Common Modifiers

Initiative Adjustment to Creatures Based on Size: (creatures using weapons use the weapon speed factor)
  • Tiny +0
  • Small +3
  • Medium +3
  • Large +6
  • Huge +9
  • Gargantuan +12


Initiative Adjustment based on Ability or Item:
  • Potion +4
  • Rings +3
  • Rods +1
  • Scroll (casting time)
  • Stave +2
  • Wand +3
  • Breath Weapon +1
  • Innate Spell Ability +3

Standard Modifiers to Initiative
  • Hasted -2
  • Slowed +2
  • On higher ground -1
  • Set to receive a charge -2
  • On slippery surface +2
  • Wading in deep water +4
  • Waiting (Player's Handbook) +1
Combat Modifiers to Attack Rolls
  • Defender invisible -4
  • Defender off-balance +2
  • Defender stunned or prone +4
  • Defender surprised +1
  • Missile fire (long range) -5
  • Missile fire (medium range) -2
  • Rear attack +2
Surprise Modifiers for the party:

Other party is:

  • Silenced -2
  • Invisible -2
  • Distinctive odor +2
  • Camouflaged -1 to -3

PC party is:

  • Fleeing -2
  • In darkness -4
  • Anticipating attack +2
  • Suspicious +2

Conditions are:

  • Rainy -1
  • Heavy fog -2
  • Extremely still +2
Hit Modifier for natural1/natural 20
(Roll a six-sided die, add or subtract magical bonus)

For a Natural 1 (Critical Fumble):

  1. Fall
  2. Drop Weapon
  3. Hit Self
  4. Hit Ally
  5. Knocked Out
  6. Break Weapon

For a Natural 20 (Critical Hit):

  1. Max Damage
  2. 2x Damage
  3. 3x Damage
  4. Stun (for large creatures, count roll as a 1)
  5. Sever Limb* (for large creatures, count as a 2)
  6. Death (for large creatures, count as a 3)

* Body Part Severed:

  1. Left Leg
  2. Right Leg
  3. Left Arm
  4. Right Arm
  5. Body (3x Damage)
  6. Head (Death) (for large creatures, 3x damage and Stun)

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