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EXPERIENCE POINT REWARDS DCS TO CLIMB OR BREAK THROUGH WALLS EXAMPLE LIGHT SOURCES

Monster Standard Wall Climb DC Break DC Source Radius Brightness Duration


Level Monster Minion Elite Solo Masonry wall (1 ft. thick) 20 35 Candle 2 dim 1 hour
1 100 25 200 500 Hewn stone wall (3 ft. thick) 20 43 Torch in wall 5 bright 1 hour
2 125 31 250 625 Natural stone wall (3 ft. thick) 10 43 Lantern 10 bright 8 hours/pint
3 150 38 300 750 Wooden wall (6 in. thick) 30 26 Campfire 10 bright 8 hours
4 175 44 350 875 Sunrod 20 bright 4 hours
5 200 50 400 1,000 DCS TO BREAK DOWN DOORS Phosphorescent 10 dim ongoing
6 250 63 500 1,250 Strength Check to DC Level fungi
7 300 75 600 1,500 Break down wooden door 16 3 Sacrificial brazier 10 bright 8 hours
8 350 88 700 1,750 Break down barred door 20 9 Fireplace/oven 5 bright 8 hours/load
9 400 100 800 2,000 Break down stone or iron door 25 18 of fuel
10 500 125 1,000 2,500 Break down adamantine door 29 29 Forge 2 bright 8 hours/load
11 600 150 1,200 3,000 Break through force portal 38 – of fuel
12 700 175 1,400 3,500 Magma 40 bright ongoing
13 800 200 1,600 4,000 DCS TO OPEN PORTCULLISES Tiny fire creature 2 bright ongoing
14 1,000 250 2,000 5,000 Strength Check to DC Level Small fire creature 5 bright ongoing
15 1,200 300 2,400 6,000 Force open wooden portcullis 23 15 Medium fire creature 10 bright ongoing
16 1,400 350 2,800 7,000 Force open iron portcullis 28 26 Large fire creature 20 bright ongoing
17 1,600 400 3,200 8,000 Force open adamantine portcullis 33 30+ Huge or Gargantuan 40 bright ongoing
18 2,000 500 4,000 10,000 fire creature
19 2,400 600 4,800 12,000 OBJECT PROPERTIES
20 2,800 700 5,600 14,000 Object AC/ Base LISTENING THROUGH A DOOR
21 3,200 800 6,400 16,000 Size Reflex Fort HP Example Perception DC* Sounds the PCs hear
22 4,150 1,038 8,300 20,750 Tiny 10 5 5 Bottle, book Monster’s Stealth Monsters moving around quietly
23 5,100 1,275 10,200 25,500 Small 8 8 10 Chest, manacles check +5
24 6,050 1,513 12,100 30,250 Medium 5 10 23 Door, statue 5 Battle in progress, or agitated or
25 7,000 1,750 14,000 35,000 Large 4 12 40 Wagon, vault door dramatic conversation**
26 9,000 2,250 18,000 45,000 Huge 3 15 100 Big statue 15 Normal conversation or ritual
27 11,000 2,750 22,000 55,000 Gargantuan 2 20 200 Even bigger statue casting**
28 13,000 3,250 26,000 65,000 15 Doors opening or closing (or similar
29 15,000 3,750 30,000 75,000 Material or Composition Hit Point Multiplier sounds)
30 19,000 4,750 38,000 95,000 Very fragile × 0.25 25 Quiet conversations, whispers
31 23,000 5,750 46,000 115,000 Fragile/intricate × 0.5 35 Battle preparations (drawing weapons
32 27,000 6,750 54,000 135,000 Reinforced × 1.5 and so on)
33 31,000 7,750 62,000 155,000 Paper or cloth × 0.1 *Add +2 DC, if they are more than 10 squares away
34 39,000 9,750 78,000 195,000 Glass or ice × 0.25 **If succeed by 5 or more, can understand words.
35 47,000 11,750 94,000 235,000 Leather or hide × 0.5
36 55,000 13,750 110,000 275,000 Wood None MONSTER KNOWLEDGE
37 63,000 15,750 126,000 315,000 Stone ×2 DC Information Known
38 79,000 19,750 158,000 395,000 Iron or steel ×3 15 Name, Type, Keyword
39 95,000 23,750 190,000 475,000 Adamantine ×5 20 Powers
40 111,000 27,750 222,000 555,000 25 Resistances, Vulnerabilities
+5 Paragon Tier Creature
Target Encounter XP Total: +10 Epic Tier Creature
Encounter Level × No. of PCs × XP for Standard Skills and Creatures Covered
Monster of Encounter Level Arcana ( Elemental, Fey, Shadow),Dungeoneering: (Aberrant)
Nature: (Natural), Religion (Immortal, Undead)
DIFFICULTY CLASS AND DAMAGE BY LEVEL
Difficulty Class (DC) Values Normal Damage Expressions Limited Damage Expressions
Level Easy Moderate Hard Low Medium High Low Medium High
1st – 3rd 05 10 15 1d6+3 1d10+3 2d6+3 3d6+3 2d10+3 3d8+3
4th – 6th 07 12 17 1d6+4 1d10+4 2d8+4 3d6+4 3d8+4 3d10+4
7th – 9th 08 14 19 1d8+5 2d6+5 2d8+5 3d8+5 3d10+5 4d8+5
10th – 12th 10 16 21 1d8+5 2d6+5 3d6+5 3d8+5 4d8+5 4d10+5
13th – 15th 11 18 23 1d10+6 2d8+6 3d6+6 3d10+6 4d8+6 4d10+6
16th – 18th 13 20 25 1d10+7 2d8+7 3d8+7 3d10+6 4d10+7 4d12+7
19th – 21st 14 22 27 2d6+7 3d6+8 3d8+7 4d8+7 4d10+7 4d12+7
22nd – 24th 16 24 29 2d6+8 3d6+8 4d6+8 4d8+8 4d12+8 5d10+8
25th – 27th 17 26 31 2d8+9 3d8+9 4d6+9 4d19+9 5d10+9 5d12+9
28th – 30th 19 28 33 2d8+10 3d8+10 4d8+10 4d10+9 5d10+9 5d12+9

BASE OVERLAND SPEED ENVIRONMENTAL DANGERS ATTACK MODIFIERS


Speed Per Day Per Hour Per Minute Condition Endurance DC Circumstance Modifier
4 20 miles 2 miles 200 ft. Severe weather 20 Combat advantage against target +2
5 25 miles 2 ½ miles 250 ft. High altitude 21 Attacker is prone -2
6 30 miles 3 miles 300 ft. Extreme altitude 26 Attacker is restrained -2
7 35 miles 3 ½ miles 350 ft. Cold 22 Target has cover -2
8 40 miles 4 miles 400 ft. Frigid cold 26 Target has superior cover -5
Heat 22 Target has concealment (melee and ranged only) -2
Stifling heat 26 Target has total concealment (melee and ranged -5
MOUNTS AND VEHICLES Pervasive smoke or ash 26 only)
Mount/Vehicle Speed Per Day Per Hour Pervasive necromantic energy 31 Long range (weapon attacks only) -2
Riding horse 10 50 miles 5 miles Charge attack (melee only) +1
Warhorse 8 40 miles 4 miles One Endurance check per 8 hours, each failure means Attacker run during his turn -5
Cart or wagon 5 25 miles 2 ½ miles loss of a healing surge. Healing surges lost this way are not
Rowboat 3 15 miles 1 ½ miles regained as long as the environmental danger continues. The following situations grant combat advantage:
Downstream 4–6 20 – 30 miles 2 – 3 miles Without healing surges: Takes damage equal the level.  Balancing
Sailing ship 7 84 miles 3 ½ miles During extended rest: +2 to Endurance.  Blinded
 Climbing
STARVATION, THIRST, AND SUFFOCATION  Dazed
TERRAIN AND MOVEMENT After a period without food (3 weeks), water (3 days), or air  Flanked by the attacker
Distance (3 minutes), an Endurance check must be made, a success  Helpless
Multiplier Terrain extends the period by another day (hunger or thirst) or round  Prone (melee attacks only)
×½ Mostly difficult terrain: dense forests, (air). The DC is 20 and increases each time by +5  Restrained
mountains, deep swamps, rubble-choked (regardless of success or failure).  Running
ruins  Squeezing
×¾ Extensive difficult terrain: forests, hills, After each failure, a healing surge is lost. If no healing  Stunned
swamps, crumbing ruins, natural caves, surges remain, take damage equal the level.  Surprised
cities No healing surges lost this way are regained, until the  Unable to see the attacker
×1 Very little difficult terrain: open fields, condition ends.  Unaware of the attacker
plains, roads, clear dungeon corridors  Unconscious
During strenuous situations, like combat or similar
encounters, holding the breath is harder: A check must be
made at the end of every turn.
COMPLEXITIES OF SKILL CHALLENGES
Complexity Successes Failures CONDITIONS
1 4 3 Blinded Petrified
2 6 3  Grant combat advantage  Has been turned to stone.
3 8 3  Can’t see any target (your targets have total  Can’t take actions.
4 10 3 concealment  Gains resist 20 to all damage.
5 12 3  Takes a -10 penalty to Perception checks  Is unaware of surroundings.
 Can’t flank an enemy  Doesn’t age.
GRABBING
Grab: Standard Action Dazed Prone
 Target: Creature within one size category in melee  Grant combat advantage  Grants combat advantage against melee attacks.
range (not weapon range).  Can take either a standard action, a move action, or  +2 to all defences against ranged non-adjacent
 Strength Attack: Strength vs. Reflex, need at least a minor action on your turn. Can’t take immediate attacks.
one free hand. On hit: Enemy is immobilized until it actions or opportunity actions.  Lies on the ground (if flying, safely descends a
escapes or grab is ended.  Can’t flank an enemy distance equal the fly speed. If that doesn’t reach
 Sustaining a Grab: Sustaining a grab is a minor the ground, the remainder of the distance is a fall).
action, ending one a free action. Deafened  Takes a -2 penalty to attack rolls.
 Effects that end a Grab: Conditions that prevent  Can’t hear anything.  Can drop prone as a minor action
opportunity attacks end grabs (dazed, stunned,  Takes a -10 penalty to Perception checks.
surprised, or unconscious). A move from the Restrained
grabbed creature, bringing it out of melee range, Dominated  Grants combat advantage.
also ends the grab.  Is dazed.  Is immobilized
 The dominating creature chooses the action. The  Can’t be forced to move by a pull, push or slide.
only powers it can make the victim use are at-will  Takes a -2 penalty to attack rolls.
Moving a Grabbed Target: Standard Action powers.
 Strength Attack: Strength vs. Fortitude. On Slowed
hit: Move up to half speed and grabbed target is Dying  Speed becomes 2. This applies to all movement
moved with the grabber.  Is unconscious. modes but doesn’t apply to teleportation, push, pull,
 Opportunity Attacks: No opportunity attacks  Is at 0 or negative hit points. or slide. Cannot increase the speed above 2 in any
from each other, grabbed victim also provokes  Makes a death saving throws every round. way. If slowed during a movement, movement stops
no opportunity attacks from this movement immediately if it was higher than 2 squares already.
Helpless
 Grant combat advantage. Stunned
Escaping a Grab: Move Action  Can be the target of a coup de grace.  Grants combat advantage.
 Acrobatics or Athletics: Either Acrobatics vs.  Note: Usually you’re helpless because you’re  Cannot take actions except free actions.
Reflex or Athletics vs. Fortitude against grabber. unconscious.  Cannot flank an enemy.
 Check: Resolve the check. Success: End the grab
and a shift as part of the move action. Failure: Grab Immobilized Unconscious
continues.  Can’t move from your space, although can teleport  Is helpless
and can be forced to move by a pull, a push, or a  Takes a -5 penalty to all defenses.
slide.  Cannot take actions.
 Falls prone, if possible.
Marked  Cannot flank an enemy.
 Takes a -2 penalty to attack rolls for any attack that
doesn’t target the marking creature. Weakened
 Attacks deal half damage. Ongoing damage is not
affected.
Standard Actions Skill Checks
Action Description Skill Level of Difficulty DC
Administer a Potion Help an unconscious creature consume a potion Easy (Common Knowledge) 15
Aid Another Improve an ally’s attack roll, defense, skill check or ability check Moderate (Expert Knowldege) 20
Basic Attack Make a basic attack Hard (Master Knowledge) 25
Bull Rush Push a target 1 square and shift into the vacated space
Charge Move and then make a melee basic attack or a bull rush Skill Ability Description (T=Trained)
Coup de grace make a critical hit against a helpless enemy Acrobatics Dex Acrobatic Stunts, Balance, Escape Grabs, Escape
Equip or stow a shield use a shield or put it away Restraint, Reduce Falling Damage (T)
Grab Grab an enemy Arcana Int Arcan Knowledge, Monster Knowledge, Detect Magic (T)
Ready an action Ready an action to perform when a specified trigger occurs Athletics Str Climb, Escape Grabs, Jump, Swim
Second wind Spend a healing surge and gain a bonus to defenses (1x per encounter) Bluff Cha Bluff, Gain Combat Advantage (Fein Death), Create
Diversion to Hide
Diplomacy Cha
Move Actions Dungeoneering Wis Dungeoneering Knowledge, Forage, Monster Knowledge
Action Description Endurance Con Stave off Ill Effects, Push Physical Limits, Hold Breath,
Crawl While prone, move up to half your speed Hold Back Hunger & Thirst, Tread Water for Extended
Escape Escape a grab and shift Periods of Time
Run Move up to your speed +2, grant combat advantage until next turn Heal Wis First Aid, Treat Disease
Stand up Stand up from prone History Int
Shift Move 1 square without provoking opportunity attacks Insight Wis Discern Intent, Decipher Body Language, Counter Bluffs
Squeeze Reduce your space by 1, move up to half your speed and grant combat advantage
Walk Move up to your speed Sense Motives, Attitudes 10+ MOB Lvl
Sense Outside Influence 25+ effct lvl
Minor Actions Recognize Illusion 15+ effct lvl
Action Description Intimidate Cha
Draw or sheathe a weapon You can draw or sheathe a weapon Nature Wis Forage, Handle Animal, Nature Knowledge, Monster
Drink a potion Consume a potion Knowledge
Drop Prone Drop down so that you are lying on the ground Perception Wis Notice Clues, Detect Secret Doors/Traps, Find/Follow
Load a Crossbow Load a crossbow so that you can fire it Tracks
Open or close a door Open/close a door or container that isn’t locked or stuck
Pick up an item Pick up an object in your space or in an unoccupied square within reach Listen DC
Retrieve or stow an Item Retrieve or stow an item on your person Battle 0
Normal Conversation 10
Immediate Actions Whispers 20
Action Description Through a door +5
Readied action Take your readied action when its trigger occurs Through a wall +10
More than 10 sq away +2
Opportunity Actions
Action Description Spot or Search DC
Opportunity Attack Make a melee basic attack against an enemy that provokes an opportunity attack. Barely hidden 10
Well hidden 25
Free Actions More than 10sq away +2
Action Description
Drop held items Drop any items you currently hold Religion Int Religion Knowledge, Monster Knowledge
End a grab Let go of an enemy Stealth Dex
Spend action point Spend action point to take extra action (once per encounter, not in surprise round) Streetwise Cha Find Details About Towns, Important People & Places,
Talk Speak a few sentences Where Not To Go
Thievery Dex Disable Trap, Open Lock, Pick Pocket, Sleight of Hand
ANATOMY OF A COMBAT TURN: 3. End of your turn Combat Advantage
1. Start your turn
3.1. Make saving throws for some ongoing effects. Roll All opponents with Combat Advantage against you gain
1.1. Ongoing Damage and Regeneration 1d20 (10 or higher breaks it, 9 or lower, it continues). +2 bonus to their attack if they have line of sight.

1.2. End some effects, as specified 3.2. End other effects, as specified.  Granted to flankers when combatant is flanked.
 Granted when stunned or blind and other
2. Actions (in any order) OTHER ELEMENTS: effects.
Action Points  Granted to adjacent attackers when prone.

2.1. Standard Action: Basic Attack, or Use a Standard


Critical Hits
Action Power or Charge (move at least 2 and up to Most often spent to take an extra action during your
your move and attack at +1, no other actions afterwards) turn.
A rolled 20 on an attack roll automatically hits. The
2.2. Second Wind (spend healing surge and regain hp, get  You start with one per day. After an an extended maximum damage only comes into play if the
+2 to all defenses until start of next turn). Usable only once rest (which can only be done once per day), you modified result is sufficient to hit the opponent's
per encounter. reset back to one. AC.
 More can be gained through adventuring and
2.3. Substitute a Move or Minor Action acts of heroism. Dying
 Can only be used once per encounter.
2.4. Somewhat complicated tasks (like administering a When your current hit points drop to half your
potion to a fellow character, making a heal check, etc.) Opportunity Actions maximum, you are bloodied. This affects some powers.
When your current hit points drop to 0 or lower, you fall
2.5. Move Action unconscious and are dying.
 Attack triggered when opponent leaves a
square adjacent to you (Note that that means  Make a saving throw each round. 3 failed
 Walk (move up to your speed) reach no longer grants it).
 Shift (1 square w/o provoking an Opportunity saves (not necessarily in a row) result in
 Attack triggered when adjacent enemy makes death. A fellow PC can stabilize you so you don't
Attack - can't move into difficult terrain)
a Ranged or Area attack (Unlike spells and such have to make any more saving throws.
 Run (Your speed +2, grant Combat Advantage)
designated as Close).  If your hit points reach a negative number equal
 Some skill checks (acrobatics, stealth, etc) cost
 Can only use basic attack, not a power. to half your maximum (through sustained
some or all of your movement.
 Substitute a Minor Action  Can only take one Opportunity Action on each damage), you die
combatant's turn.
2.6. Minor Action  Interrupts (i.e. happens before, but does not
necessarily negate) the action that triggered it.
Drawing a weapon, closing a door, opening a chest, drinking
a potion, use a minor action power, etc. Immediate Actions
Occur on other combatant's turns.
2.7. Free Actions (As many as you like, within reason)

Talking, dropping stuff, etc.  Interrupts and Reactions, as defined by specific


powers.
Can be performed during other combatant's turns as well  You can only take one Immediate Action
between your turns.
CONCEALMENT RULES
Concealment
The target is in a lightly obscured square or adjacent,
heavily obscured square. THE START OF YOUR TURN ACTIONS ON YOUR TURN END OF YOUR TURN
Ongoing Damage: If your Your Actions: You get the following 3 Saving Throws: You now make
Total Concealment
suffering ongoing damage, actions on your turn: Standard Action, a saving throw against any effect
You can’t see the target. The target is invisible, in a
totally obscured square, or in a heavily obscured you take the damage now. Move Action, Minor Action. on you that a save can end.
square and not adjacent to you. Regeneration: If you have Free Actions: You can take any number Check Actions Spent: Some

Concealment Effects regeneration, you regain hit of free actions on your turn. powers and effects can be

Concealment applies only to melee and ranged points now. sustained for multiple turns.
attacks Other Effects: Deal with any Any Order: You can take your actions in Check that you spent the action
Obscured Terrain
other effects that occur at the any order you wish, and you can skip any required to sustain a power or an
Lightly Obscured: dim light, fog, smoke, heavy snow, or
rain. start of your turn. of them. effect during your turn. If you
Effects: didn’t spend the action, the power
 Concealment: If five or more squares between you and
target = total concealment. or effect ends now.
 Vision: -5 perception to se or spot checks End Effects: Some effects Substitute Actions: You can take a End Effects: Some effects end

Heavily Obscured: Squares of heavy fog or heavy smoke. end automatically at the start move action or a minor action instead of automatically at the end of your
Effects: of your turn. a standard action, and you can take a turn.
 Adjacent targets have concealment.
 Can’t see targets not adjacent minor action instead of a move action.
 Can see one square away with -5 perception checks No Actions: You can’t take Extra Action: You can take an extra No Actions: You can’t take any

Totally Obscured: darkness, blindness any actions at the start of action by spending an action point. actions at the end of your turn.
your turn.
FALL SEVERITY BY CHARACTER LEVEL
Other Combatants’s Actions: Other
Level Painful Perilous Deadly
1st – 5th 20 ft. 30 ft. 40 ft. combatants can take free actions on your
6th – 10th 30 ft. 50 ft, 70 ft.
turn, and you might take actions that
11th – 15th 40 ft. 70 ft. 110 ft.
16th – 20th 60 ft. 90 ft. 140 ft. trigger immediate actions or opportunity
21st – 25th 80 ft. 110 ft. 170 ft.
actions from other combatants.
26th -30th 90 ft. 130 ft. 200 ft.
Falling Damage: 1d10 damage per 10 ft. of falling.

1. Land prone unless take no damage


2. Catching Self: ST vs being forced over precipace / into
pit (succeed fall prone on edge)
3. Stand up = standard action, no OA

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