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Blood & Treasure Cheat Sheet

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0% found this document useful (0 votes)
87 views2 pages

Blood & Treasure Cheat Sheet

Uploaded by

neko9093
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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COMBAT Morale:

- Trigger: NPC’s and monsters might flee if half their number has been killed or disabled or
Initiative: 1d6 per side, highest goes first, on a tie simultaneous. their leader has been killed or disabled.
Combat Actions: - Check: Pass a Will saving throw.
• Make half move and attack or other quick action (e.g. drink a potion) HEROIC TASKS
• Charge at running speed and attack
• Full move with no attack The score required for success depends on what level of skill the character has in the heroic
task:
• Cast a spell (and move up to 5”)
Special Manoeuvers: • Unskilled: >=18 on a d20

Manoeuvre DC Save Notes • Knack: >=15 on a d20


Aid Another - - Forgo attacks to grant +2 on attack and manoeuvre • Skilled: Roll vs indicated saving throw, modifying the roll with the
rolls to an ally vs an adjacent enemy. indicated ability score modifier.
Blind 16 Ref Lasts 1d4 rounds
Bull Rush 12 Fort Knock victim back 1d6” + str mod, or if one size Task Save + Stat Notes
larger 1” + str mod. Modifier
Charge - - Run at least 30” for +2 to damage, -2 to AC Bend Bars Fort + Str
Disarm 14 Ref Knocks weapon out of hand, 1d6+3 feet away. Break Down Doors Fort + Str On failure, kicker suffers 1d4 dmg and has 5%
Fight Forgo all attacks for +2 to AC for turn chance of being crippled for 24 hours. +3 for
Defensively light weapons, +5 for pole arms. Triggers
Grapple 14 Fort Victim is grappled, suffers normal unarmed damage, wandering monster check.
and must succeed with own grapple to escape. Climb Sheer Ref + Dex On failure, suffer falling damage calculated
Overrun 14 Fort Like bullrush plus charge, can elect to trip instead of Surfaces from mid point of fall. Speed of 10”.
push back, move continues after attack. Decipher Codes Will + Int
Sunder 16 Item Attacking material must be as strong or stronger Escape Bonds Ref + Dex Takes 1d10 minutes per attempt.
Save than targeted material. Find Secret Doors Will + Int
Trip 14 Ref Knocks opponent prone. Find Traps Will + Int Takes a minimum of 1 turn per attempt.
Hide in Shadow Ref + Dex Camouflage clothing gives a +2 bonus
Death: Characters die when their negative hp total exceeds their Con score, or exceed -10 Jump Fort + Str Jumping 5” forward or 3” up takes no roll. Each
(whichever is greater). No maiming for near death experiences applies. full multiple of this adds -2, up to quadruple.
ENCOUNTERS Listen at Doors Will + Wis
Move Silently Ref + Dex
3d6 (2d6 for wicked Reaction Open Locks Ref + Dex
creatures) Pick Pockets Ref + Dex
2-3 Completely hostile, attack immediately Remove Traps Ref + Dex Failure sets off the trap.
4-8 Hostile, not willing to parlay, may attack Riding Ref + Dex Fall off on failure. Falling damage = distance +
9-16 Neutral, willing to parlay and trade speed.
17-18 Friendly, willing to render assistance Survival Will + Wis Takes 4 hours per attempt. Consult table for
results on success.
Distance: 1d6 x 20 in close quarters, 1d6 x 60 in more open spaces.
Swimming Fort + Str First failure: make no progress: Second failure:
Surprise: 1 on 1d6 for all participants, cannot act first turn of combat. begin to drown.
Tracking Will + Wis
Trickery Will + Cha
CONDITIONS TURN UNDEAD
Condition Description HD 1 2 3 4 5 6 7 8 9-13 14-18 19+
Blinded Blinded characters cannot see. In a fight, they suffer a ‐10
1 10 7 4 3 2 D D D D D D
penalty to hit their targets, and their opponent gains a tactical
advantage against them. Blinded creatures are surprised on a 2 13 10 7 4 3 2 D D D D D
roll of 1‐3 on 1d6.
3 16 13 10 7 4 3 2 D D D D
Comatose The subject falls into a catatonic coma. During this time, it
cannot be awakened by any means. This is not a sleep effect, 4 19 16 13 10 7 4 3 2 D D D
and thus elves are not immune to it. 5 20 19 16 13 10 7 4 3 2 D D
Crippled The crippled condition indicates some problem with a creature’s
legs or feet. The creature’s movement is reduced by one half 6 - 20 19 16 13 10 7 4 3 T D
and they suffer a ‐2 penalty on Reflex saving throws. 7 - - 20 19 16 13 10 7 4 T T
Deafened Deafened characters are surprised on a roll of 1‐3 on 1d6.
Deafened spellcasters fail to cast their spells on a roll of 1‐2 on 8 - - - 20 19 16 13 10 7 2 T
1d6. 9 - - - - 20 19 16 13 10 3 2
Entangled Entangled creatures move at quarter speed and cannot run.
10 - - - - - 20 19 16 13 10 2
This gives their opponents a tactical advantage in combat.
Entangled spellcasters fail to cast their spells on a roll of 1‐2 on 11 - - - - - - 20 19 16 13 10
1d6. 12 - - - - - - - 20 19 16 13
Fatigued A fatigued character moves at half speed and his opponent’s
enjoy a tactical advantage in a fight. 13+ - - - - - - - - 20 19 16
Frightened Frightened characters flee from the source of their fright as
quickly as they can. If a frightened creature is unable to flee and If D20 >= number the undead type targeted flee, or cower if unable to flee, for 3d6 rounds. T
must fight, their opponent gains a tactical advantage. = automatic turn. D = undead is automatically destroyed or controlled for 24 hours.
Incorporeal Incorporeal creatures can only be harmed by magic weapons or
spells. They can pass through solid objects. FALLING
Madness Mad or insane characters act randomly each round (during Distance Damage Crippled
combat) or turn (outside of combat), per the confusion spell.
Paralyzed A paralyzed creature cannot move or act, but can perform 10 ft 1d6 1 in 10
purely mental functions. 20 ft 2d6 1 in 6
Petrified A petrified creature has been turned to stone and is considered
unconscious. Damage sustained by a petrified creature (i.e. 30 ft 3d6 1 in 6
loss of a limb or head) is carried over to the creature when it is 40 ft 4d6 2 in 6
unpetrified.
Prone A prone character has been knocked to the ground. Opponents 50 ft 5d6 2 in 6
wielding melee weapons enjoy a tactical advantage against 60 ft 6d6 3 in 6
him, while he enjoys a tactical advantage against foes with
ranged weapons. 70 ft 7d6 3 in 6
Sickened Sickened creatures are dizzy and nauseated, and suffer a ‐2 80 ft 8d6 4 in 6
penalty to attack and to their saving throws.
90 ft 9d6 4 in 6
Stunned A stunned character cannot move or attack and drops any item
he holds. Opponents enjoy a tactical advantage against him. 100 ft 10d6 5 in 6
110 ft 11d6 5 in 6
120 ft+ 12d6 6 in 6

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