Dd 3.5 dm screen pdf




















No retry. Learn a spell from a spellbook or scroll Wizard only. No retry for that spell until you gain at least 1 rank in Spellcraft. Prepare a spell from a borrowed spellbook wizard only. One try per day. No extra time required. When casting detect magic, determine the school of magic involved in the aura of a single item or creature you can see. When using read magic, identify a symbol. Identify a spell that's already in place and in effect.

You must be able to see or detect the effects of the spell. Identify materials created or shaped by magic, such as noting that an iron wall is the result of a wall of iron spell. Decipher a written spell such as a scroll without using read magic.

Requires a full-round action. After rolling a saving throw against a spell targeted on you, determine what that spell was. Identify a potion. Requires 1 minute. Draw a diagram to allow dimensional anchor to be cast on a magic circle spell. Requires 10 minutes. Understand a strange or unique magical effect, such as the effects of a magic stream. Time required varies. You can cast only spells without somatic components for which you have any required material component in hand. You may grant the same bonus to 1 other character for every 1 point by which your Survival check result exceeds For every 5 points by which your Survival check result exceeds 15, you can predict the weather for one additional day in advance.

Varies Follow tracks see the Track feat, PH pg Running gives Surface Check Mod Noisy undergrowth, dense rubble -2 Very noisy dense undergrowth, snow Task Ransack a chest full of junk to find certain item Notice a typical secret door or a simple trap Find a difficult nonmagical trap rogue only Find a magic trap rogue only Notice a well-hidden secret door.

Failure5 - go underwater. Failure means you provoke attacks of opportunity normally. Check separately for each opponent you move past, in the order which you pass them player's choice in case of a tie. Failure means you stop before entering the enemy-occupied area and provoke an attack of opportunity from that enemy.

Check separately for each opponent. Surface is Device Time DC1 Example Simple 1 round 10 Jam a lock Tricky 1d4 rounds 15 Sabotage a wagon wheel Difficult 2d4 rounds 20 Disarm a trap, reset a trap Wicked 2d4 rounds 25 Disarm a complex trap, cleverly sabotage a clockwork device 1 If character leaves behind no trace of tampering, add 5 to DC. A disabled character may take a single move action or standard action each round but not both, nor can she take full-round actions.

She moves at half speed. Taking move actions doesnt risk further injury, but performing any standard action or any other action the game master deems strenuous, including some free actions such as casting a quickened spell deals 1 point of damage after the completion of the act. Unless the action increased the disabled characters hit points, she i s now in negative hit points and dying.

A disabled character with negative hit points recovers hit points naturally if she is being helped. Once an unaided character starts recovering hit points naturally, she is no longer in danger of losing hit points even if her current hit points are negative.

Incorporeal Having no physical body. Incorporeal creatures are immune to all nonmagical attack forms. The character has temporarily lost 1 or more ability score points.

Lost points return at a rate of 1 per day unless noted otherwise by the condition dealing the damage. A character with Strength 0 falls to the ground and is helpless.

A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious. Ability damage is different from penalties to ability scores, which go away when the conditions causing them go away. Invisible Visually undetectable. Knocked Down Depending on their size, creatures can be knocked down by winds of high velocity.

Creatures on the ground are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6 10 feet. Ability Drained The character has permanently lost 1 or more ability score points. The character can regain drained points only through magical means.

Nauseated Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

Energy Drained The character gains one or more negative levels, which might permanently drain the characters levels. If the subject has at least as many negative levels as Hit Dice, he dies.

Each negative level gives a creature the following penalties: -1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and -1 to effective level for determining the power, duration, DC, and other details of spells or special abilities.

In addition, a spellcaster loses one spell or spell slot from the highest spell level castable. Blinded The character cannot see. He takes a -2 penalty to Armor Class, loses his Dexterity bonus to AC if any , moves at half speed, and takes a -4 penalty on Search checks and on most Strength- and Dexterity-based skill checks.

All checks and activities that rely on vision such as reading and Spot checks automatically fail. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. Panicked A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It cant take any other actions. In addition, the creature takes a -2 penalty on all saving throws, skill checks, and ability checks.

If cornered, a panicked creature cowers. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape. Panicked is a more extreme state of fear than shaken or frightened. Entangled The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force.

An entangled creature moves at half speed, cannot run or charge, and takes a -2 penalty on all attack rolls and a -4 penalty to Dexterity.

Blown Away Depending on its size, a creature can be blown away by winds of high velocity. A creature on the ground that is blown away is knocked down and rolls 1d4 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering.

Paralyzed A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions.

A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer cant swim and may drown. A creature can move through a space occupied by a paralyzed creatureally or not.

Each square occupied by a paralyzed creature, however, counts as 2 squares. Exhausted An exhausted character moves at half speed and takes a -6 penalty to Strength and Dexterity.

After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue.

Checked Prevented from achieving forward motion by an applied force, such as wind. Checked creatures on the ground merely stop. Checked flying creatures move back a distance specified in the description of the effect. Fascinated A fascinated creature is entranced by a supernatural or spell effect.

The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a -4 penalty on skill checks made as reactions, such as Listen and Spot checks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect.

A fascinated creatures ally may shake it free of the spell as a standard action. Petrified A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed.

A confused character who cant carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking either because of its most recent action or because it has just been attacked.

Prone The character is on the ground. An attacker who is prone has a -4 penalty on melee attack rolls and cannot use a ranged weapon except for a crossbow. Standing up is a move-equivalent action that provokes an attack of opportunity. Fatigued A fatigued character can neither run nor charge and takes a -2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest, fatigued characters are no longer fatigued.

Cowering The character is frozen in fear and can take no actions. A cowering character takes a -2 penalty to Armor Class and loses her Dexterity bonus if any. Flat-Footed A character who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation. A flat-footed character loses his Dexterity bonus to AC if any and cannot make attacks of opportunity.

Shaken A shaken character takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state of fear than frightened or panicked. Dazed The creature is unable to act normally. Rogues zip file with NPCs. Sorcerers zip file with NPCs. Wizards zip file with NPCs. Multiclassed zip file with NPCs. DM and Player Stuff. Random names list. Deluxe Character sheets by Class 3. Forgotten Realms Character Sheet 3.

Pathfinder "type in" Character Sheet pdf. Cleric Spell Sheet. Wizard Spell Sheet. Bard Spell Sheet. Druid Spell Sheet. Paladin Spell Sheet.

Ranger Spell Sheet. All Spells Sheet. All Spells Sheet Core Rulebook. Critical hit Table. Fumble table. Arcane Spell Fumble table. Divine Spell Fumble. Quick reference - Damage. I've been looking for a good DM screen.

Pre-mades are usually laid out poorly, lack info. Can't check this one out till after work, but I have high hopes. Note, can view file without scribd account. Last edited by Mootsmcboots; at PM.

That's not a spiked chain; that's some Klingon bullcrap! Who the hell drew that?! How are you supposed to use that without stabbing yourself?! Originally Posted by killem2. If I played in person, I would definitely use it. If you need a hosting site that supports versioning, dropbox actually isn't bad. You can give out the link to just one file or folder. Uploading a newer version of a file will both allow people to download the newest, and maintains older copies if you need them.

No account necessary for others to download. Edit: If you need a better material to put it on, I recommend chipboard, with paper pasted on. You can get chipboard in large sheets -- 30x40" or bigger--, and if you cut it halfway through on one side, it easily bends. Plus it comes in many different thicknesses. Originally Posted by Palanan.



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