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The weapon scores a threat on a natural roll of 18, 19, or 20 instead of just 20 and deals double damage on a critical hit. Any attack at less than this distance is not penalized for range.

However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments. This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons. Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing.

Some monsters may be resistant or immune to attacks from certain types of weapons. Some weapons deal damage of multiple types.

If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon.

In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon. Weapons found on Table: Weapons that have special options for the wielder 'you' are described below.

Splash weapons are described under Special Substances and Items. Arrows come in a leather quiver that holds 20 arrows. An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can use this weapon to make a ranged trip attack against an opponent. Bolts come in a wooden case that holds 10 bolts or 5, for a repeating crossbow.

Bullets come in a leather pouch that holds 10 bullets. A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe.

You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped. You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity.

You can shoot, but not load, a hand crossbow with one hand at no penalty. You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.

You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls. You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing.

You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls. You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. The repeating crossbow whether heavy or light holds 5 crossbow bolts.

As long as it holds bolts, you can reload it by pulling the reloading lever a free action. Loading a new case of 5 bolts is a full-round action that provokes attacks of opportunity. You can fire a repeating crossbow with one hand or fire a repeating crossbow in each hand in the same manner as you would a normal crossbow of the same size.

However, you must fire the weapon with two hands in order to use the reloading lever, and you must use two hands to load a new case of bolts. A dire flail is a double weapon. You can also use this weapon to make trip attacks. If you are tripped during your own trip attempt, you can drop the dire flail to avoid being tripped.

If you are tripped during your own trip attempt, you can drop the flail to avoid being tripped. This metal glove lets you deal lethal damage rather than nonlethal damage with unarmed strikes.

A strike with a gauntlet is otherwise considered an unarmed attack. The cost and weight given are for a single gauntlet. Medium and heavy armors except breastplate come with gauntlets.

Your opponent cannot use a disarm action to disarm you of spiked gauntlets. An attack with a spiked gauntlet is considered an armed attack. A glaive has reach. A guisarme has reach. You can also use it to make trip attacks. If you are tripped during your own trip attempt, you can drop the guisarme to avoid being tripped. If you use a ready action to set a halberd against a charge, you deal double damage on a successful hit against a charging character.

You can use a halberd to make trip attacks. If you are tripped during your own trip attempt, you can drop the halberd to avoid being tripped. A gnome hooked hammer is a double weapon.

You can use either head as the primary weapon. The other head is the offhand weapon. You can use a gnome hooked hammer to make trip attacks. If you are tripped during your own trip attempt, you can drop the gnome hooked hammer to avoid being tripped. Since it is not designed for melee, you are treated as nonproficient with it and take a -4 penalty on attack rolls if you use a javelin as a melee weapon.

The kama is a special monk weapon. This designation gives a monk wielding a kama special options. You can use a kama to make trip attacks. If you are tripped during your own trip attempt, you can drop the kama to avoid being tripped. A lance deals double damage when used from the back of a charging mount. Dungeons and dragons master guide 5th edition ravenloft dungeon master guide used dungeon master guide 5e guide to dungeon mastering ad d 2e dungeon master guide dungeon master guide 2 dnd 3.

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Light crossbows, slings, heavy crossbows, shortbows, composite shortbows, longbows, composite longbows, hand crossbows, and repeating crossbows are projectile weapons. Most projectile weapons require two hands to use see specific weapon descriptions. If the character has a penalty for low Strength, apply it to damage rolls when he or she uses a bow or a sling. Projectile weapons use ammunition: arrows for bows , bolts for crossbows , or sling bullets for slings.

When using a bow, a character can draw ammunition as a free action; crossbows and slings require an action for reloading. Although they are thrown weapons, shuriken are treated as ammunition for the purposes of drawing them, crafting masterwork or otherwise special versions of them see Masterwork Weapons , and what happens to them after they are thrown. This designation is a measure of how much effort it takes to wield a weapon in combat. A light weapon is used in one hand.

A one-handed weapon can be used in either the primary hand or the off hand. Two hands are required to use a two-handed melee weapon effectively. Every weapon has a size category.

This designation indicates the size of the creature for which the weapon was designed. In general, a light weapon is an object two size categories smaller than the wielder, a one-handed weapon is an object one size category smaller than the wielder, and a two-handed weapon is an object of the same size category as the wielder. A cumulative -2 penalty applies on attack rolls for each size category of difference between the size of its intended wielder and the size of its actual wielder.

Sometimes objects not crafted to be weapons nonetheless see use in combat. Because such objects are not designed for this use, any creature that uses one in combat is considered to be nonproficient with it and takes a -4 penalty on attack rolls made with that object. To determine the size category and appropriate damage for an improvised weapon, compare its relative size and damage potential to the weapon list to find a reasonable match.

An improvised weapon scores a threat on a natural roll of 20 and deals double damage on a critical hit. An improvised thrown weapon has a range increment of 10 feet. The cost includes miscellaneous gear that goes with the weapon. This cost is the same for a Small or Medium version of the weapon. A Large version costs twice the listed price. The Damage columns give the damage dealt by the weapon on a successful hit. The column labeled 'Dmg S ' is for Small weapons. The column labeled 'Dmg M ' is for Medium weapons.

If two damage ranges are given then the weapon is a double weapon. Table: Larger and Smaller Weapon Damage gives weapon damage values for weapons of various sizes. The entry in this column notes how the weapon is used with the rules for critical hits.

When your character scores a critical hit, roll the damage two, three, or four times, as indicated by its critical multiplier using all applicable modifiers on each roll , and add all the results together.

One head of this double weapon deals triple damage on a critical hit. The other head deals quadruple damage on a critical hit. The weapon scores a threat on a natural roll of 19 or 20 instead of just 20 and deals double damage on a critical hit. The weapon has a threat range of The weapon scores a threat on a natural roll of 18, 19, or 20 instead of just 20 and deals double damage on a critical hit.

Any attack at less than this distance is not penalized for range. However, each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments. A projectile weapon can shoot out to ten range increments.

This column gives the weight of a Medium version of the weapon. Halve this number for Small weapons and double it for Large weapons. Weapons are classified according to the type of damage they deal: bludgeoning, piercing, or slashing. Some monsters may be resistant or immune to attacks from certain types of weapons.

Some weapons deal damage of multiple types. If a weapon is of two types, the damage it deals is not half one type and half another; all of it is both types. Therefore, a creature would have to be immune to both types of damage to ignore any of the damage from such a weapon. In other cases, a weapon can deal either of two types of damage. In a situation when the damage type is significant, the wielder can choose which type of damage to deal with such a weapon.

Weapons found on Table: Weapons that have special options for the wielder 'you' are described below. Splash weapons are described under Special Substances and Items. Arrows come in a leather quiver that holds 20 arrows.

An orc double axe is a double weapon. You can fight with it as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. You can use this weapon to make a ranged trip attack against an opponent. Bolts come in a wooden case that holds 10 bolts or 5, for a repeating crossbow. Bullets come in a leather pouch that holds 10 bullets.

A spiked chain has reach, so you can strike opponents 10 feet away with it. In addition, unlike most other weapons with reach, it can be used against an adjacent foe. You can make trip attacks with the chain. If you are tripped during your own trip attempt, you can drop the chain to avoid being tripped. You can draw a hand crossbow back by hand. Loading a hand crossbow is a move action that provokes attacks of opportunity. You can shoot, but not load, a hand crossbow with one hand at no penalty.

You can shoot a hand crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons. You draw a heavy crossbow back by turning a small winch. Loading a heavy crossbow is a full-round action that provokes attacks of opportunity. Normally, operating a heavy crossbow requires two hands. However, you can shoot, but not load, a heavy crossbow with one hand at a -4 penalty on attack rolls.

You can shoot a heavy crossbow with each hand, but you take a penalty on attack rolls as if attacking with two one-handed weapons. This penalty is cumulative with the penalty for one-handed firing. You draw a light crossbow back by pulling a lever. Loading a light crossbow is a move action that provokes attacks of opportunity. Normally, operating a light crossbow requires two hands. However, you can shoot, but not load, a light crossbow with one hand at a -2 penalty on attack rolls.

You can shoot a light crossbow with each hand, but you take a penalty on attack rolls as if attacking with two light weapons.



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