Conan D20 1e - Games Master's Screen.pdf
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Movement and Distance
——————— Speed ——–————
15 feet 20 feet 30 feet 40 feet
Carrying Capacity
Strength Score Light Load Medium Load Heavy Load
1
Actions In Combat
Standard Action Attack of Opportunity
1
Attack (melee) No
Attack (ranged) Yes
Attack (unarmed) Yes
Aid another Maybe
2
Bull rush Yes
Cast a spell (1 standard action casting time) Yes
Concentrate to maintain an active spell No
Dismiss a spell
Ability Modifiers
Score Modifier
1 –5
2–3 –4
4–5 –3
6–7 –2
8–9 –1
10–11 0
12–13 +1
14–15 +2
16–17 +3
18–19 +4
20–21 +5
22–23 +6
24–25 +7
26-27 +8
Examples of Opposed Checks
Task Skill (Key Ability) Opposing Skill (Key Ability)
Con someone Bluff (Cha) Sense Motive (Wis)
Pretend to be someone else Disguise (Cha) Spot (Wis)
Create a false map Forgery (Int) Forgery (Int)
Hide from someone Hide (Dex) Spot (Wis)
Make a bully back down Intimidate (Cha) Special
1
Sneak up on someone Move Silently (Dex) Listen (Wis)
Steal a coin pouch Sleight of Hand (Dex) Spot (Wis)
Tie a prisoner securely Use Rope (Dex) Escape Artist (Dex)
1
An Intimidate check is opposed by the target’s level check, not by a skill check. See the
Intimidate skill description for more information.
Scholar’s Knowledge is Power Ability
DC Type of Knowledge
10 Common, known by at least a substantial minority
of the local population.
20 Uncommon but available, known by only a few
people in the area.
25 Obscure, known by few, hard to come by.
30 Extremely obscure, known by very few, possibly
forgotten by most who once knew it, possibly
known only by those who do not understand the
significance of the knowledge.
Diplomacy Checks
Full-Round Action Attack of Opportunity
1
Light a torch with flint and tinder Yes
Load a crossbow Yes
Prepare to throw splash weapon Yes
Run Yes
Use skill that takes 1 round Usually
Use touch spell on up to six friends Yes
Withdraw
5
3 lb. or less 4–6 lb. 7–10 lb.
Score Modifier
28-29 +9
30-31 +10
32-33 +11
34-35 +12
36-37 +13
38-39 +14
40-41 +15
42-43 +16
44-45 +17
46-47 +18
48--49 +19
50-51 +20
52-53 +21
etc. . .
————— New Attitude (DC to achieve)—————
Hostile Unfriendly Indifferent Friendly Helpful
Hostile Less than 20 20 25 35 50
Unfriendly Less than 5 5 15 25 40
Indifferent — Less than 1 1 15 30
Friendly — — Less than 1 1 20
Helpful — — — Less than 1 1
Attitude Means Possible Actions
Hostile Will take risks to hurt you Attack, interfere, berate, flee
Unfriendly Wishes you ill Mislead, gossip, avoid, insult
Indifferent Does not much care Socially expected interaction
Friendly Wishes you well Chat, advise, offer limited help, advocate
Helpful Will take risks to help you Protect, back up, heal, aid
2
6 lb. or less 7–13 lb. 14–20 lb.
One Round (Tactical)*
Walk
15 ft. 20 ft. 30 ft. 40 ft.
3
10 lb. or less 11–20 lb. 21–30 lb.
4
13 lb. or less 14–26 lb. 27–40 lb.
Hustle
30 ft. 40 ft. 60 ft. 80 ft.
5
16 lb. or less 17–33 lb. 34–50 lb.
Run (x3)
45 ft. 60 ft. 90 ft. 120 ft.
6
20 lb. or less 21–40 lb. 41–60 lb.
Run (x4)
60 ft. 80 ft. 120 ft. 160 ft.
Maybe
7
23 lb. or less 24–46 lb. 47–70 lb.
One Minute (Local)
Walk
Free Action
Attack of Opportunity
1
No
8
26 lb. or less 27–53 lb. 54–80 lb.
Draw a hidden weapon
(see Sleight of Hand skill)
No
Cease concentration on a spell
No
150 ft. 200 ft. 300 ft. 400 ft.
9
30 lb. or less 31–60 lb. 61–90 lb.
Average Reputation Scores
Drop an item
No
Hustle
300 ft. 400 ft. 600 ft. 800 ft.
10
33 lb. or less 34–66 lb. 67–100 lb.
Escape a grapple No
Feint No
Light a torch from a burning taper Yes
Make a dying friend stable (see Heal skill) Yes
Overrun
Drop to the floor
No
Run (x3)
450 ft. 600 ft. 900 ft. 1,200 ft.
Reputation
Score
A young, inexperienced thief 1
A newly recruited guardsman 2
A bookish but well-though-of scholar 3
A priest who has worked among the people
of the area
11
38 lb. or less 39–76 lb. 77–115 lb.
Prepare spell components to cast a spell
6
No
Difficulty Class Examples
Difficulty (DC) Example (Skill Used)
Very Easy (0) Notice something large in plain sight (Spot)
Easy (5) Climb a knotted rope (Climb)
Average (10) Hear an approaching guard (Listen)
Tough (15) Rig a wagon wheel to fall off (Disable Device)
Challenging (20) Swim in stormy water (Swim)
Formidable (25) Open an average lock (Open Lock)
Heroic (30) Leap across a 30-foot chasm (Jump)
Nearly Impossible (40) Track a squad of nomads across hard ground after 24 hours of
rainfall (Survival)
Example
Run (x4)
600 ft. 800 ft. 1,200 ft. 1,600 ft.
12
43 lb. or less 44–86 lb. 87–130 lb.
Speak
No
One Hour (Overland)
Walk
13
50 lb. or less 51–100 lb. 101–150 lb.
Concentration Checks
Concentration DC
1
Distraction
10 + damage dealt Damaged during the action.
2
10 + half of
continuous
No Action
Attack of Opportunity
1
1.5 miles 2 miles 3 miles 4 miles
14
58 lb. or less 59–116 lb. 117–175 lb.
No
Delay
No
Hustle
3 miles 4 miles 6 miles 8 miles
15
66 lb. or less 67–133 lb. 134–200 lb.
Ready (triggers a standard action)
No
5-foot step
Maybe
7
Attack Rolls
Melee Attack Roll
= 1d20 + Base Attack Bonus + Strength
Modifier + Size Modifier
Melee Attack Roll for Finesse Fighters
= 1d20 + Base Attack
Bonus + Dexterity Modifier + Size Modifier
Ranged Attack Roll
= 1d20 + Base Attack Bonus + Dexterity
Modifier + Size Modifier + Range Penalty
Magic Attack Roll
= 1d20 + Magic Attack Bonus + Charisma
Modifier
4-5
Run
— — — —
16
76 lb. or less 77–153 lb. 154–230 lb.
Sunder a weapon (attack)
Yes
Action Type Varies
Attack of Opportunity
1
Taking continuous damage during the action.
3
One Day (Overland)
Walk 12 miles 16 miles 24 miles 32 miles
Hustle — — — —
Run — — — —
* Tactical movement is often measured in squares on the battle grid (1
square = 5 feet) rather than feet.
17
86 lb. or less 87–173 lb. 174–260 lb.
Sunder an object (attack)
Maybe
3
Disarm
8
Yes
A person known to be a thief or thug 6-7
An old soldier in local lord’s retinue 8-9
A scarred and battle-tested mercenary 10-15
A sorcerer-for-hire 16-25
A person who averted a major disaster 26-35
A gifted assassin
18
100 lb. or less 101–200 lb. 201–300 lb.
Total defence
No
Grapple
8
Yes
Distracting spell’s
save DC
Distracted by non-damaging spell.
4
19
116 lb. or less 117–233 lb. 234–350 lb.
Use extraordinary ability
No
Trip an opponent
8
Yes
20
133 lb. or less 134–266 lb. 267–400 lb.
10
Vigorous motion, such as on a moving mount.
Use skill that takes 1 action
Usually
Use feat
9
Varies
21
153 lb. or less 154–306 lb. 307–460 lb.
Use supernatural ability
No
15
Violent motion, such as on a galloping horse.
22
173 lb. or less 174–346 lb. 347–520 lb.
1
Regardless of the action, if you move out of a threatened square, you usually
provoke an attack of opportunity. This column indicates whether the action
itself, not moving, provokes an attack of opportunity.
2
If you aid someone performing an action that would normally provoke an
attack of opportunity, then the act of aiding another provokes an attack of
opportunity as well.
3
If the object is being held, carried or worn by a creature, yes. If not, no.
4
If you have a base attack bonus of +1 or higher, you can combine one of
these actions with a regular move. If you have the Two-Weapon Fighting
feat, you can draw two light or one-handed weapons in the time it would
normally take you to draw one.
5
May be taken as a standard action if you are limited to taking only a single
action in a round.
6
Unless the component is an extremely large or awkward item.
7
A five-foot step provokes an attack of opportunity if it is made as part of
(or combined with) an action that would do so, such as using the Full Attack
action with a bow
.
Otherwise, it does not.
8
These attack forms substitute for a melee attack, not an action. As melee
attacks, they can be used once in an attack or charge action, one or more
times in a full attack action, or even as an attack of opportunity.
9
The description of a feat defines its effect.
Move Action
Attack of Opportunity
1
36-55
20
Extraordinarily violent motion, such as an earthquake.
23
200 lb. or less 201–400 lb. 401–600 lb.
Mounts and Vehicles
Mount/Vehicle
Move
Yes
Substance Hardness and Hit Points
Substance Hardness Hit Points
Paper or cloth 0
A priest renowned for his successful and
active opposition to the worshippers of Set
56-75
15
Entangled.
24
233 lb. or less 234–466 lb. 467–700 lb.
20
Grappling or pinned. You can cast only spells without
somatic components for which you have any required
material component in hand.
Control a frightened mount
Yes
Per Hour Per Day
25
266 lb. or less 267–533 lb. 534–800 lb.
Common Formulae and Rolls
Defence Value
= 10 + Size Modifier + either Pasrry Bonus or Dodge
Bonus
Saving Throw
= Base Save Bonus (Fortitude, Reflex or Will) + Ability
Modifier (Constitution, Dexterity or Wisdom respectively)
Initiative Check
= 1d20 + Base Reflex Save Bonus + Dexterity Modifier
+ any relevant feats or bonuses (Improved Inintiative, etc.)
A nomad chieftain at the head of a powerful
horde that has plundered several settlements
76-90
Direct or redirect an active spell
No
Mount (carrying load)
Camel, Pack 3 ½ miles 35 miles
Camel, Pack (401-1200 lb.)
1
3 ½ miles 35 miles
Camel, Racing 5 miles 50 miles
Camel, Racing (201-600 lb.)
1
3 ½ miles 35 miles
Camel, Riding 5 miles 50 miles
Camel, Riding (301-900 lb.)
1
3 ½ miles 35 miles
Light horse or light warhorse 6 miles 48 miles
Light horse (151–450 lb.)
1
4 miles 32 miles
Light warhorse (231–690 lb.)
1
4 miles 32 miles
Heavy horse or heavy warhorse 5 miles 40 miles
Heavy horse (201–600 lb.)
1
26
306 lb. or less 307–613 lb. 614–920 lb.
2/inch of thickness
Draw a weapon
4
No
Rope
0
2/inch of thickness
27
346 lb. or less 347–693 lb. 694–1,040 lb.
An evil wizard who has returned from the
dead to topple kingdoms and slay the living
90+
5
Weather is a high wind carrying blinding rain or sleet.
Open or close a door
No
Glass
1
1/inch of thickness
28
400 lb. or less 401–800 lb. 801–1,200 lb.
10
Weather is wind-driven hail, dust, or debris.
Mount a horse or dismount
No
Ice
0
3/inch of thickness
29
466 lb. or less 467–933 lb. 934–1,400 lb.
Bluff Examples
Distracting spell’s
save DC
Weather caused by a spell.
Move a heavy object
Yes
+10
x4
x4
x4
Leather or hide 2
5/inch of thickness
Pick up an item
Yes
Sense Motive
Modifier
Wood
5
10/inch of thickness
1
If you are trying to cast, concentrate on, or direct a spell when the distraction occurs,
add the PP cost of the spell to the indicated DC.
2
Such as during the casting of a spell with a casting time of 1 round or more, the
execution of an activity that takes more than a single full-round action, damage from
an AoO or readied attacks in response to the above conditions.
3
Such as from a puncture wound caused by a sabre-tooth.
4
If the spell allows no saving throw, use the save DC it would have if it did allow a
save.
Disable Device Checks
Device Time Disable Device DC
1
Example
Simple 1 round 10 Jam a lock
Tricky 1d4 rounds 15 Sabotage a wagon wheel
Difficult 2d4 rounds 20 Disarm a trap, reset a trap
Wicked 2d4 rounds 25 Disarm a complex trap, cleverly
sabotage a clockwork device
1
If you attempt to leave behind no trace of your tampering, add 5 to the DC.
Carrying Loads
Example Circumstances
Sheathe a weapon
Yes
Stone
8
15/inch of thickness
The target wants to believe you.
–5
Stand up from prone
Yes
–—— Speed —–—
(30 ft.) (20 ft.) Run
Medium +3 –3 20 ft. 15 ft. x4
Heavy +1 –6 20 ft. 15 ft. x3
Check
Penalty
Skill Check
= 1d20 + relevant Skill Modifier (Skill Ranks + Ability
Modifier + any relevant penalties or bonuses (Racial, Armour Check, etc.)
Iron or steel 10
30/inch of thickness
The bluff is believable and does not affect
the target much.
+0
Load
Max Dex
Ready or loose a shield
4
No
Object Hardness and Hit Points
Object Hardness Hit Points Break DC
Rope (1 inch diam.) 0 2 23
Simple wooden door 5 10 13
Small chest 5 1 17
Good wooden door 5 15 18
Treasure chest 5 15 23
Strong wooden door 5 20 23
Masonry wall (1 ft. thick) 8 90 35
Hewn stone (3 ft. thick) 8 540 50
Chain 10 5 26
Manacles 10 10 26
Masterwork manacles 10 10 28
Iron door (2 in. thick) 10 60 28
Retrieve a stored item
Yes
Natural Healing & A Flagon of Wine
Characters recover (3 + Constitution modifier + 1 per character level) hit
points (minimum 1) per day of rest. Undergoing complete bed rest for an
entire day recovers (6 + double Constitution modifier + 2 per character
level) hit points (minimum 2).
A character who is disabled (on exactly 0 hp) may be restored to 1 hp by
drinking at least a pint of strong wine or other powerful liquor.
The bluff is a little hard to believe or puts
the target at some risk.
+5
Full-Round Action
Attack of Opportunity
1
Full attack
No
3-1/2 miles 28 miles
The bluff is hard to believe or puts the target
at significant risk.
+10
Terrain And Overland Movement
Terrain Highway Road or Trail Trackless
Desert, sandy x1
Charge
5
No
Heavy warhorse (301–900 lb.)
1
3-1/2 miles 28 miles
Deliver coup de grace
Yes
Cart or wagon
2 miles 16 miles
The bluff is way out there, almost too
incredible to consider.
+20
Escape from a net
Yes
x1/2
x1/2
Ship
Carack (rowed) 2 miles 20 miles
Carack (sailed) 3 miles 72 miles
Galley, Corsair (rowed) 4 miles 40 miles
Galley, Corsair (sailed) 2 miles 48 miles
Galley, Stygian (rowed) 3 miles 30 miles
Galley, Stygian (sailed) 3 miles 72 miles
Galley, Trading (rowed) 2 ½ miles 25 miles
Galley, Trading (sailed) 2 ½ miles 60 miles
Gondola, Stygian (sailed) 1 ½ miles 36 miles
Rowboat (rowed) 1 ½ miles 15 miles
1
Quadrupeds, such as horses and camels, can carry heavier loads than
characters can. See Carrying Capacity (pg. 11) for more information.
Conan the Roleplaying Game is (C) 2003 Conan Properties International LLC. CONAN(R), CONAN
THE BARBARIAN(R) and related logos, character, names, and distinctive likenesses thereof are trademarks
of Conan Properties International LLC unless otherwise noted. All Rights Reserved. Mongoose Publishing
Ltd Authorized User. Printed in Canada.
Extinguish flames
No
Forest x1
x1
x1/2
Climb Checks
Climb DC
Modifier
1
Example Surface or Activity
–10 Climbing a chimney (artificial or natural) or
other location where you can brace against two
opposite walls (reduces DC by 10).
–5 Climbing a corner where you can brace against
perpendicular walls (reduces DC by 5).
+5 Surface is slippery (increases DC by 5).
1
These modifiers are cumulative; use any that apply.
Hills x1
x3/4
x1/2
Defence Modifiers
Defender is . . . Melee
Ranged
Behind cover +4 +4
Blinded –2
1
–2
1
Concealed or invisible — See Concealment —
Entangled +0
2
+0
2
Flat-footed (such as when surprised) +0
1
Size and Base
Defence of Objects
DCs To
Break or Burst Items
Strength Check to: DC
Break down simple
door
Jungle x1
x3/4
x1/4
Moor x1
x1
x3/4
Squeezing through a space
–4 –4
Mountains x3/4 x3/4
x1/2
Stunned
–2
1
–2
1
Base Defence
Modifier
Colossal –8
Gargantuan –4
Huge –2
Large –1
Medium +0
Small +1
Tiny +2
Diminutive +4
Fine +8
Plains x1
x1
x3/4
1
The defender cannot dodge or parry.
2
An entangled character takes a –4 penalty to Dexterity. Characters who
are entangled from above, such as by a thrown net, take a –4 penalty to
Parry Defence when parrying with weapons larger than daggers; characters
who are entangled from below, such as by walking into a web, can still parry
at no penalty.
3
Roll randomly to see which grappling combatant you strike. That
defender can neither dodge nor parry.
4
Treat the defender’s Dexterity as 0 (–5 modifier to Defence). Sneak
attacks can be made against helpless or pinned defenders.
Size
13
Swamp x1
x3/4
x1/2
Heal Check DCs
Task
DC
First aid 15
Long-term care 15
Short-term care 15
Treat poison Poison’s DC
Treat disease Disease’s DC
Handle Animal Checks
Task Handle Animal DC
Handle an animal 10
‘Push’ an animal 25
Teach an animal a trick 15 or 20
1
Train an animal for a
general purpose
Break down good door 18
Break down strong
door
Tundra, frozen x1
x3/4
x3/4
23
+0
1
Hampered Movement
Condition Additional Movement Cost
Difficult terrain x2
Obstacle (may require a skill check) x2
Poor visibility
Light Sources And Illumination
Object Bright Shadowy Duration
Candle n/a
1
5 ft. 1 hour
Lantern, oil 30 ft. 60 ft. 6 hr./pint
Torch 20 ft. 40 ft. 1 hr.
1
A candle does not provide bright illumination, only shadowy illumination.
Grappling (but attacker is not)
+0
1
+0
1, 3
Burst rope bonds 23
Bend iron bars 24
Break down barred
door
Helpless (such as paralysed, sleeping, or
bound)
–4
4
+0
4
25
Kneeling or sitting
–2 +2
15 or 20
1
x2
Pinned
–4
4
+0
4
Burst chain bonds 26
Break down iron door 28
Rear a wild animal 15 + HD of animal
1
See the specific trick or purpose below.
Impassable
—
Prone
–4 +4
the roleplaying game
6
Initial Attitude
Plik z chomika:
michal-signum
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