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Thereafter, determining who’s next to act is just a matter of cycling through the cards. Ambitious GMs can add info to the monsters’ cards, such as hit points, special attack DCs, and other information relating to what the monster can do on its turn.
Making specific nondamaging attacks touch is fine but shooting someone and hitting them to do damage is never a touch attack by core d20 ruleset theory. Use high damage - 2d4 for a pistol, 2d8 for a musket, x3 crit, with 'exploding' damage dice (reroll max damage dice and add to it). Colored Dice. One of the biggest problems with new players, no matter their age, is differentiating which dice is the one they are looking for. This can be easily solved with colored dice. Assign a color pattern to each kind of die: d4 are the red dies, d6 the white ones, d10 the purple ones, and so.
What dice do I need to make for a Pathfinder player? Ask Question. Rock tumbler, or polisher if you will, so I can use that to smooth them up. I plan to hand paint the inset numbers. I do plan to test each dice to ensure none are 'weighted' to one side more than another. If you go to a store and buy dice for Pathfinder, you will get dice. So they are very good if you want to be a.nuker., i.e focus on meting out punishment and arguably do this better than a wizard. Wizards can have a wider array of spells however. For example I am playing a dragon bloodline sorcer (get to shapechange into a dragon a later levels). Because I pick Golden Dragon I get + 1 Dmg per dmg dice on fire. Dec 30, 2011 So I got Pathfinder for christmas, it's my first Tabletop RPG and I'm very excited to play! I got all the books, and printed up character sheets, however there are still a few things I'm confused about. How do you measure a Weapon's Damage? It says something like Dmg (S) is 1d10 and Dmg (M) is 1d12, does that mean I roll a d10 then whatever it comes up is a Damage bonus to my weapon?
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Damage Rolls
Each weapon, spell, and harmful monster ability specifies the damage it deals. You roll the damage die or dice, add any modifiers, and apply the damage to your target. Magic weapons, special abilities, and other factors can grant a bonus to damage. With a penalty, it is possible to deal 0 damage, but never negative damage.
When attacking with a weapon, you add your ability modifier–the same modifier used for the attack roll–to the damage. A spell tells you which dice to roll for damage and whether to add any modifiers.
If a spell or other effect deals damage to more than one target at the same time, roll the damage once for all of them. For example, when a wizard casts fireball or a cleric casts flame strike, the spell's damage is rolled once for all creatures caught in the blast.
Critical Hits
When you score a critical hit, you get to roll extra dice for the attack's damage against the target. Roll all of the attack's damage dice twice and add them together. Then add any relevant modifiers as normal. To speed up play, you can roll all the damage dice at once.
For example, if you score a critical hit with a dagger, roll 2d4 for the damage, rather than 1d4, and then add your relevant ability modifier. If the attack involves other damage dice, such as from the rogue'sSneak Attack feature, you roll those dice twice as well.
Damage Types
Different attacks, damaging spells, and other harmful effects deal different types of damage. Damage types have no rules of their own, but other rules, such as damage resistance, rely on the types.
The damage types follow, with examples to help a GM assign a damage type to a new effect.
Acid. The corrosive spray of a black dragon's breath and the dissolving enzymes secreted by a black pudding deal acid damage.
Bludgeoning. Blunt force attacks–hammers, falling, constriction, and the like–deal bludgeoning damage.
Cold. The infernal chill radiating from an ice devil's spear and the frigid blast of a white dragon's breath deal cold damage.
Fire. Red dragons breathe fire, and many spells conjure flames to deal fire damage.
Force. Force is pure magical energy focused into a damaging form. Most effects that deal force damage are spells, including magic missile and spiritual weapon.
Lightning. A lightning bolt spell and a blue dragon's breath deal lightning damage.
Necrotic. Necrotic damage, dealt by certain undead and a spell such as chill touch, withers matter and even the soul.
Piercing. Puncturing and impaling attacks, including spears and monsters' bites, deal piercing damage.
Poison. Venomous stings and the toxic gas of a green dragon's breath deal poison damage.
Psychic. Mental abilities such as a mind flayer's psionic blast deal psychic damage.
Radiant. Radiant damage, dealt by a cleric's flame strike spell or an angel's smiting weapon, sears the flesh like fire and overloads the spirit with power.
Slashing. Swords, axes, and monsters' claws deal slashing damage.
El capitan dmg to iso. Thunder. A concussive burst of sound, such as the effect of the thunderwave spell, deals thunder damage.
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- 1Dice Mage
- 1.1Making a Dice Mage
- 1.2Campaign Information
Dice Mage[edit]
This class is literally just a sorcerer with one added ability.
Making a Dice Mage[edit]
A Dice Mage is essentially a glass canon. He can deal high amounts of damage but cannot take any due to low hit die and no proficiency with armor. He works well with any other class that can tank damage.
Abilities: Charisma determines how powerful a spell a Dice Mage can cast, how many spells he can cast per day, and how hard those spells are to resist. Like a wizard, a Dice Mage benefits from high Dexterity and Constitution scores.
Pathfinder Do Dmg Dice Matter Game
Races: Humans and Half-elves are best suited to be a Dice Mage but any race can have the ability to become one.
Alignment: Any non-lawful.
Starting Gold: As Sorcerer
Starting Age: Simple
Level | Base Attack Bonus | Saving Throws | Special | Spells per Day | Power Points/Day | Powers Known | Maximum Power Level Known | ||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Fort | Ref | Will | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |||||||||||||||||||||||||||||
1st | +0 | +0 | +0 | +2 | 5 | 3 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | ||||||||||||||||||||||||
2nd | +1 | +0 | +0 | +3 | Bonus Dice(1 die) | 6 | 4 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | |||||||||||||||||||||||
3rd | +1 | +1 | +1 | +3 | 6 | 5 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | ||||||||||||||||||||||||
4th | +2 | +1 | +1 | +4 | Bonus Dice(2 dice) | 6 | 6 | 3 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | |||||||||||||||||||||||
5th | +2 | +1 | +1 | +4 | Maximized Dice(1/day) | 6 | 6 | 4 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | |||||||||||||||||||||||
6th | +3 | +2 | +2 | +5 | Bonus Dice(3 dice) | 6 | 6 | 5 | 3 | -- | -- | -- | -- | -- | -- | -- | -- | -- | |||||||||||||||||||||||
7th | +3 | +2 | +2 | +5 | 6 | 6 | 6 | 4 | -- | -- | -- | -- | -- | -- | -- | -- | -- | ||||||||||||||||||||||||
8th | +4 | +2 | +2 | +6 | Bonus Dice(4 dice), Maximized Dice(2/day) | 6 | 6 | 6 | 5 | 3 | -- | -- | -- | -- | -- | -- | -- | -- | |||||||||||||||||||||||
9th | +4 | +3 | +3 | +6 | 6 | 6 | 6 | 6 | 4 | -- | -- | -- | -- | -- | -- | -- | -- | ||||||||||||||||||||||||
10th | +5 | +3 | +3 | +7 | Bonus Dice(5 dice), | 6 | 6 | 6 | 6 | 5 | 3 | -- | -- | -- | -- | -- | -- | -- | |||||||||||||||||||||||
11th | +5 | +3 | +3 | +7 | Maximized Dice(3/day) | 6 | 6 | 6 | 6 | 6 | 4 | -- | -- | -- | -- | -- | -- | -- | |||||||||||||||||||||||
12th | +6/+1 | +4 | +4 | +8 | Bonus Dice(6 dice) | 6 | 6 | 6 | 6 | 6 | 5 | 3 | -- | -- | -- | -- | -- | -- | |||||||||||||||||||||||
13th | +6/+1 | +4 | +4 | +8 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | -- | -- | -- | -- | -- | -- | ||||||||||||||||||||||||
14th | +7/+2 | +4 | +4 | +9 | Bonus Dice(7 dice), Maximized Dice(4/day) | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | -- | -- | -- | -- | -- | |||||||||||||||||||||||
15th | +7/+2 | +5 | +5 | +9 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | -- | -- | -- | -- | -- | ||||||||||||||||||||||||
16th | +8/+3 | +5 | +5 | +10 | Bonus Dice(8 dice) | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | -- | -- | -- | -- | |||||||||||||||||||||||
17th | +8/+3 | +5 | +5 | +10 | Maximized Dice(5/day) | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | -- | -- | -- | -- | |||||||||||||||||||||||
18th | +9/+4 | +6 | +6 | +11 | Bonus Dice(9 dice) | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | -- | -- | -- | |||||||||||||||||||||||
19th | +9/+4 | +6 | +6 | +11 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | -- | -- | -- | ||||||||||||||||||||||||
20th | +10/+5 | +6 | +6 | +12 | Bonus Dice(10 dice), Maximized Dice(6/day) | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | -- | -- | -- | |||||||||||||||||||||||
Class Skills (2 + Int modifier per level, ×4 at 1st level) Bluff(Cha), Concentration(Con), Craft(Int), Knowledge(arcana)(Int), Profession(Wis), Spellcraft(Int |
Class Features[edit]
All of the following are class features of the dice mage.
Weapon and Armor Proficiency: Weapon and Armor Proficiency: Dice Mages are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a dice mage’s gestures, which can cause his spells with somatic components to fail.
Bonus Dice: At 2nd level and every 2 levels thereafter, the dice mage gains an extra die to roll whenever they roll for a spell. the bonus dice may be used for damage, healing, or any other thing he would need to roll dice for, not including the roll required to see if the spell hits.
The dice mage may use any amount of his bonus dice up to the maximum for his level. You must choose how many dice to roll before you roll them. The dice you roll must be of the same type of dice that the spell normally uses and if the spell hits multiple times(where you would normally roll more than once), you roll that number of bonus dice for each hit. For example, a 5th level dice mage casting magic missile would be able to cast 3 missiles and add 2d4 to each missile.
Maximized Dice: At 5th level the dice mage gets the ability to use the most amount of dice available. When you use this ability, you gather all of the spell's required dice(Just like the bonus dice feature) from every player and roll that for damage, healing, etc. Just like the bonus dice feature, you have to choose to use this ability before rolling and roll multiple times per hit.
Every 3 levels after 5th, the dice mage can use this ability another time per day.
Spells: A dice mage casts arcane spells which are drawn primarily from the sorcerer/wizard spell list. He can cast any spell he knows without preparing it ahead of time, the way a wizard or a cleric must (see below).
![Pathfinder Pathfinder](/uploads/1/2/5/8/125877867/702327727.jpg)
To learn or cast a spell, a dice mage must have a Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a dice mage’s spell is 10 + the spell level + the dice mages’s Charisma modifier - 1/2(rounded down) the number of bonus damage dice the dice mage is using.
Like other spellcasters, a dice mage can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Dice Mage. In addition, he receives bonus spells per day if he has a high Charisma score.
A dice mage’s selection of spells is extremely limited. A dice mage begins play knowing four 0-level spells and a 1st-level spell of your choice. At each new dice mage level, he gains one or more new spells, as indicated on Table: Dice Mage Spells Known. (Unlike spells per day, the number of spells a dice mage knows is not affected by his Charisma score; the numbers on Table: Dice Mage Spells Known are fixed.) These new spells can be common spells chosen from the sorcerer/wizard spell list, or they can be unusual spells that the sorcerer has gained some understanding of by study. The sorcerer can’t use this method of spell acquisition to learn spells at a faster rate, however.
Upon reaching 4th level, and at every even-numbered dice mage level after that (6th, 8th, and so on), a dice mage can choose to learn a new spell in place of one he already knows. In effect, the dice mage “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level dice mage spell the dice mage can cast. A dice mage may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
Unlike a wizard or a cleric, a dice mage need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his spells per day for that spell level. He does not have to decide ahead of time which spells he’ll cast.
Level | Spells Known | |||||||||
---|---|---|---|---|---|---|---|---|---|---|
0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
1st | 4 | 2 | -- | -- | -- | -- | -- | -- | -- | -- |
2nd | 5 | 2 | -- | -- | -- | -- | -- | -- | -- | -- |
3rd | 5 | 3 | 1 | -- | -- | -- | -- | -- | -- | -- |
4th | 6 | 3 | 2 | -- | -- | -- | -- | -- | -- | -- |
5th | 6 | 4 | 2 | -- | -- | -- | -- | -- | -- | -- |
6th | 7 | 4 | 3 | 1 | -- | -- | -- | -- | -- | -- |
7th | 7 | 5 | 3 | 2 | -- | -- | -- | -- | -- | -- |
8th | 8 | 5 | 4 | 2 | 1 | -- | -- | -- | -- | -- |
9th | 8 | 5 | 4 | 3 | 2 | -- | -- | -- | -- | -- |
10th | 9 | 5 | 5 | 3 | 2 | 1 | -- | -- | -- | -- |
11th | 9 | 5 | 5 | 4 | 3 | 2 | -- | -- | -- | -- |
12th | 9 | 5 | 5 | 4 | 3 | 2 | 1 | -- | -- | -- |
13th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | -- | -- | -- |
14th | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | -- | -- |
15th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | -- | -- |
16th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | -- |
17th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | -- |
18th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 2 | 1 |
19th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 3 | 3 | 3 |
Ex-Dice Mages[edit]
A dice mage that changes to any lawful alignment loses their ability and becomes a normal sorcerer.
Epic Dice Mage[edit]
Level | Special | ||||||||||||||||||||||||||||||||||||||||
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21st | |||||||||||||||||||||||||||||||||||||||||
22nd | Bonus Dice(11 dice) | ||||||||||||||||||||||||||||||||||||||||
23rd | Bonus Feat, Maximized dice(7/day) | ||||||||||||||||||||||||||||||||||||||||
24th | Bonus Dice(12 dice) | ||||||||||||||||||||||||||||||||||||||||
25th | |||||||||||||||||||||||||||||||||||||||||
26th | Bonus Feat, Bonus Dice(13 dice), Maximized Dice(8/day) | ||||||||||||||||||||||||||||||||||||||||
27th | |||||||||||||||||||||||||||||||||||||||||
28th | Bonus Dice(14 dice) | ||||||||||||||||||||||||||||||||||||||||
29th | Bonus Feat, Maximized Dice(9/day) | ||||||||||||||||||||||||||||||||||||||||
30th | Bonus Dice(15 dice) | ||||||||||||||||||||||||||||||||||||||||
2 + Int modifier skill points per level. |
Bonus Dice: This feature just continues to scale up every 2 dice mage levels
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Maximized Dice: This feature continues to scale every 3 levels
Bonus Feats: The epic dice mage gains a bonus feat (selected from the list of epic dice mage bonus feats) every 3 levels after 20th.
Epic Dice Mage Bonus Feat List: Automatic Quicken Spell, Automatic Silent Spell, Automatic Still Spell, Energy Resistance, Enhance Spell, Epic Spell Focus, Epic Spell Penetration, Epic Spellcasting, Ignore Material Components, Improved Combat Casting, Improved Heighten Spell, Improved Metamagic, Improved Spell Capacity, Intensify Spell, Multispell, Permanent Emanation, Spell Knowledge, Spell Stowaway, Spell Opportunity.
Dice Mage Starting Package[edit]
Weapons: .
Skill Selection: Pick a number of skills equal to 4 + Int modifier.
Skill | Ranks | Ability | Armor Check Penalty |
---|
Feat: .
Bonus Feats: .
Gear: .
Gold: .
Campaign Information[edit]
Playing a Dice Mage[edit]
Religion: .
Other Classes: .
Combat: .
Advancement: .
Dice Mage in the World[edit]
“ | ” | |
—, |
Daily Life: .
Notables: .
Organizations: .
NPC Reactions: .
Dice Mage Lore[edit]
Characters with ranks in can research to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
DC | Result |
---|---|
5 | . |
10 | . |
15 | . |
20 | . |
Dice Mage in the Game[edit]
Adaptation: .
Sample Encounter: .
EL : .
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