Drinking & Dragons

ROR:PC/Calum/AttackOptions

From Drinking and Dragons

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