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    Kargin Cheat Sheet

    Rules Discussion
    rules cheat sheet
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    • halfgiantH
      halfgiant PC
      last edited by halfgiant

      Touch Attack or Ranged Touch Attack

      1. if a spell allows spell resistance, roll for that first. if you equal or exceed the target’s SR with your check (1d20 + caster lvl + mods) then the spell takes effect and you proceed to the next step. if not, it fails and you stop, losing the slot. if the spell doesn’t allow spell resistance, or your target doesn’t have spell resistance, skip to step 2

      2. if the spell requires a touch attack or is a ray (requiring a ranged touch attack) then you roll for that vs your target’s touch AC (their AC ignoring armor, shield, and natural armor bonuses) your attack roll is your BA + dex + mods. if this equals or exceeds your target’s touch AC, continue to step 3. if not, with a ranged touch, it fails and you stop, losing the slot. if it was melee touch, you retain the charge and can touch the same enemy or other enemies later on. if the spell doesn’t require a touch attack, skip to step 3

      3. if the spell allows a save, check your save DC (10 + lvl of spell + primary ability modifier + mods) and let your dm roll the target’s save. if it equals or exceeds your save DC, the target has made the save. some spells will say “fort negates” or “ref half” meaning that a successful fortitude save will let the target have nothing happen, or a successful reflex save will allow them to take half damage. if the spell doesn’t have a save, skip steps 3 and 4.

      4)if they make the save, check the spell text to see if they suffer effects anyway. some spells, such as slay living impose an effect even on a successful save. if they fail the save, check the spell text in order to see what happens.

      1. if you need to roll dice for the spell for hit point damage, penalty, etc. now is the time you do it.

      Ranged Touch Attack = BAB + dex + mods

      vs

      Touch AC: 10 + Dexterity + size modifier + misc (deflection, luck, etc)

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      • halfgiantH
        halfgiant PC
        last edited by halfgiant

        Spell Resistance

        Spell resistance is the extraordinary ability to avoid being affected by spells. (Some spells also grant spell resistance.)

        To affect a creature that has spell resistance, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance. (The defender’s spell resistance is like an Armor Class against magical attacks.)

        Caster Level Check for SR = 1d20 + CL + mods

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        • halfgiantH
          halfgiant PC
          last edited by halfgiant

          Saving Throw Difficulty Class

          A saving throw against your spell has a DC of 10 + the level of the spell + your bonus for the relevant ability (Intelligence for a wizard, Charisma for a sorcerer or bard, or Wisdom for a cleric, druid, paladin, or ranger). A spell’s level can vary depending on your class. Always use the spell level applicable to your class.

          DC = 10 + spell level + ability modifer + mods

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