Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
Mythic Vistas: SpirosBlaak - Property Is Theft!
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Table 11–12: Explosive Stunning<br />
throw, and prone characters are treated as having cover against the<br />
explosion’s damage.<br />
Anyone caught within the listed blast radius must also aempt<br />
a Fortitude save against a DC based on the explosion’s maximum<br />
possible damage, as outlined in Table 11–12, or be stunned (the<br />
character loses all Dexterity bonuses to AC, drops anything he’s<br />
holding, is unable to take any action, and all enemies are at +2 to hit<br />
him), for the listed duration.<br />
There is also a reduced chance that anyone caught within an<br />
extended radius equal to twice the listed blast radius will likewise<br />
be stunned, although no actual damage is suffered. Prone characters<br />
in the blast radius make Reflex saves as if they were standing up in<br />
the extended blast radius for the purpose of stunning effects; those<br />
actually in the extended blast radius are immune to being stunned<br />
in this manner.<br />
Spook Animal (Optional Rule)<br />
Most animals are liable to panic when exposed to the crack of a<br />
discharging firearm, the boom of artillery, or the thunder of a nearby<br />
explosion. Any animal or magical beast that is within 10 feet of small<br />
Chapter Eleven: Equipment & Black Powder Rules 129<br />
Maximum Possible Damage Blast Radius Save DC* Extended Blast Radius Save DC Stunned Duration**<br />
6 hp or less 8 4 1d2/1<br />
7–12 hp 10 5 1d2/1<br />
13–20 hp 12 6 1d3/1<br />
21–30 hp 14 7 1d4/1d2<br />
Per additional 10 hp +2 +1 +1d4/+1d2<br />
* This is used to determine the DC for the explosion’s Reflex save for half damage and the Fortitude save to resist the primary stunning effect.<br />
** The first amount is the number of rounds that someone caught within the blast radius is stunned for; the second listing is the duration for<br />
those caught in the extended radius.<br />
caliber (below .55), 20 feet of medium caliber (.55 to .69), or 30 feet of<br />
large caliber (above .69, including all artillery) fire, or within three<br />
times the blast radius of exploding ordnance, must make a Will save<br />
against the DC shown on Table 11-13: Spooking Animals. On a<br />
failed save, the animal is frightened. On a roll of a 1, or if the animal<br />
was already frightened when aempting the save, the animal is<br />
panicked instead.<br />
Frightened animals flee the source of the noise, until they are<br />
at least 10 times further away than the distances above (e.g., 100<br />
feet when fleeing small caliber fire, 30 times the blast radius of<br />
an exploding shell), and then regain control of themselves. A<br />
frightened animal can choose the path of its flight. Panicked animals<br />
flee at least that same distance but on a random path, having no<br />
choice where they go so long as it is away from the source of the<br />
noise. Once they have reached the minimum fleeing distance, they<br />
continue to run if their fear is reinforced by more loud noises (no<br />
saving throw necessary) or by other dangers. Both frightened and<br />
panicked animals are shaken, suffering a –2 penalty on aack rolls,<br />
saving throws, and skill and ability checks.<br />
An animal’s rider or handler can substitute a Handle Animal or<br />
Wild Empathy check for the Will save.