4th edition - core - dungeon master's screen.pdf

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  • 7/29/2019 4th Edition - Core - Dungeon Master's Screen.pdf

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    BLINDED+ The creature can't see, which means its

    targets have total concealment against it . + The creature takes a -10 penalty to

    Perception checks. + The creature grants combat advantage.+ The creat ure can't flank.DAZED+ The creature doesn't get its normal comple

    ment of actions on its turn; it can take eithera standard, a move, or a minor action. Thecreatur e can still take free actions.

    + The creature can't take immediate actions oropportunity actions.

    + The creature grants combat advantage.+ The creature can't flank.DEAFENED+ The creature can't hear.+ The creature takes a -10 penalty to

    Perception checks. DOMINATED+ The creature can 't take actions. Instead, the

    dominator chooses a single action for thecreature to take on the creature's turn: astandard, a move, a minor, or a free action.The only powers and other game featuresthat the dominator can make the creatureuse are ones that can be used at will, such asat-will powers.

    + The creature grants combat advantage.+ The creatu re can't flank.

    Healing a Dying Character

    DYING+ The creature is unconscious. The creature must make death saving throws.+ This conditio n ends immediately on the

    creature when it regains hit points. GRABBED+ The creature is immobilized.+Maintaining this condition on the creature occupies whatever appendage, object, or

    effect the grabber used to initiate the grab. This conditio n ends immediately on the

    creature ifthe grabber is subjected to aneffect that prevents it from taking actions, or ifthe creature ends up outside the ra nge of thegrabbing power or effect.HELPLESS+ The creature grants combat advantage.IMMOBILIZED+ The creature can't move, unless it teleports oris pulled, pushed, or slid.MARKED+ The creature takes a -2 penalty to attack rolls

    for any attack that doesn't indude the marking creature as a target.

    + A creature can be subjected to only one markat a time, and a new mark supersedes an oldone,

    + A mark ends immediately when its creator dies or falls unconscious.

    PETRIFIED+ The creature is unconscious. The creature has resist 20 to all damage.+ The creature doesn't age.PRONE+ The creature is lying down. However, lf the

    creature is climbing or flying, it falls. + The only way the creature can move is bycrawling. teleporting, or being pulled, pushed,

    or slid. The creature takes a -2 penalty to attack rolls.+ The creature grants combat advantage to

    attackers making melee att acks against it,but it gains a +2 bonus to all defenses againstranged attacks from attackers that aren'tadjacent to it.REMOVED FROM PLAY+ The creature can't take actions.+ The creatu re has neither line of Sight nor line

    of effect to anything. and no thing has line ofsight or line of effect to it.RESTRAINED+ The creature can't move, unless it teleports. It

    can't even be pulled, pushed, or slid.+ The creature takes a -2 penalty to attack rolls.+ The creature grants combat advantage.SLOWED+ The creature's speed becomes 2 if it was

    higher than that. Thisspeed applies to all of the creature's movement modes (walking, flying. swimming. and so on), but it does not apply to forced movement against it,

    teleportation, or any other movement thatdoesn't use the creature's speed. If a creatureis subjected to this condition while it ismoving using any of its speeds, it must stop ifit has already moved at least 2 squares.

    + The creature cannot benefit from bonuses tospeed, although it can use powers and takeactions, such as the run action, that allow it tomove farther than its speed.STUNNED+ The creature can't take actions.+ The creature grants combat advantage.+ The creature can 't flank.+ The creature falls if it is flying, l:Inless it can

    hover. SURPRISED The creature can't take actions.+ The creature grants combat advantage.+ The creat ure can't flank.UNCONSCIOUS+ The creature is helpless.+ The creature can't take actions.+ The creature takes a -5 penalty to all

    defenses. + The creature is unaware of its surroundings.+ The creature falls prone, if possible.+ The creature can't flank.WEAKENED+ The creature's attacks deal half damage.

    However, two kinds of damage that it dealsare not affected: ongOing damage as well asdamage that isn't delivered by an attack roll.

    + Regain Hit Points: When a character is dying and receives + Dying: When a character's hit points drop to 0 or fewer, hehealing. he or she goes to 0 hit points and then regains hit or she falls unconscious and is dying, Any additional damagepoints from the healing effect. If th e healing effect reqUires the character takes continues to reduce his or her current hitthe character to spend a healing surge but he or she has point total. none left, the character is restored to 1 hit point. + Death Saving Throw: When a character is dying, he or she+ Become Conscious: As soon as a character has a current hit needs to make a saving throw at the end of his or her turnpoint total that's higher than 0, he orshe becomes conscious each round, The result of the saving throw determines howand is no longer dying, (The character is still prone until he or close the character is to death. she takes an action t o stand up.) Lower than 10: The charact er slips one step closer todeath. If the character gets this result three times before

    taking a short or an extended rest. the character dies.

    10-19: No cha nge.20 or hi8her: The character spe nds a healing surge.When the character does so, he or she is considered tohave 0 hit points, and then the heaUng surge restores hitpoints as normal. The charact er is no longer dying, and heor she is conscious but still pro ne. If the cha racter rolls 20or higher but has no healing surges, the character's condition doesn't change.

    + Death: When the character takes damage that reduces hisor her current hit points to the character's bloodied valueexpressed as a negative number, the character dies.

  • 7/29/2019 4th Edition - Core - Dungeon Master's Screen.pdf

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  • 7/29/2019 4th Edition - Core - Dungeon Master's Screen.pdf

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    Aid defenseBasic attackBull rushChargeCoup de graceEquip or stow a shieldGrabReady an actionSecond windTotal defenseMOVE ACTIONS

    EscapeRunStand upShiftSqueeze

    Walk

    MINOR ACTIONS

    a weaponDrink a potionDrop proneLoad a crossbowOpen or close a doorPick up an Item

    an unconscious creature consume a potionImprove an ally's skill check or ability checkImprove an ally's attack rollImprove an ally's defensesMake a basic attackPush a target 1 square and shift into th e vacated spaceMove and then make a melee basic attack or a bull rushMake a critical hit against a helpless enemyUse a shield or put It awaySeize and hold an enemyReady an action to perform when a specified trigger occursSpend a healing surge and gain a bonus to defenses(once per encounter)Gain a +2 bonus to all defenses until next turn

    While prone, move up to half speedEscape a grab and shift 1 squareMove up to speed + 2; grant combat advantageuntil next turn and take a -5 penalty to attack rollsStand up from proneMove 1 square without provoking opportunity attacksReduce size by one category, move up to half speed,and grant combat advantageMove up to walking speed

    Consume a potionDrop down to lie on the groundLoad a bolt into a crossbow to fire itOpen or close a door or container that Isn't locked or stuckPick up an object in one's space or in an unoccupied squarewithin reach

    Retrieve or stow an Item Retrieve or stow an Item on selfIMMEDIATE ACTION

    Drop held ite msEnd a grabSpend an action point

    Talk

    Drop any items currently held In one's space or in an unoccupiedsquare within reachLet go of an enemySpend an action point to take an extra action(once pe r encounter, not in a surprise round)Speak a fe w sentences

    + Partial Cover (-2 Penalty to Attack o l l s ~ An attacker takes a -2 penalty to attack rolls aga insta target that has partial cover (sometimes simply called "cover"). The target is around a corner orprotected by terrain. For example, the target might be in the same square as a small tree, obscuredby a small pillar or a large piece of furniture, or behind a low wall.+ Superior Cover (-5 Penalty to Attack Rolls): An attacker takes a -S penalty to attack rollsagainst a target that has superior cover. The target is protected by a significant terrain advantage,such as when fighting from behind a window, a portcullis, a grate, or all arrow slit.. . Area Attacks and Close Attacks: When an attacker uses an area attack power or a close attackpower. a target has cover only if there is an obstruction between the origin square and the target.+ Creatures and Cover: When a creature makes a ranged attack against an enemy target andother enemies are in the way, the target has partial cover. A creature's allies never grant cover tothe creature's enemies, and neither allies nor enemies grant cover against melee, close, or areaattacks... Reach: If a creature that has reach attacks through terrain that would grant cover if the targetwere in it, the target has cover. For example, even if a target isn't in the same square as a smallpillar, the target has cover from the melee attack of an ogre on the other side of the pillar.+ Determining Cover: To determine if a target has cover. choose a comer of a square the attackeroccupies, or a corner o f the attack's origin square, and trace imaginary lines from that corner toevery corner of anyone square that the target occupies. If one or two of those lines are blocked byan obstacle or an enemy, the target has partial cover. A line isn't blocked if it runs along the edgeof an obstacle's or an enemy 's square. If three or four of those lines are blocked yet line of effectremains-as when a target is behind an arrow slit-the target has superior cover.

    + Partial Concealment (-2 Penalty to Attack Rolls): An attacker takes a -2 penalty to melee andranged attack rolls against a target that has partial concealment (sometimes Simply called "con cealment"). The target is in a lightly obscured square or in a heaVily obscured square but adjacentto the attacker.+ Total Concealment (-5 Penalty to Attack Rolls): An attacker takes a -S penalty to melee andranged attack rolls against a target that has total concealment. The attacker can 't see the target.The target is invisible, in a totally obscured square, or in a heaVily obscured square and not adjacent to the attacker.

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    EXPERIENCE POINT REWARDS DAMAGE BY LEVEl

    2 125 I 12 700 223 15 0 13 - 80 0 23 5,1004 175 [ 14 1,000 24 6,0505 200 [ 15 1,200 25 7,0006 250 [ 16 1,400 26 9,0007 30 0 [ 17 1,600 27 11,0008 35 0 [ 18 2,000 28 13,0009 400 I 19 2,400 29 15,000

    10 500 20 2,800 30 19,000To calculate the target XP for an encounter of a given level or to calculatethe appropriate major quest XP reward for a given level, multiply the XPvalue shown on the table by the number of player characters in the party.

    Attacker is proneAttacker Is restrainedTarget has partial coverTarget has superior coverTarget has partial concealment (melee and r anged only)Target has total concealment (rrJelee and ranged only)Long range (weapon attacks only)Charge attac k (melee only)

    -2-2+1

    BASE EXPLORATION SPEEDSpeed Per Day Per Hour Per Minute

    5 25 miles miles 250 ft.6 30 miles 3 miles 30 0 ft.7 35 miles 3Y> miles 35 0 ft.8 40 miles 4 miles 400 ft.

    TERRAIN AN D TRAVEL

    2 1d8 + 5 1d6 + 43 l d8+6 ld6+ 54 2d6 + 5 1d8 + 55 2d6+6 ld 8 +66 2d6+ 7 1d8 + 67 2d8+6 2d6 +48 2d8+ 7 2d6 + 59 2d8+ 8 2d6 +6

    10 2d8+9 2d6+ 611 3d6+9 2d6 + 712 3d6 + 10 2d8 + 613 3d6 + 11 2d8+ 714 3d6 + 12 2d8 + 715 3d6 + 13 2d8 +816 3d8 + 11 3d6 + 817 3d8 + 12 3d6+918 3d8 + 13 3d6+ 919 3d8 + 14 3d6+1 020 3d8 + 15 3d6+ 1121 4d6 + 15 3d8+922 4d6 + 16 3d8 + 923 4d6 + 17 3d8 + 1024 4d6 + 18 3d8 + 1125 4d6 + 19 3d8 + 1226 4d8 + 16 4d6 + 1127 4d8 + 17 4d6+ 1228 4d8 + 18 4d6 + 1329 4d8 + 19 4d6+ 1430 4d8 + 20 4d6 + 15

    Use this table to set damage for an effect notcovered in the rules-a character stumbles into acampfire or falls into a vat of add, for example.

    Mostly dlfRcult terrain (dense forests, mountains, deep common spx%

    swamps, rubble-choked ruins)Extensive difficult terrain (forests, hills, swamps, crumbling

    x l ruins, caves, city streets)Very little difficult terra in (open flelds, plains, roads, cleardungeon corridors)

    Torch ~ ~ - - 5 Bright 1 hourLantern 10 Bright 8 hours/pintCampflre - ~ ~ 10 Bright 8 hoursSunrod 20 Bright 4 hoursPhosphorescent fungi 10 Dim OngoingMONSTER KNOWLEDGE DCS

    Powers, resistances, and Hard (monster level)vulnerabilities

    KNOWLEDGE SKILLS BY ORIGINAberrant originConstruct keyword ArcanaElemental origin ArcanaFey origin ArcanaImmortal origin ReligionNatural origin NatureShadow origin ArcanaUndead keyword ReligionDCS TO BREAK OR BURST COMMON ITEMS

    Break down reinforced door 16 6-10Break down barred door 20 11-15Break down iron door 23 16-20Break down adamantine door 27 21-25Break th rough force portal 30 26-30--Force open wooden portcullis 21 6-10Force open Iron portcullis 28 16-20Force open adamant ine portcullis 32 26-30Burst rope bonds 21 6-10Burst Iron chains 28 16-20Burst adamantine chains 35 26-30Smash wooden chest 16 6-10Smash Iron box 23 16-20Smash adamantine box 30 26-30

    Meal, feast Ale, pitcher Wine, bottle Typical room (R!r day) Luxury room (per day)

    5gp2s p5gpSsp2g p