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Dread Commando
Find many great new & used options and get the best deals for Dungeons and Dragons 3.0 Core Rulebook Lot PHB, DMG, Monster Manual at the best online prices at eBay! Free shipping for many products! (Dungeons & Dragons D&D 3.0 Core Rulebook d20 2000 WoTC) $18.69. Dungeons & Dragons D&D 5E 5th Edition Core Rulebook. Damage is a numeric value which causes harm to a character, creature or object by reducing their hit point total. 1 Mechanics 1.1 Dealing damage 1.2 Damage type 1.3 Resistance and vulnerability 1.4 Damage reduction 1.5 Massive damage 2 Publication history 2.1 Original D&D 2.2 Basic D&D 2.3 AD&D 1st edition 2.4 AD&D 2nd edition 2.5 D&D 3rd edition 2.6 D&D 4th edition 2.7 D&D 5th edition 3. Altos adventure. Advanced Dungeons & Dragons first edition. The original Manual of the Planes was written by Jeff Grubb, with a cover by Jeff Easley and interior illustrations by Stephen Fabian with Easley, and was published by TSR in 1987 as a 128-page hardcover. Easley's cover featured an illustration of a creature named in the book as an 'ethereal dreadnought', although the book had no description or game. Welcome to our 3.0-3.5e shop inventory will change as we get more items in. All sales over $50 are insured, orders over $100 get a free Dungeons and Dragons item. Just pick the item that you want from the drop down menu and place your order for an item.
(Heroes of Battle variant, p. 103)
Astral Dreadnoughts are outsiders in the Dungeons & Dragons role-playing game. The Astral Dreadnought first appeared in PS Appendix II (TSR, 1994) but were first depicted on the cover of the original Manual of the Planes (Jeff Grubb, 1987).
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Dread commandos are the elite scouts and strike force of a well-trained mercenary band.
Requirements
Base Attack Bonus: +5
Skills:Hide6 ranks,Move Silently6 ranks
Feats:Dodge,Mobility
Hit die
d8
Skill points
6 + Int
Class Features
Sudden Strike (Ex): If you can catch an opponent when she is unable to defend herself effectively from your attack, you can strike a vital spot for extra damage. Whenever your target is denied her Dexterity bonus to AC against your attack (whether the target actually has a Dexterity bonus to Armor Class or not), you deal an extra 1d6 points of damage with your attack. Hamlet 1996. The extra damage increases to 2d6 at 3rd level and to 3d6 at 5th level.
Ranged attacks count as sudden strikes only if the target is within 30 feet; you can't strike with deadly accuracy from beyond this range.
You can only use sudden strike against living creatures with discernible anatomies—undead, constructs, oozes, plants, and incorporeal creatures lack vital areas to attack. Any creature that is immune to extra damage from critical hits is not vulnerable to sudden strike damage. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot make a sudden strike while striking a creature with concealment or striking the limbs of a creature whose vitals are out of reach.
You can't use sudden strike to deliver nonlethal damage. Weapons capable of dealing only nonlethal damage don't deal extra damage when used as part of a sudden strike.
The extra damage from the sudden strike ability stacks with extra damage from a sneak attack whenever both would apply to the same target.
Team Initiative Bonus (Ex): You are skilled at keeping a team organized and ready for danger. All allies within 30 feet who can see you (including yourself) gain a competence bonus on initiative checks equal to your class level.
Armored Ease (Ex): You learn to adapt your movements to the restrictive nature of armor. Beginning at 2nd level, you reduce the armor check penalty of any armor with which you are proficient by 2 (to a minimum of 0). At 4th level, this reduction increases to 4 points (to a minimum of 0).
Stealthy Movement (Ex): You learn to remain quiet and hidden even while mobile. Beginning at 4th level, you take no penalty on Hide or Move Silently checks while moving at up to your normal speed, and you take only a —10 penalty on Hide and Move Silently checks when running or charging (instead of the usual —20).
Advancement
Level | BAB | Fort | Ref | Will | Special |
---|---|---|---|---|---|
1st | +1 | +0 | +2 | +0 | Sudden strike +1d6, team initiative bonus |
2nd | +2 | +0 | +3 | +0 | Armored ease 2 |
3rd | +3 | +1 | +3 | +1 | Sudden strike + 2d6 |
4th | +4 | +1 | +4 | +1 | Armored ease 4, stealthy movement |
5th | +5 | +1 | +4 | +1 | Sudden strike +3d6 |
Class skills
Skill name | Key ability | Trained only | Armor check penalty |
---|---|---|---|
Climb | STR | ||
Craft | INT | ||
Disable Device | INT | ||
Disguise | CHA | ||
Escape Artist | DEX | ||
Hide | DEX | ||
Jump | STR | ||
Knowledge (geography) | INT | ||
Listen | WIS | ||
Move Silently | DEX | ||
Open Lock | DEX | ||
Profession | WIS | ||
Search | INT | ||
Spot | WIS | ||
Swim | STR | ||
Use Rope | DEX |
Spells for Dread Commando
Enhance Spell
(Epic Level Handbook, p. 53)[Epic, Metamagic]
You can increase the power limit of your damage-dealing spells.
Prerequisite
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Maximize Spell (PH),
Dreadnought Dnd 3.0 Dmg Dnd
Benefit
The damage cap for your spells increases by 10 dice (for spells that deal a number of dice of damage equal to your caster level, such as fireball) or by 5 dice (for spells that deal a number of dice of damage equal to half your level, such as searing light). An enhanced spell uses up a spell slot four levels higher than the spell's actual level. For example, an enhanced fireball has a damage cap of 20d6 (rather than 10d6). An enhanced searing light has a damage cap of 10d8 (rather than 5d8). This feat has no effect on spells that don't specifically deal a number of dice of damage equal to your level or half your level, even if the spell's effect is largely dictated by your level. Thus, it has no effect on magic missile (even though your level indicates how many missiles you fire),Melf's acid arrow (even though your level indicates how many rounds the acid deals damage), or produce flame (even though you add your level to the base 1d4 damage dealt).
Special
You may gain this feat multiple times. Each time you select this feat, the damage cap increases by 10 dice or 5 dice, as appropriate to the spell, and the enhanced spell takes up a spell slot an additional four levels higher (thus, a twice-enhanced fireball would be an 11th-level spell).
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Normal
Without this feat, use the damage dice caps indicated in the spell's description.