Dreadnought Dnd 3.0 Dmg

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Dread Commando

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(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).

Dreadnought Dnd 3.0 Dmg File

Map

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

Map

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 BABFort 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 nameKey abilityTrained onlyArmor check penalty
ClimbSTR
CraftINT
Disable DeviceINT
DisguiseCHA
Escape ArtistDEX
HideDEX
JumpSTR
Knowledge (geography)INT
ListenWIS
Move SilentlyDEX
Open LockDEX
ProfessionWIS
SearchINT
SpotWIS
SwimSTR
Use RopeDEX
Dreadnought Dnd 3.0 Dmg

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

Dreadnought Dnd 3.0 Dmg Download

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).

Dreadnought Dnd 3.0 Dmg

Normal

Without this feat, use the damage dice caps indicated in the spell's description.

Dreadnought Dnd 3.0 Dmg Map

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