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If you really must...
Acid | Thrown (ranged touch, 10' incr) for 1d6 dmg with splash. |
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Alchemial Fire | Thrown (ranged touch, 10' incr) for 1d6 dmg with splash. On following round of direct hit, take 1d6 again (if have not put out flames, which is full action to get Reflex DC15 (+2 if rolling on ground) |
Holy Water | Thrown (ranged touch, 10' incr) for 2d4 dmg vs undead and evil outsiders, with splash. Against incorporeal, ranged touch w/in 5' to douse. |
See Equipment for more.
See Adventuring for more.
The following is an incomplete list (only those commonly encountered), some of which have been modified from d20.
For the remainder, see SRD DM Screen.
Clobbered | You may only take a standard action next turn (and then are no longer clobbered). See Combat: Damage. |
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Dazzled | The creature is unable to see well because of overstimulation of the eyes: all attacks and visual skill checks (like Spot and Search) have a 10% miss chance. |
Dying | A dying character is unconscious and near death. See Combat: Dying. |
Energy Drained | As per normal Energy Drained rule, except: -HD rather than -5 hp. |
d20house : DM Screen http://snarkdreams.com/personal/d20house/ |
[d20house] |
Last Edited: 29 Mar 2010 ©2009 by Z. Tomaszewski |