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What It All Means...
Inventions & Discoveries
Sometimes the players wish to have
access to black powder or Molotov cocktails, harnessed electricity or
radioactive materials. Obviously, I don’t want these things dropping into
the game just because the player thought of it. The PCs aren’t as
technologically savvy as the players, and the game isn’t about accumulating
gadgets (no matter what the power gamers say); it’s about teamwork,
camaraderie, and good triumphing over evil. However, not everything must
forever remain in the vast annals of the future. Someone had to
invent the flush toilet.
To think up an original concept, roll a
Knowledge check (specific to type of invention or discovery) against DC 25.
If the PC doesn’t have this specific Knowledge, roll a standard Intelligence
check against DC 25. Both of these rolls may be modified by +1 per week of
successful research conducted. Research is subject to a Gather Information
check for each week against DC 20. Retries are allowed 1/week.
Understandably, this process may take some time, but if the new-fangled
thing is worth it, the player will invest the time.
Once the concept is born, the PC may try
to build it himself with a Craft check (specific to invention or discovery)
against DC 25. Retries are allowed 1/week (c.f. rules for Craft skill).
If the PC do not have the necessary craft,
he may try to impart his knowledge to a craftsman with a Diplomacy check
(DC 25), modified by the bonuses of your Knowledge or
Intelligence used above. In addition, the craftsman must make a Gather
Information check, modified by his Intelligence, against DC 20 to
understand you properly and to grasp your idea. Retries are not allowed
with the same craftsman, but any number of additional craftsmen may hear of
your concept.
Once the concept is successfully born
and built, you have a new item/process/use to incorporate into the game.
DCs and retry frequencies listed above are minimum for the
simplest of inventions. Increase both proportionately for more complex
inventions, and the DM is free to disallow some things entirely (like
internal combustion engines) for the sake of game balance.
You will probably want to name the new
thing after its inventor/discoverer or in a fashion according to the PC’s
life and times. There’s no reason why a Frisbee in Lorenvale must be
called that…!
These rules also may be helpful with spell
research or potion/poison brewing.
Identifying Magic Items
The identify spell has a base of
eight hours casting time (per the Player’s Handbook). In the
Lorenvale campaign, this is shortened by 30 minutes for each bonus of
Intelligence. Casting time is further shortened by 15 minutes for each
caster level. For example, a 7th-level wizard with an 18 INT would cast
identify in only 4¼ hours (30 min x +4 INT bonus (2 hours) + 15 min x 7
levels (1¾ hours) = 3¾ hours).
Only one item may be
identified per spell cast, but as many abilities of the item may become
known (for a multi-function item) as the caster has levels, from the least
powerful to the greatest. Consult this chart for guidance as to which
functions will be revealed first:
Function Order Identified
Specific
Pluses
1st
Special Attribute (keen,
slicked,
glamered, silent, etc.)
(each) 2nd
Minor Spell or Ability [1-3]
(each) 3rd
Conditional Pluses (+4 vs evil)
4th
or Extra Damage
(+d6 fire)
Any “At-will” Ability
(each) 5th
# Charges
Remaining
6th
Moderate Spell or Ability [4-6]
(each) 7th
Alignment
8th
Intelligence
9th
Specific
Purpose
10th
Major Spell or Ability [7-9]
(each) 11th
Name and/or
History 12th
Note that highly intelligent magic
items may not allow themselves to be identified unless the spell is
cast by someone of sufficient level or of a specific alignment. Even then,
they may not reveal everything about themselves until their user has proven
himself worthy of additional knowledge.
Cursed items pose special concerns, for
most of them—if not all—are cleverly designed to avoid revealing their
cursed nature. The very process of identifying them is sometimes
sufficient to trigger the curse, and the spellcaster must take special
precautions against this heinous potential. Without the proper safeguards
in place, the spellcaster falls under the full effect of a cursed item at
some point during the identify spell. Most cursed items allow for a
save, but some do not.
Usually, though, the cursed item will
only be disguised under a false identity, and will not reveal its true
nature until used, typically under the assumption that it is something other
and is safe for use. These curses, then, fall fully on the user and not the
spellcaster.
All other standard rules apply as per
the Player’s Handbook, including material components.
Perception / Memory Checks
Perception
Many “perceptions” of creatures can be
handled by a Sense Motive or Diplomacy check. But when dealing with
inanimate objects or circumstances, these choices often make little sense.
When attempting to perceive the danger of a situation, the meaning of a
symbol, the shortest path through a dungeon, or some similar condition, a
Wisdom check may have to suffice. At the DM’s discretion, this may be
further modified by the character’s Intelligence bonus or the ranks in some
other skill that is nearly applicable. Success means the PC gains some clue
as to the true nature of the thing he is studying; failure means he has no
idea and must rely on instinct…or luck. Of course, some spells will
heighten one’s perceptions, and when employed, these should provide
appropriate bonuses to the check.
Memory
Fortunately, the PCs are not as
forgetful as the players can be. However, the PCs are always dependent upon
the players’ memories, which often fails between gaming sessions. Often the
memory lapse is legitimate, and the DM should be willing to help out.
Crafty (or lazy) players will learn to depend on this help, though, rather
than keeping up with the details as they should. In these cases, a “memory
check” should be called for, requiring the player to make an Intelligence
check against some appropriate DC for the piece of information he is trying
to recall. If successful, the PC remembers and the DM should provide the
reminder. Otherwise, the PC has forgotten it and must regain the
information through Gather Information checks, asking other PCs, or the
school of hard knocks. Some spells heighten one’s clarity of mind, and when
employed, should provide appropriate bonuses. This system may also prove
helpful when amnesia is the result of injury or a spell, and the DM needs to
force a memory lapse upon the PC.
Item Saving Throws
The standard rules for item saving
throws versus damaging spells or conditions is summarized in the following
table:
|
Unattended |
Attended (held, carried, worn, touched,
etc.) |
Non-magical Item
|
Receives NO saving throw; automatically
fails and takes full damage. |
Receives owner’s saving throw ONLY; if owner
fails, item takes full damage. |
Magic Item
|
Receives standard saving throw for items. |
Receives owner’s saving throw; if owner
fails, item receives separate saving throw, standard for items. |
As an amendment to the rules, when an
individual fails his saving throw by 5 or more, one random item of the top
four most likely to be affected (see Player’s Handbook pg. 158) will
be subject to damage. When an individual fails his save by 10 or more, two
random items of the top four will be subject to damage. Should the save
fail by 15 or more, all four items most likely to be affected will be
subject to damage.
Saving throws for items, per the
Player’s Handbook, are d20 +2 (base) +½ the caster level of the item
versus the DC of the spell or condition. If the caster level is unknown or
too difficult or too cumbersome to find, an alternate system to use is d20
+2 (base) +modifiers from the following chart. This doesn’t always arrive
at the same result as the core rules system, but it usually gets close, and
is the only way to figure it for homemade items (unless you’ve already
calculated the caster level…).
Specific Bonuses (Penalties) +1 per bonus
(also +1 per penalty)
Special Attribute (keen, slicked, silent, etc.) +1 per
attribute
Minor Spell or Ability [1-3] +1 per minor
ability
Conditional Pluses or Extra Damage +1 per instance
(+4 if item’s
specialty matches type of damage dealt [cone of cold on a frostbrand]; -2 if
opposed to type of damage [cone of cold on a flametongue])
Any “At-will” Spell or Ability +1 per
at-will ability
Charged Item
+1 for being charged
Moderate Spell or Ability [4-6] +2 per moderate
ability
Alignment and/or Intelligence +2 for having
alignment and/or intelligence
Specific Purpose
+2 for having specific purpose
Major Spell or Ability [7-9] +3 per
major ability
Name and/or History
+3 for having a name/history
All damage dealt
to items is filtered through that item’s hardness reductions as per the
standard rules. The item is broken and rendered useless when it reaches 0
HP. Magic items may be repaired and restored (for ½ their base price) so
long as they are not destroyed. An item is destroyed at –10 HP.
Teleportation
Teleportation
is something akin to the process a global positioning satellite goes through
to locate a spot on the map. It’s a process of filtering down to a specific
location, in these steps: plane, continent/layer, nation/region, district,
city, borough, building, room…or something along those lines. These
locators must be given during the casting of teleport to assure
arriving on target. If any of these are not known, the chance of arriving
off-target is increased; if none is known, chances of a successful
teleport should be like using a map.
A common practice (at least with my
group) is to scry on someone, then teleport to their
location. This can be problematic if the caster hasn’t a clue where the
target person actually is. Viewing the inside of “a tavern room” somewhere
on the planet isn’t really enough information to assure a successful
teleportation. It helps greatly, though, if the caster happens to catch
the name of the tavern embroidered on the towels hanging next to his target,
and he also knows in what city that tavern is.
To simplify matters of teleportation,
the weight allowances given in the spell description are for objects only.
When the spell is used to teleport several individuals, allow the
spell to affect one creature per three caster levels, including himself.
Thus, a 12th-level wizard could teleport himself and three party
members, including all their normal equipment, but not a fifth party member,
any of their horses, or any freestanding objects.
The spell may be used either for
objects as per the Player’s Handbook, or for creatures as per this
ruling. It can affect either objects OR creatures at the caster’s choosing,
but not both simultaneously, with the one exception that anything the
creatures carry at the time of casting will go with them.
This spell costs 500 gp/level of caster
if purchased as a scroll. If purchased as a service, the caster must
accompany the party, and probably will also charge them for his return trip.
If a “mishap” turns up when casting a
teleport, roll a d20 and consult the following table, adding the
specific result shown to the damage dealt as per the Player’s Handbook.
Teleportation Mishap Table
d20 |
Result |
1-2 |
Sent
nowhere. |
3-4 |
Sent
nowhere. All recipients of spell stunned for d4 rounds. |
5 |
Sent nowhere.
Caster falls unconscious for 2d4 hours and any other recipients of spell
stunned for d4 rounds. |
6 |
Sent to
Ethereal Plane. |
7-10 |
Sent to Astral
Plane. |
11-13 |
Sent to
Alternate Plane. Roll d10... 1 = Inner Plane; 2-9 = Outer Plane; 10 =
Other Plane. Consult the corresponding tables below. |
14 |
Sent forward
OR back in time (50% chance either) for d10 x d10 years to the same
location. |
15 |
Non-living
matter is unaffected; only the bodies are teleported to a desired
location. |
16 |
Living matter
is unaffected; ALL objects in 30’ radius of caster (whether
freestanding, worn or carried) teleported to desired location, up
to weight limit of spell. No save for any object. |
17 |
One of the
recipients of spell is teleported into a solid object (or
creature) & 50% chance for each other recipient to share a similar
fate. Roll d8 for each recipient fated thus... 1-3 = shunted aside
object, but you take 6d6 damage; 4-6 = object destroyed, and you take
12d6 damage; 7 = body melded with object; 8 = soul trapped inside
object, body dissipated but mental traits remain. |
18 |
Each recipient
of spell sent to a different random location on current plane. |
19 |
Each recipient
of spell sent to a different random location on a different random plane
and in a different random time. |
20 |
Molecular
dispersion across the Astral Plane. |
Alternate Planes
d12 |
Inner Planes |
|
d12 |
Other Planes |
1 |
Negative Energy Plane |
|
1 |
Plane of Shadows |
2 |
Elemental Plane of
Fire |
|
2 |
Plane of Mirrors |
3 |
Para-elemental Plane
of Magma |
|
3 |
Region of Dreams |
4 |
Para-elemental Plane
of Steam |
|
4 |
Doppel Plane (reverse
reality) |
5 |
Elemental Plane of
Water |
|
5 |
Alternate Material
Plane |
6 |
Para-elemental Plane
of Ooze |
|
6 |
Alternate Material
Plane |
7 |
Para-elemental Plane
of Ice |
|
7 |
Alternate Material
Plane |
8 |
Elemental Plane of
Earth |
|
8 |
Alternate Material
Plane |
9 |
Para-elemental Plane
of Dust |
|
9 |
Temporal Energy Plane
(plane of time) |
10 |
Para-elemental Plane
of Smoke |
|
10 |
Myriad Planes
(something bizarre) |
11 |
Elemental Plane of
Air |
|
11 |
The Far Realm (beyond
the cosmos) |
12 |
Positive Energy Plane |
|
12 |
Rip in Reality |
|
|
|
|
|
d20 |
Outer Planes |
1 |
The Abyss |
|
11 |
The Outlands |
2 |
Pandemonium |
|
12 |
Ysgard |
3 |
Carceri |
|
13 |
Arborea |
4 |
Hades |
|
14 |
The Beastlands |
5 |
Limbo |
|
15 |
Mechanus |
6 |
Gehenna |
|
16 |
Elysium |
7 |
The Nine Hells |
|
17 |
Bytopia |
8 |
Acheron |
|
18 |
Arcadia |
9 |
The Outlands |
|
19 |
Celestia |
10 |
The Outlands |
|
20 |
The Infinite
Staircase |
Returning from the Dead
A few spells make returning from
the dead possible. These are raise dead, resurrection,
limited wish (if used to undo the dice roll that killed the
character), miracle, true resurrection and wish.
These spells are NOT available as scrolls or potions, though a rod of
resurrection is a viable, albeit extremely costly item. All
information in the Player’s Handbook regarding these spells will
be maintained, except as follows (and see this
article concerning death in general):
Raise dead
costs a base of 10,000 gp if the services are procured from a temple.
This base price may be adjusted upward or downward depending on current
economics, location, party’s relationship with temple in question, and
victim’s relationship with said temple. The spell requires a four-hour
ceremony whether performed in a temple or in the field. These
ceremonies are the same for game purposes, but temple ceremonies are
certainly more elaborate and ostentatious. Only one cleric is required
to cast the spell, but several may be involved in a temple. They all
must be in reasonably good standing with their god, or he simply will
not hear their plea. The ceremony differs according to religion, but
must be four hours long, uninterrupted. After completing the ceremony,
the spell is cast toward the end, and the victim is raised. He
must thereafter undergo bed rest for one full day or suffer exhaustion
as stated in the DMG.
Resurrection
costs a base of 25,000 gp if the services are procured from a temple,
adjusted for the reasons stated above. The spell requires an eight-hour
uninterrupted ceremony, and only one cleric is required. This cleric
(and any others in attendance) must be in the highest standing with his
god, or suffer a judgment of some appropriate kind. After completing
the ceremony, the spell is cast, and the victim is resurrected.
He must thereafter undergo bed rest for three full days or suffer
exhaustion as stated in the DMG.
Miracle
costs a base of 50,000+ gp if performed by a temple high priest. Many
factors are included in the difficulty of the miracle being
requested, and will contribute to the ultimate cost of the spell. The
high priest simply must be impeccable in every way, or he will suffer
the judgment due him. A miracle requires no ceremony, only the
sincerest, earnest, devoted prayers of the priest for the duration given
in the PH. Upon completion, the results are left solely to the
DM’s discretion.
Limited wish
costs a base of 20,000 gp if purchased as a service from an NPC
spellcaster. The limits are as per the Player’s Handbook, and
these limits should be made known when procuring the spell. Should the
spellcaster attempt to cross the bounds of this limited spell, he
suffers an appropriate ill effect (possibly a wild effect as per the
chart, a baneful literal interpretation of the spell request, or mental
damage of some kind).
Wish
costs a base of 50,000+ gp to purchase as a service. The limits are as
per the Player’s Handbook, but as there is wide latitude for the
DM to adjudicate the request, some room should be given. This spell is
given to quite literal (and not always advantageous) interpretations
when its bounds are tested. Should the spellcaster push the limits too
far, attempting that which is not possible by this spell, he suffers an
appropriate ill effect (a wild effect, reverse effect, worse possible
interpretation, etc.) and severe mental damage.
True resurrection
costs a base of 50,000 gp if the services are purchased from a temple,
adjusted as above. This spell otherwise differs in no way from the
Player’s Handbook.
NOTE:
If the character does not actively worship a deity, there is a chance
his soul will be floating about in the outer planes, lost and unknown of
anyone. The basis for this is that if the PC is a worshipper, then the
deity actually knows of his existence, and will usher his soul to
its proper place upon death. Without this, it will take literally
finding the PC’s soul on his corresponding alignment plane (and no
one knows which this is, really), sending an avatar of the cleric’s
deity to fetch it (not a thing to be done lightly), and bartering with
the keepers of that plane to give it up (something that is not exactly
free). IF the party can find clerics who will enact the proper ceremony
for a raising of this kind, the above prices will likely be doubled to
cover all the extra headache and expenses the church will incur to
perform the rites successfully, never mind “owing one” for the avatar’s
services.
This is a contrivance on my part.
It forces the players to consider the state of their PC’s souls, and
helps keep “coming back from the dead” from becoming a trivial matter.
Even the highest-level heroes should fear death. It should be expensive
to thwart, both financially and physiologically. And there should
be consequences for ignoring the deities that control the multiverse.
|
Penalty to Hit |
RANGED Weapon |
Object |
Creature |
Stationary Target |
-4 |
-6 |
Moving Target |
-8 |
-10 |
Target in Melee |
-12 |
-14 |
MELEE Weapon |
|
|
Stationary Target |
-2 |
-4 |
Moving Target |
-6 |
-8 |
Target in Melee |
-8 |
-12 |
|
Called
Shots
Questions about called shots come
up often in the Lorenvale campaign. The situation usually looks like
this: a monster is engaged in melee combat with some of the party, but
one of the fighters stands to the outside (for various reasons) and
decides he’d like to shoot an arrow into the monster’s eye. Or, someone
might want to knock the wand from a wizard’s hand…or trigger a mechanism
from a distance…or even just hit the center of an archery target. By
definition, a called shot is a “placed” hit, one that is designed to
inflict extra damage (at least), but usually intends specific damage
and/or incapacitation. An effect like this shouldn’t be easy, or
everyone would be doing it. The fact that the monster is moving about
erratically in the melee with an ally already poses a –4 penalty to hit
for firing into melee (which is negated with the Precise Shot feat).
But to hit a specific location on that flailing target should be
a much harder accomplishment. The rules for called shots are summarized
here and in the above table.
A called shot is a special attack
action that takes a full round to complete, and must be announced before
attempted, providing attacks of opportunity because of the focused
concentration required to hit such a specific point on a target. A
Concentration check is required at a base DC of 10 if the surroundings
are generally serene and a base DC of 20 if the surroundings are
generally chaotic. The DM can extrapolate from there. If damage is
dealt from an attack of opportunity, the DC increases by the amount of
damage taken. Failing the Concentration check prevents the attacker
from making a successful Called Shot. The “Improved Called Shot” feat
grants a +4 bonus to this check.
The benefits of a successful called
shot may be left up to the DM, or this simple system may be used.
Assume a successful hit to deal critical damage automatically and
penalize the target with a specific kind of damage (e.g. blindness)
according to what was being attempted (e.g. an arrow in the eye). If
the attack roll indicates a critical threat, increase the multiplier for
damage dealt. If a natural 20 is rolled, assign maximum damage on an
increased multiplier and add to the specific damage any compatible
result of the “Critical Hit” chart. A natural 1 on the attack roll
yields the normal results. The “Improved Called Shot” feat grants a +4
bonus to hit.
IMPROVED Called Shot (General,
Fighter)
You are gifted at aiming your blows
or shots in precise locations.
Prerequisites:
Base attack bonus +6, Weapon Focus (in weapon being
used).
Benefits:
+4 to hit when making a “called shot” and +4 to Concentration checks.
Normal:
Penalties for calling a shot in both melee and ranged situations are
shown above.
Special:
For ranged weapons, the penalties for called shots apply per each
range increment, so that within two range increments, the penalties are
doubled, and within three increments, they are tripled.
Bludgeoning Non-lethal Damage
Damage from bludgeoning weapons,
from maces and quarterstaffs to fists and rocks, as well as damage from
falls and falling objects, etc. are treated as follows: the rolled
damage in full is normal damage, and half that number,
rounded down, is also non-lethal damage. If someone hit with an ogre’s
club takes 17 points of damage, his hit points are reduced by 17,
and he adds 8 points of non-lethal damage. As always, when the
hit point score equals or falls below the non-lethal score, the
character falls unconscious. The other conditions stated in the core
rules that contribute non-lethal damage are not abrogated in any way,
but are upheld in the Lorenvale campaign.
Clobbered
“If a character takes half his
current hit points in damage from a single blow, he is clobbered. On
his next turn, he can only take a partial action, and after that turn he
is no longer clobbered.” —DMG This rule is a variant in the
DMG that we incorporate fully into the Lorenvale campaign.
Close-quarters Situations
Melee combat in close quarters
(e.g. hallway, ledge, crowded room, etc.) presents added difficulty to
one’s accuracy in the fight. Generally, “close quarters” is defined as
any condition where there is less than 5 feet between combatants. In
close-quarters situations, an attack roll that is 10 or more below the
minimum required number to hit presents a chance that some unintentional
target is struck. DM discretion will determine the other possible
targets, whether friend or foe. To determine whether the target is
actually hit, roll the attack die again against the unintended target’s
AC. The accidental target is considered “flat-footed” unless specific
feats or abilities override this. A critical hit or “natch” in this
situation is applied in full. If a “crit” miss is rolled in close quarters, its
results stack with the potential for striking an unintended target.
Attacks of opportunity, cleaves and redirects may also be subject to close-quarters fighting
rules at the DM’s discretion. The “close-quarters fighting” feat
negates the possibility for an errant strike (but does not negate "crit"
misses), along with the rules
stated in Sword & Fist.
Critical Hits/Misses with
Spells
Spells that cause damage can have
critical results just as much as weapons do. When the spell is
successfully cast, roll a d20 and on a natural 20 only the damage
is critical and the attack modified by the “Critical Hit” chart. The
spell might deal +1 damage to each die, use the next larger die size, or
even deal maximum damage…as the DM sees fit. Similarly, if the spell
misses—this occurs for touch spells, ranged touch spells and rays—roll a
d20 and on a natural 1, the attack is modified by the “Critical Miss”
chart. This ruling is also useful if the player wishes to apply a
“called shot” with his spell. In this case, the called shot penalty
should apply just as if the attack were by a weapon. Note: this
includes even those spells that “never miss” (e.g. magic missile); they’ll hit the intended
target all right, but only if you succeed at a called shot will you hit
a specific spot.
Critical Success/Failure
with Skills
If a player rolls a natural 20 on a
skill check, and this is a success, the player is entitled to a
second roll. If that roll is also a success, then the skill will be
deemed a critical success with the outcome being extraordinarily
wonderful. A pair of successive natural 20s is automatically considered
the best possible outcome. Likewise, if the initial roll for a skill
check is a natural 1, and it is a failure, then a second roll is
made, and if it also shows failure, then the skill is a critical failure
and the outcome particularly awful. A pair of successive natural 1s is
automatically considered the worst possible outcome. Unlike attack
rolls and saving throws, there are no
automatic successes or failures with skill checks…except for the
successive pair of 20s or 1s.
Damage to Specific
Areas/Specific Injuries
Damage accumulated in combat is
assumed to be placed randomly through the creature’s body, with no
attempts made at defining where the wounds are. Unless the player
announces that he it aiming for a specific location (i.e. called shot), damage dealt
will not inflict additional penalty to the victim beyond that which is
normal. However, sometimes it is necessary to target specific areas of
a creature’s body. Occasionally,
a critical hit (“natch”) will indicate specific injury to the target,
with applicable detriment. In these cases, knowing the effect of
specific injuries (and how to recover from them) is important. “When a
specific body part takes damage, …apply a –2 penalty to any action that
the character undertakes using that portion of his body. …This penalty
lasts until the character heals, either magically or by resting. …A
character [may] make a Fortitude saving throw (DC 10 + damage taken) to
‘tough it out’ and ignore the penalty.” So reads the DMG. In
the Lorenvale campaign, these specific injuries cannot be
cured by cure spells; it requires either one day of rest
(inactivity) per hit point of damage from the specific injury
(accompanied by an appropriate Heal check for attending the wounded) OR
a heal or greater spell. General wounds are healed just fine by
the assortment of cure spells, but specific injuries (like broken
bones, damaged organs, etc.) are not general wounds and are not measured
merely by a reduction in hit points. Analogy: cure spells are
like first aid for cuts and bruises; heal, regenerate, &
others are more like surgery.
Knock-back
Especially large weapons (from
greatswords and orc double-axes to the fists of giants and the claws of
dragons) can sometimes knock a PC off his feet. To keep from gumming up the
combat with even more charts or dice rolls, this determination is
kept intentionally simple. Any weapon or natural weapon that has the
potential to deal 20 hit points of damage or more (including
strength bonuses, applied skills, and applied feats), also has the
potential to knock its target back. (Example: a +3 greatsword (2d6+3
or maximum 15) in the hands of a strong warrior (STR of 18 or +4 to
damage) with Weapon Specialization (+2 to damage) who is enacting Power
Attack (-4 to attack; +4 to damage) has the potential to deal 25 points
of damage.) Bonus damage from things like energy or alignment
effects are included in this calculation. With each successful hit, regardless of actual damage
inflicted, the target makes a Reflex save (DC = actual damage dealt) or
he is knocked back 1 foot for every point by which he missed his save.
Thus if the warrior in the above example dealt maximum damage (he rolled
boxcars on his damage dice), his target would have to save at DC 25. If
the saving throw were a 10, he’d be knocked back 15 feet. If a solid
object prevents the target from falling back the full distance, then
damage will also apply from slamming into that object. Treat as a fall;
that is, d6 hit points of damage per 10 feet he is knocked back,
regardless of how far he actually traveled. In any case, if the target
is knocked back more than 10 feet, he must make a second Reflex save at
the same DC or fall prone. If he also slams into a solid object and
takes additional damage, the Reflex DC to avoid falling prone increases
by the additional damage taken from the slam. This quickie system
necessarily does not apply to certain creatures who use their attacks as
grapples (to set up rake attacks, etc.) or where a knocked-back opponent
would negate other abilities they might use. |
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