a trip attempt against you.
1 900 gp 8 9,400 gp 14 45,000 gp Miscellaneous AoO Making a Disarm Attempt
2 2,000 gp 9 12,000 gp 15 59,000 gp Disarm (knock weapon from opponent's hands) (p.155) Yes 1. Attack of Opportunity. (If AoO deals damage, disarm fails.)
3 2,500 gp 10 16,000 gp 16 77,000 gp Grapple (wrestle with an opponent) (p.155) Yes 2. Make opposed attack rolls with weapons.
4 3,300 gp 11 21,000 gp 17 100,000 gp Trip (trip an opponent) (p.158) Yes (2-hand weapon gets +4 bonus, light -4, non-melee -4)
5 4,300 gp 12 27,000 gp 18 130,000 gp These attacks substitute for a melee attack, not an action. Failure: defender may make a disarm attempt.
6 5,600 gp 13 35,000 gp 19 170,000 gp
7 7,200 gp 20 220,000 gp ARMOR CLASS MODIFIERS PHB.151
Making a Sunder Attempt
1. Attack of Opportunity.
Defender is... Melee Range Defender is... Melee Range 2. Make opposed attack rolls with weapons.
Behind cover +4 +4 Helpless -44 +04
(2-hand weapon gets +4 bonus, light -4, non-melee -4)
Blinded -21 -21 Kneeling or sitting -2 +2
Concealed See Squeezing through Success: roll damage against weapon or shield.
ATTACK ROLL MODIFIERS Failure: No damage done
-4 -4
PHB.151 or invisible Concealment a space
Attacker is... Melee Range Attacker is... Melee Range
Cowering
Entangled
-21
+02
-21 Pinned
+02 Prone
-44
-4
+04
+4 CHARGE/BULL RUSH PHB.154
Dazzled -1 -1 On higher ground +1 +0 Flat-footed +01 +01 Stunned -21 -21 Making a Charge Attempt
Entangled1 -2 -2 Prone3 -4 -- Grappling +01 +01,3 1. Take a full-round action to move at least 10 feet, and up to
Flanking defender +2 -- Shaken or frightened -2 -2 1 Defender loses Dex bonus to AC
Invisible2 +2 +2 Squeezing through a space -4 -4 double speed directly toward target.
1 Entangled characters take -4 Dex penalty, which may affect attack roll.
2 Entangled characters take -4 penalty to Dexterity Must have completely clear path to target.
3 Roll randomly to see which grappling combatant you strike. 2. At end of charge, make a single melee attack at +2 to attack.
2 Defender loses Dex bonus to AC.
3 Most ranged weapons can't be used prone, crossbows can be.
4 Treat defender's Dexterity as 0 (-5 Mod.) Rogues can sneak attack -2 AC until start of next turn.
helpless or pinned defenders. +2 Strength for bull rushing.
TWO WEAPON FIGHTING PHB.160
TURNING UNDEAD Making a Bull Rush Attempt
PHB.159
Primary Off Primary Off
Turning Most Powerful Undead Turning Most Powerful Undead 2. Take a standard action or charge to move into defenders space.
Circumstances Hand Hand Circumstances Hand Hand Provokes AoO. 25% chance of hitting wrong target.
Check Result Affected (Max. Hit Dice) Check Result Affected (Max. Hit Dice)
Two-weapon fighting 3. Opposed Strength checks. +2 bonus from charging.
Normal Penalties -6 -10 -4 -4 0 or lower Cleric's level-4 13-15 Cleric's level+1
feat
Off-hand weapon is
1-3 Cleric's level-3 16-18 Cleric's level+2 Success: Push defender back 5. +5 for every +5 on check.
Off-hand weapon
-4 -8 light and two-weapon -2 -2
4-6 Cleric's level-2 19-21 Cleric's level+3 Failure: Move 5 straight back.
is light 7-9 Cleric's level-1 22 or higher Cleric's level+4
fighting feat
10-12 Cleric's level
DISGUISE (CHA) PHB.72 SPELLCRAFT (INT) TRAINED PHB.82
Failure < 5 - try again. Failure 5 - something goes wrong. DC Task
BALANCE (DEX) ARMOR CP PHB.67 Disguise Modifier 13 When using read magic, identify a glyph of warding. No
1 1
Surface DC Surface DC Minor details only +5 action required
2 Different gender -2
7-12 inches wide 10 Uneven flagstone 10 15 + Identify a spell being cast. (You must see or hear the spell's
2 Different race -2
2-6 inches wide 15 Hewn stone floor 10 spell lvl verbal or somatic components.) No action required. No
2 Different age category -2
<2 inches wide 20 Sloped or angled floor 10 retry.
Surface DC Mod 1. Add modifiers listed Familiarity Viewer Spot Check Bonus 15 + Learn a spell from a spellbook or scroll (Wizard only). No
Lightly obstructed (light rubble) +2 in 2nd table. Recognizes on sight +4 spell lvl retry for that spell until you gain at least 1 rank in Spellcraft.
Severely obstructed +5 2. Only if running or Friends / associates +6 8 hours.
(natural cavern floor, dense rubble) charging. Failure by <5 Close friends +8 15 + Prepare a spell from a borrowed spellbook (wizard only).
Lightly slipper (wet floor) +2 means character can't Intimate +10 spell lvl One try per day. No extra time required.
15 + When casting detect magic, determine the school of magic
Severely slippery (ice sheet)
Sloped or angled
+5
+2
run or charge, but may
otherwise act normally.
ESCAPE ARTIST (DEX) ARMOR CP PHB.73 spell lvl involved in the aura of a single item or creature you can
Restraint Escape DC see. (If the aura is not a spell, the DC is 15+ one-half caster
BLUFF (CHA) PHB.67 Ropes Binder's Use Rope check at +10 lvl.) No action required.
Example Circumstances Modifier Net, Animate Rope, Command 20 19 When using read magic, identify a symbol. No action
The target wants to believe you -5 Plants, Control Plants, Entangle required.
The bluff is believable and doesn't affect the target much +0 Snare spell 23 20 + Identify a spell that's already in place and in effect. You must
The bluff is a little hard to believe or puts the target at some +5 Manacles or tight spaces 30 spell lvl be able to see or detect the effects of the spell. No action
risk. Masterwork manacles 35 required. No retry.
The bluff is hard to believe or puts the target at significant +10 Grappler Grappler's grapple check 20 + Identify materials created or shaped by magic, such as
spell lvl noting that an iron wall is the result of a wall of iron spell. No
risk.
The bluff is way out there, almost too incredible to consider. +20
HEAL (WIS) PHB.75 action required. No retry.
Heal DC Task 20 + Decipher a written spell (such as a scroll) without using read
CLIMB (STR) ARMOR CP PHB.69 15 First aid - stabilizes character w/ negative hp spell lvl magic. One try per day. Requires a full-round action.
To advance over any slope or wall at 1/4 speed. Failure < 5 - no Long-term care - patient recovers hp at twice 20 + After rolling a saving throw against a spell targeted on you,
15
progress, failure 5 - fall. normal rate over the course of a day. spell lvl determine what that spell was. No action required. No retry.
DC Example Surface or Activity Treat wound from caltrop, Spike Growth, or 25 Identify a potion. Requires 1 minute. No retry.
15
0 A slope too steep to walk up, or a knotted rope with a wall to Spike Stones 20 Draw a diagram to allow dimensional anchor to be cast on a
brace against. Poison's DC Treat poison (see DMG.297) magic circle spell. Requires 10 minutes. No retry.
5 A rope with a wall to brace against, or a knotted rope, or a rope Disease's DC Treat disease (see DMG.292) 30 + Understand a strange or unique magical effect, such as the
effects of a magic stream. Time required varies. No retry.
affected by the rope trick spell.
JUMP (STR) ARMOR CP PHB.77
10 A surface with ledges to hold on to and stand on, such as a very
rough wall or a ship's rigging. Long jump DC is equivalent to long jump distance in feet. Failure < 5 SPOT (WIS) PHB.83
15 Any surface with adequate handholds and footholds (natural or - DC 15 Ref save to grab far edge. -6 penalty for every 10' below Condition Penalty
artificial),such as a very rough natural rock surface or a tree, or speed 30, +4 for every 10' above speed 30. Untrained long jump Per 10 feet of distance -1
an unknotted rope, or pulling yourself up when dangling by your lands prone. All jump DCs assume 20' running start. If no running Spotter distracted -5
hands. start, double DC. Become aware of invisible creature DC 20
High Jump Jump DC Creature Size Vertical Reach
20 An uneven surface with some narrow handholds and footholds,
such as a typical wall in a dungeon or ruins. 1 foot 4 Colossal 128 feet SURVIVAL (WIS) PHB.83
25 A rough surface, such as a natural rock wall or a brick wall. 2 feet 8 Gargantuan 64 feet DC Task
25 An overhang or ceiling with handholds but no footholds. 3 feet 12 Huge 32 feet 10 Get along in the wild. Move up to 1/2 your overland speed
- A perfectly smooth, flat, vertical surface cannot be climbed 4 feet 16 Large 16 feet while hunting & foraging (no food or water supplies needed).
DC 5 feet 20 Medium 8 feet 15 Gain a +2 bonus on all Fort saves against severe weather
Example Surface or Activity 6 feet 24 Small 4 feet while moving up to 1/2 your overland speed, or gain a +4
Mod
-10 Climbing a chimney (artificial or natural or other location 7 feet 28 Tiny 2 feet bonus if stationary. You may grant the same bonus to 1 other
where you can brace against two opposite walls (reduces DC 8 feet 32 Diminutive 1 foot character for every 1 point by which your Survival check
LISTEN
result exceeds 15.
by 10). (WIS) PHB.78 15 Keep from getting lost or avoid natural hazards, such as
-5 Climbing a corner where you can brace against perpendicular
DC Sound quicksand.
walls (reduces DC by 5).
-10 A battle 15 Predict the weather up to 24 hours in advance. For every 5
+5 Surface is slippery (increases DC by 5).
0 People talking (beat DC by 10 understand speech) points by which your Survival check result exceeds 15, you
+5 Accelerated climbing (move at 1/2 speed instead of 1/4)
5 Person in medium armor walking at slow pace can predict the weather for one additional day in advance.
CONCENTRATION (CON) PHB.69 (10ft/round) trying not to make noise Varies Follow tracks (see the Track feat, PH pg 101).
10 Unarmored person walking at a slow pace
Used defensively avoids AoO. DC is 15 + spell's level.
Concentration DC
1
Distraction (15ft/round) trying not to make noise SWIM (STR) ARMOR CP PHB.84
10 + damage dealt Damaged during the action 15 1st level rogue using Move Silent to sneak past Water Swim DC Check per round to swim at 1/2 speed.
10 + half continuous Taking continuous damage during the action 15 People whispering Calm water 10 Failure<5 - no progress. Failure5 - go
damage last dealt 19 A cat stalking Rough water 15 underwater. Hold breath # rnds = Con.
Distracting Distracted by nondamaging spell 30 An owl gliding in for a kill Stormy water 20 x2 armor check/encumbrance penalties.
DC Mod Condition a TRAINED
TUMBLE (DEX)
spell's save DC
10 Vigorous motion (on a moving mount, taking a +5 Through a door ARMOR CP PHB.84
bouncy wagon ride, in a small boat in rough +15 Through a stone wall DC Task
water, below decks in a storm-tossed ship). +1 Per 10 feet of distance 15 Treat a fall as if it were 10 feet shorter than it really is when
15 Violent motion on a galloping horse, taking a +5 Listener distracted determining damage.
very rough wagon ride, in a small boat in
rapids, on the deck of a storm-tossed ship). MOVE SILENTLY (DEX) ARMOR CP PHB.79
15 Tumble at 1/2 speed as part of normal movement, provoking no
attacks of opportunity while doing so. Failure means you
15 Entangled Moves at 1/2 speed. >1/2 speed gives -5 penalty. Running gives -20. provoke attacks of opportunity normally. Check separately for
20 Extraordinarily violent motion (earthquake) Surface Check Mod each opponent you move past, in the order which you pass them
20 Grappling or pinned. (You can cast only spells Noisy (undergrowth, dense rubble) -2 (player's choice in case of a tie). Each additional enemy after the
without somatic components for which you Very noisy (dense undergrowth, snow) -5 first adds +2 to the Tumble DC.
have any required material component in
hand.)
OPEN LOCK (DEX) TRAINED PHB.79
25 Tumble at 1/2 speed through an area occupied by an enemy
(over, under, or around the opponent) as part of normal
5 Weather is a high wind carrying blinding rain or Lock DC Lock DC movement, provoking no attacks of opportunity while doing so.
sleet. Very simple 20 Good 30 Failure means you stop before entering the enemy-occupied
10 Weather is wind-driven hail, dust or debris. Average 25 Amazing 40 area and provoke an attack of opportunity from that enemy.
Distracting
spell's save DC
Weather caused by a spell, such as Storm of
Vengeance.
RIDE (DEX) PHB.80
Check separately for each opponent. Each additional enemy
after the first adds +2 to the Tumble DC.
1 if you are trying to cast, concentrate on, or direct a spell when the Task Ride DC Task Ride DC \