D&d 3.5 Flight Dmg
Access Google Drive with a free Google account (for personal use) or G Suite account (for business use). Complete list of all D&D spells, rulebooks, feats, classes and more! Mar 05, 2011 D&D How to calculate damage? Hi, I'm DMing for a D&D 3.5 group, and I've kind of been eyeballing the damage that the monster receives as about the player's damage roll minus the monster's AC. It doesn't seem like it's enough though.could someone tell me how to calculate how much damage a monster takes?
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This topic could also refer to:
- 1Fly
- 1.1Moving in Three Dimensions
- 1.1.1Tactical Aerial Movement
- 1.1Moving in Three Dimensions
Fly
A creature with a fly speed can move through the air at the indicated speed if carrying no more than a light load. (Note that medium armor does not necessarily constitute a medium load.) All fly speeds include a parenthetical note indicating maneuverability, as follows:
- Perfect: The creature can perform almost any aerial maneuver it wishes. It moves through the air as well as a human moves over smooth ground.
- Good: The creature is very agile in the air (like a housefly or a hummingbird), but cannot change direction as readily as those with perfect maneuverability.
- Average: The creature can fly as adroitly as a small bird.
- Poor: The creature flies as well as a very large bird.
- Clumsy: The creature can barely maneuver at all.
A creature that flies can make dive attacks. A dive attack works just like a charge, but the diving creature must move a minimum of 30 feet and descend at least 10 feet. It can make only claw or talon attacks, but these deal double damage. A creature can use the run action while flying, provided it flies in a straight line.
Moving in Three Dimensions
Tactical Aerial Movement
Once movement becomes three-dimensional and involves turning in midair and maintaining a minimum velocity to stay aloft, it gets more complicated. Most flying creatures have to slow down at least a little to make a turn, and many are limited to fairly wide turns and must maintain a minimum forward speed. Each flying creature has a maneuverability, as shown on Table: Maneuverability. The entries on the table are defined below.
Minimum Forward Speed
If a flying creature fails to maintain its minimum forward speed, it must land at the end of its movement. If it is too high above the ground to land, it falls straight down, descending 150 feet in the first round of falling. If this distance brings it to the ground, it takes falling damage. If the fall doesn’t bring the creature to the ground, it must spend its next turn recovering from the stall. It must succeed on a DC 20 Reflex save to recover. Otherwise it falls another 300 feet. If it hits the ground, it takes falling damage. Otherwise, it has another chance to recover on its next turn.
Hover
The ability to stay in one place while airborne.
D-day
Move Backward
The ability to move backward without turning around.
Reverse
A creature with good maneuverability uses up 5 feet of its speed to start flying backward.
Turn
How much the creature can turn after covering the stated distance.
Turn in Place
D&d Beyond
A creature with good or average maneuverability can use some of its speed to turn in place.
May 18, 2016 Quick question - Heard a rumor that building inside the Ruins found across The Center map is at the expense of 6x dmg like the underwater caves. Can someone confirm / deny please? Also how are we to differentiate where 6x dmg is and where it isn't with this map having so many more above ground tunnels / cave systems and with the entire subterranean cave system. Ark building in castle 6x dmg. Jul 18, 2015 Yes i think too. Maybe 2x is ok but 6x is not good. U can find all resourses outside the cave, and i love to building labyrinth. And when u are a friendly no problem to become a pin for doors. At moment, the game sucks with 6x more dmg. I hope it will be changed.
Maximum Turn
How much the creature can turn in any one space.
Up Angle
The angle at which the creature can climb.
Up Speed
How fast the creature can climb.
Down Angle
The angle at which the creature can descend.
Down Speed
A flying creature can fly down at twice its normal flying speed.
Between Down and Up
D&d 3.5 Flight Dmg 2
An average, poor, or clumsy flier must fly level for a minimum distance after descending and before climbing. Any flier can begin descending after a climb without an intervening distance of level flight.
Maneuverability | |||||
---|---|---|---|---|---|
Perfect | Good | Average | Poor | Clumsy | |
Minimum forward speed | None | None | Half | Half | Half |
Hover | Yes | Yes | No | No | No |
Move backward | Yes | Yes | No | No | No |
Reverse | Free | –5 ft. | No | No | No |
Turn | Any | 90º/5 ft. | 45º/5 ft. | 45º/5 ft. | 45º/10 ft. |
Turn in place | Any | +90º/–5 ft. | +45º/–5 ft. | No | No |
Maximum turn | Any | Any | 90º | 45º | 45º |
Up angle | Any | Any | 60º | 45º | 45º |
Up speed | Full | Half | Half | Half | Half |
Down angle | Any | Any | Any | 45º | 45º |
Down speed | Double | Double | Double | Double | Double |
Between down and up | 0 | 0 | 5 ft. | 10 ft. | 20 ft. |
SRD:System Reference Document → SRD:Exploration and Environment → Movement, Position, and Distance
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Dirgesinger
(Libris Mortis: The Book of Undead variant, p. 43)
Dirgesingers voice melodies not of celebration and joy, but of sorrow and grief.
Java Runtime Environment (JRE) is a Java virtual machine. It is a part of Java Runtime SDK but without the development tools such as compilers and debuggers phase. Java is compiled with the Java plug-in software that allows to use JRE widely deployed Web browsers to run applets. Java software for your computer, or the Java Runtime Environment, is also referred to as the Java Runtime, Runtime Environment, Runtime, JRE, Java Virtual Machine, Virtual Machine, Java VM, JVM, VM, Java plug-in, Java plugin, Java add-on or Java download. Dmg java plug in 1.7.0_21.
Requirements
Alignment: Any nongood
Skills:Knowledge (religion)4 ranks,Perform(any)8 ranks
Feats:Requiem
Special: Bardic music class feature.
Hit die
d6
Skill points
4 + Int
Class Features
Weapon and Armor Proficiency: Dirgesingers gain no proficiency with any weapons, armor, or shields.
Dirgesong (Su): A dirgesinger gains the dirgesong ability. Dirgesong follows the same rules as bardic music (see Bardic Music, page 29 of the Player's Handbook). Dirgesinger levels stack with bard levels for the purpose of determining how often a character can use dirgesong or bardic music. Dirgesinger levels do not stack with bard levels for determining which bardic music effects and spells a bard has access to. Each of these songs counts as a use of bardic music.
Song of Sorrow: A dirgesinger can evoke sorrow and lament in his enemies. To be affected, an enemy must be able to hear the dirgesinger perform. The effect lasts for as long as the enemy hears the dirgesinger perform and for 5 rounds thereafter. An affected enemy takes a —2 penalty on Will saving throws and a —2 penalty on attack rolls and weapon damage rolls. A successful Will save (DC 10 + the dirgesinger's ranks in Perform) negates the effect and makes the character immune to that dirgesinger's song of sorrow ability for 24 hours. Song of sorrow is a mind-affecting ability.
Song of Bolstering: At 2nd level and higher, a dirgesinger can bolster undead creatures against turning, much as an evil cleric does. All undead within 30 feet of the dirgesinger gain a bonus on their turn resistance equal to the dirgesinger's class level plus the dirgesinger's bard class level. The bolstering lasts for as long as the dirgesinger performs and for 10 rounds thereafter. An undead dirgesinger can bolster himself in this manner.
Song of Grief: A dirgesinger of 3rd level or higher can use song or poetics to inspire maddening grief in a living creature. The creature must be within 60 feet of the dirgesinger and able to hear him. Unless the target succeeds on a Will save (DC 10 + the dirgesinger's ranks in Perform), she becomes confused for as long as the dirgesinger performs and for 5 rounds thereafter. Song of grief is an enchantment (compulsion), mind-affecting ability.
Song of Horror: At 4th level and higher, a dirgesinger can strike a horrifying chord in the hearts of his enemies. Any enemy within 60 feet who can hear the dirgesinger must succeed on a Will save (DC 10 + the dirgesinger's ranks in Perform) or take 1d6 points of Strength damage and 1d6 points of Dexterity damage. A creature that is affected by a dirgesinger's song of horror or a creature that successfully saves against this effect cannot be affected by the same dirgesinger's song of horror for 24 hours.
Song of Awakening: At 5th level, a dirgesinger can animate the recently slain corpse of a creature within 30 feet. This requires the dirgesinger to make a Perform check (DC 10 + target creature's HD). The slain creature can have no more Hit Dice than the dirgesinger's character level. If the attempt fails, the dirgesinger can try again in a later round. The corpse to be awakened must have been dead for no more than 1 hour.
The awakened creature's type becomes undead, and it retains any subtypes it had. The creature retains all class features, as well as any supernatural or spell-like (but not extraordinary) abilities it possessed in life (though any spells cast or daily uses expended before the creature's death count against its normal limits). The awakened creature is completely loyal to the dirgesinger and obeys any commands given it (if no commands are given, it simply attacks the dirgesinger's foes). The creature remains animate as long as the dirgesinger continues to perform.
A dirgesinger can animate no more than one awakened corpse at a time. If he awakens a second one while the first is still active, the first one falls dead as if the dirgesinger had ceased to perform.
D-dimer Test
Advancement
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +0 | +0 | +0 | +2 | Song of sorrow |
2nd | +1 | +0 | +0 | +3 | Song of bolstering |
3rd | +2 | +1 | +1 | +3 | Song of grief |
4th | +3 | +1 | +1 | +4 | Song of horror |
5th | +3 | +1 | +1 | +4 | Song of awakening |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Bluff | CHA | ||
Concentration | CON | ||
Craft | INT | ||
Diplomacy | CHA | ||
Intimidate | CHA | ||
Knowledge (history) | INT | ||
Knowledge (religion) | INT | ||
Listen | WIS | ||
Perform | CHA | ||
Sense Motive | WIS | ||
Speak Language | None |