Difference between revisions of "ROR:PC/Calum/AttackOptions"
From Drinking and Dragons
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>Mqs m (no tracking wand charges here) |
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[[Category:ROR:PC]]__NOTOC__ | |||
=Spells= | =Spells= | ||
== Rays, +8 to hit Touch AC / +9 to hit if within 30 feet == | == Rays, +8 to hit Touch AC / +9 to hit if within 30 feet == | ||
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=Wands= | =Wands= | ||
==Magic Missile (CL1) | ==Magic Missile (CL1) == | ||
*1d4+1 force damage to any target within 110'. | *1d4+1 force damage to any target within 110'. | ||
==Chill Touch (CL1) | ==Chill Touch (CL1) == | ||
*1d6 negative energy damage. DC 11 Fort or 1 point of strength damage as well. For undead, DC 11 Will or panicked for 1d4+1 rounds. | *1d6 negative energy damage. DC 11 Fort or 1 point of strength damage as well. For undead, DC 11 Will or panicked for 1d4+1 rounds. | ||
==Wand of Enfeeblement (CL2) | ==Wand of Enfeeblement (CL2) == | ||
*+9 ranged touch attack. 30' range. | *+9 ranged touch attack. 30' range. | ||
*1d6+1 Strength penalty for 2 Rounds. DC 11 Fort to reduce strength penalty by half. | *1d6+1 Strength penalty for 2 Rounds. DC 11 Fort to reduce strength penalty by half. | ||
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| 1d4-1 | | 1d4-1 | ||
|} | |} | ||
==Heavy Crossbow (Silver Bolts) | ==Heavy Crossbow (Silver Bolts) (Cold Iron Bolts) == | ||
'''NOTE:''' Silve bolts do -1 damage | '''NOTE:''' Silve bolts do -1 damage | ||
{| class="wikitable" | {| class="wikitable" |
Latest revision as of 10:59, 14 February 2016
Spells
Rays, +8 to hit Touch AC / +9 to hit if within 30 feet
0 Level
- Ray of Frost: 1d3/1d3+1 cold damage, 40' range
1st Level
- Ray of Enfeeblement: 1d6+3 strength penalty for 7 rounds. DC 15 Fort for half strength damage. 40' range.
2nd Level
- Scorching Ray: Make two attack rolls at up to two targets within 30' of each other. Each hit does 4d6/4d6+1 fire damage. 40' range.
3rd Level
- Ray of Exhaustion: DC 17 Fort. Failure: target is exhausted for 7 minutes. Success: target is exhausted for 7 minutes. 40' range.
Ranged Touch, +7 to hit Touch AC / +8 to hit if within 30 feet
0 Level
- Acid Splash: 1d3/1d3+1 acid damage, 40' range
2nd Level
- Acid Arrow: 2d4/2d4+1 acid damage. Deal 2d4 acid damage to the hit target at the start of your next two turns as well. 680' range.
Melee Touch, +5 to hit Touch AC
0 Level
- Touch of Fatigue: DC 14 Fort or target fatigued for 7 rounds
1st level
- Chill Touch: 1d6 negative energy damage. DC 15 Fort or 1 point of strength damage as well. For undead, DC 15 Will or panicked for 1d4+7 rounds.
No Attack Roll
1st level
- Burning Hands: 5d4 fire damage in 15' cone. Ref 15 for half damage.
- Magic Missile: 4 missiles that deal 1d4+1 force damage each, split how you choose to targets no two of which more than 15 feet apart. 170' range.
3rd Level
- Fireball: 7d6 fire damage to all targets in 20' radius. DC 17 Ref for half damage. 680' range.
- Lightning Bolt: 7d6 electrical damage to tall targets in 120' line. DC 17 Ref for half damage.
Wands
Magic Missile (CL1)
- 1d4+1 force damage to any target within 110'.
Chill Touch (CL1)
- 1d6 negative energy damage. DC 11 Fort or 1 point of strength damage as well. For undead, DC 11 Will or panicked for 1d4+1 rounds.
Wand of Enfeeblement (CL2)
- +9 ranged touch attack. 30' range.
- 1d6+1 Strength penalty for 2 Rounds. DC 11 Fort to reduce strength penalty by half.
Weapons
Hand of the Apprentice OOOOO OO
- +1 Vicious Ransuer /disarm and reach / 20x3 critical / you take 1d6 damage with each successful hit
- Hit and Damage at Range
Range: | 0-30' | 31-60' | 61-90' | 91-120' | 121-150' |
---|---|---|---|---|---|
Hit Bonus: | +11 | +8 | +6 | +4 | +2 |
Damage: | 2d4+1+2d6 | 2d4+2d6 | 2d4+2d6 | 2d4+2d6 | 2d4+2d6 |
- MW Quarterstaff / 20x2 critical
- Hit and Damage at Range
Range: | 0-30' | 31-60' | 61-90' | 91-120' | 121-150' |
---|---|---|---|---|---|
Hit Bonus: | +11 | +8 | +6 | +4 | +2 |
Damage: | 1d6+1 | 1d6 | 1d6 | 1d6 | 1d6 |
- MW Dagger / 19-20x2 critical
- Hit and Damage at Range
Range: | 0-30' | 31-60' | 61-90' | 91-120' | 121-150' |
---|---|---|---|---|---|
Hit Bonus: | +11 | +8 | +6 | +4 | +2 |
Damage: | 1d4+1 | 1d4 | 1d4 | 1d4 | 1d4 |
- Silver Quarterstaff / 20x2 critical
- Hit and Damage at Range
Range: | 0-30' | 31-60' | 61-90' | 91-120' | 121-150' |
---|---|---|---|---|---|
Hit Bonus: | +10 | +7 | +5 | +3 | +1 |
Damage: | 1d4 | 1d4-1 | 1d4-1 | 1d4-1 | 1d4-1 |
Heavy Crossbow (Silver Bolts) (Cold Iron Bolts)
NOTE: Silve bolts do -1 damage
Range: | 0-30' | 31-120' | 121-240 | 241-360' | 361-480' | 481-600' | 601-720' | 721-840' | 841-960' | 961-1080' | 1081-1200' |
---|---|---|---|---|---|---|---|---|---|---|---|
Hit Bonus: | +9 | +8 | +6 | +4 | +2 | +0 | -2 | -4 | -6 | -8 | -10 |
Damage: | 1d10+1 | 1d10 | 1d10 | 1d10 | 1d10 | 1d10 | 1d10 | 1d10 | 1d10 | 1d10 | 1d10 |
+1 Vicious Ranseur
- +6 hit
- 2d4+2d6 piercing damage / 20x3 Crit
- NOTE: You take 1d6 damage each hit
- Disarm, Reach / Martial / 2-handed
MW Quarterstaff
- +6 hit
- 1d6 bludgeoning damage / 20x2 Crit
- Double, Monk / Simple / 2-handed
MW Dagger
- MELEE
- +6 hit
- 1d4 slashing or piercing damage / 19-20x2 Crit
- Simple / Light
- RANGED
Range: | 0-10' | 11-20' | 21-30' | 31-40' | 41-50' |
---|---|---|---|---|---|
Hit Bonus: | +8 | +6 | +4 | +1 | -1 |
Damage: | 1d4+1 | 1d4+1 | 1d4+1 | 1d4 | 1d4 |
Silver Dagger
- MELEE
- +5 hit
- 1d4-1 slashing or piercing damage / 19-20x2 Crit
- Simple / Light
- RANGED
Range: | 0-10' | 11-20' | 21-30' | 31-40' | 41-50' |
---|---|---|---|---|---|
Hit Bonus: | +7 | +5 | +3 | +0 | -2 |
Damage: | 1d4 | 1d4 | 1d4 | 1d4-1 | 1d4-1 |