ROR:PC/Calum/AttackOptions
From Drinking and Dragons
< ROR:PC/CalumRevision as of 10:59, 14 February 2016 by >Mqs
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
|