Initiative Adjustment to Creatures
Based on Size: (creatures using weapons use the weapon speed factor)
- Tiny +0
- Small +3
- Medium +3
- Large +6
- Huge +9
- Gargantuan +12
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Initiative Adjustment based on Ability or
Item:
- Potion +4
- Rings +3
- Rods +1
- Scroll (casting time)
- Stave +2
- Wand +3
- Breath Weapon +1
- Innate Spell Ability +3
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Standard Modifiers to Initiative
- Hasted -2
- Slowed +2
- On higher ground -1
- Set to receive a charge -2
- On slippery surface +2
- Wading in deep water +4
- Waiting (Player's Handbook) +1
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Combat Modifiers to Attack Rolls
- Defender invisible -4
- Defender off-balance +2
- Defender stunned or prone +4
- Defender surprised +1
- Missile fire (long range) -5
- Missile fire (medium range) -2
- Rear attack +2
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| Surprise Modifiers for the party:
Other party is:
- Silenced -2
- Invisible -2
- Distinctive odor +2
- Camouflaged -1 to -3
PC party is:
- Fleeing -2
- In darkness -4
- Anticipating attack +2
- Suspicious +2
Conditions are:
- Rainy -1
- Heavy fog -2
- Extremely still +2
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Hit Modifier for natural1/natural 20
(Roll a six-sided die, add or subtract magical bonus)
For a Natural 1 (Critical Fumble):
- Fall
- Drop Weapon
- Hit Self
- Hit Ally
- Knocked Out
- Break Weapon
For a Natural 20 (Critical Hit):
- Max Damage
- 2x Damage
- 3x Damage
- Stun (for large creatures, count roll as a 1)
- Sever Limb* (for large creatures, count as a 2)
- Death (for large creatures, count as a 3)
* Body Part Severed:
- Left Leg
- Right Leg
- Left Arm
- Right Arm
- Body (3x Damage)
- Head (Death) (for large creatures, 3x damage and
Stun)
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