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D20 Modern - WOTC - Menace Manual - Oef We

D20 Modern - WOTC - Menace Manual - Oef We

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Published by: sgtfrag on Nov 04, 2009
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When the damage a creature takes from a single attack is
equal to or greater than its current Constitution score, it
must succeed on a Fortitude save (DC 15) or immediately
drop to –1 hit points. If the damage would reduce the crea-
ture to –1 hit points or fewer anyway, the massive damage
threshold does not apply, and the creature does not need to
make a Fortitude save.
Constructs, elementals, oozes, plants, and undead ignore
the effects of massive damage and do not have massive
damage thresholds. A vermin gains a +5 species bonus on its
Fortitude saves to avoid falling to –1 hit points.

Initiative (Init)

A creature’s modifier on Initiative checks is usually equal
to its Dexterity modifier, though certain feats (such as
Improved Initiative) and abilities provide bonuses on
Initiative checks.

Speed (Spd)

A creature’s tactical speed on land is the amount of distance
it can cover in one move action. If this speed is a reduced
value because of armor the creature wears, a parenthetical
note indicating the armor type and the creature’s base unar-
mored speed follows the land speed entry.
Any other modes of movement the creature has are given
after the land speed entry. Unless otherwise noted, these
modes of movement are natural (not magical).
Burrow:The creature can tunnel through dirt but not
through rock, unless the descriptive text says otherwise.
Creatures cannot run while burrowing.

Climb: A creature with a climb speed automatically has
the Climb skill as a class skill and gains a +8 species bonus on
Climb checks. The creature must make a Climb check to
climb any wall or slope with a Climb DC greater than 0, but
it can always choose to take 10 on Climb checks, even if
rushed or threatened. The creature climbs at the given
speed. If it attempts an accelerated climb (see the d20
Modern Roleplaying Game
, page 50), it moves at double
the given climb speed (or its normal land speed, whichever
is lower) and makes a single Climb check at a –5 penalty. A
creature cannot use the run action while climbing. The crea-
ture retains its Dexterity bonus to Defense (if it has any)
while climbing, and opponents get no special bonus on their
attack rolls against it while it climbs.
Fly:The creature can fly at the given speed if carrying no
more than a medium load. The fly speed entry includes a
parenthetical note indicating the creature’s maneuverability
in flight.

Perfect:The creature can perform almost any aerial
maneuver it wishes.
Good:The creature is agile in the air, but it cannot
change direction as readily as a creature with perfect
maneuverability can.
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 fly at all.
Flying creatures can make dive attacks. A dive attack
works just like a charge maneuver, except that the diving
creature must move a minimum of 30 feet. It can make only
claw attacks while diving, but each such attack deals double
damage. A flying creature can use the run action, provided
that it flies in a straight line.
Swim:A creature with a swim speed can move through
water (or similar liquids) at the given speed without making
Swim checks. It gains a +8 species bonus on any Swim check
made to perform some special action or avoid a hazard. The
creature can always choose to take 10 on a Swim check, even
if it is distracted or endangered. A swimming creature can use
the run action, provided that it swims in a straight line.

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