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PDF Editor FAQ

Do hits too often get boiled down to bodily damage in D&D?

One adjustment I have used and can result in permanent damage or consequenceOthers will have similar tables I am sure?Table: Damage from Injuries sustained when on 0 HPOn 0 HP, the DM rolls 01–10001 Upon reaching 0 HP, you lose 1d4 teeth.02 You lose a finger tip03 You lose a finger (keep track as losing more than two on one hand or three altogether reduces Dexterity by -1)04 You break your left leg. Once splinted and after a long rest or heal spells you end up with a slight limp - your walking speed is permanently reduced by 3 ft.05 You hit your head on the way down to the ground, permanent -1 INT06 One of your lungs collapses. You take 1 point of exhaustion and cannot make an athletics roll while breathing under water reduces by 50% and overall you are -2 STR until this can be healed - needs magic.07 Double vision until healed or after two Long Rests. When you open your eyes again, your eyes sting and your vision feels ‘wrong’. You take -5 to all ranged attack rolls.08 Your nerves are damaged. For 1d4+ 3 days, you feel no pain and the DM tracks your health (HP and CON) without your knowledge ie you are unaware if you have lost HP until 0 HP for up to 1 week09 You suffer from flashbacks that can see you paralysed for d4 turns, standing confused10 You have delayed shock. When a fellow PC falls to 0 hp within your line of sight, roll 1d4. 1 and 2: no effect. 3: player enters a barbarian rage regardless of class for 1d4 rounds. 4: player enters a trance/flashback and is unresponsive for 1d4 rounds.11 You have been close to death before, but this time was one too many. The next time you roll initiative in combat you must succeed on a DC 14 Wisdom saving throw or drop whatever you are holding and become Frightened for one minute (squatted down, shivering in fright and crying while repeating ‘My mother was right, my mother was right’ or just ‘Mummy, Mummy’)12 Corpse explosion ie your internal putrid gasses explode making reincarnation harder/messier - forget healing13 The player suffers 1d4+1 levels of exhaustion14 Any blade sliced across your face leaves a nasty, ugly scar -1 CHA but can be healed with expensive plastic surgery and make up or a wish spell15 The final blow made a hole in your armour. It now has -1 AC until repaired16 Upon waking, the player is confused for 1d4 hours and will mix upright and left, up and down, yes and no17 Shrapnel in the heart. A slither of metal broke away from the blade that knocked you unconscious and entered your heart. -1 on all Death Saving Throws until removed by magic18 You pay a terrible price. You gain +1 STR and + 1 CHA when you recover but have lost your soul to a demon19 You suffer permanent brain damage and become a kleptomaniac but do not remember stealing things we found on you20 Your hands are crushed. You lose any proficiency with Sleight of Hand checks and the use of all stringed instruments.21 Minor amnesia. You forget one cantrip you knew (or one language if you have no cantrips).22 You are racked with pain, making it difficult to sleep. Take two Long rests to recover and gain no long rest benefit from the first. One of your party must nurse you throughout23 You break your right leg. You walk with a limp from now on: -5 ft. walking speed; -10 ft. running speed.24 Acute deafness or tinnitus due to a head injury that is permanent25 Nightmares. Whenever you go to sleep, roll a D8. If you roll a 1, you have traumatic nightmares and do not gain the benefits of sleep so your rest is prolonged or has no benefit.26 You lose a thumb (50:50 roll decides which) and are now disadvantaged on one handed melee attacks with that hand27 You lose 1d4 fingers and now are - 2 DEX. If on just one hand you lose the use of that hand except to scratch an itch with your thumb28 The scar tissue on your wounds makes you tougher but less flexible, +1 to AC, -1 to DEX.29 Head injury results in damage to the part of the brain that prevents addiction. You become addicted to death or danger: “the thrill of danger … being close to death … is the only thing that makes me feel alive.” or “I enjoyed it so much before I love the idea of death.”30 Permanent muscle tissue damage: -2 to STR.31 A large and deep scar on the player’s back that they are not proud of - after all to turn your back is cowardly - and so the player does all they can to hide it.32 You lose one eye -1 CHA and -1 DEX (-3 DEX with ranged weapons)33 A permanent bruise on one of chest, leg or upper arm (DM’s choice)34 Both arms are broken badly and take two long rests to heal (plus you have to be fed, dressed and toileted by one of the party).35 You tear your hamstring: -1 to initiative until third Long Rest when it heals36 Nerve damage to the spine leads to Back spasms. -1 STR or -1 DEX (whichever is higher).37 The wound leads to unidentified internal injuries. You have a disadvantage on Death saves until you are healed by powerful magic.38 Visit from Awarn God of Death. Death is so angered by your escape from death that he will claim your soul next time you come to 0 HP. You need to complete a life saving Quest to remove the curse39 Blow to the head – you wake up speaking another language and have to re-learn common over 4 Long Rests. Must use your hands only to communicate in mime in the meantime, including to the DM.40 Character develops a phobia - on d6: 01–02 the race of its attacker; 03–04 the weapon used; 05–06 the class that attacked him or her41 Strains to legs or feet – reduced movement by 33% speed after getting up until Long Rest.42 Seeing red or Revenge from beyond – your character can only attack the foe that took him down (if still up). Only once it is dead will your character be prepared to fight others43 A malevolent or benevolent spirit catches you as you fall and you are possessed or protected (50:50) - you also experience 5744 Near death experience. An ancient prophecy is revealed. As you fall, you see it’s machinations in action. As you sleep, more is revealed. However your memory is fragmentary. You also experience 5745 Player carries a permanent scar at the point of injury that needs surgery or powerful magic to heal but which adds to his or her reputation +1 CHA46 You permanently lose the ability to deep sleep due to neurological damage, nightmares, discomfort, pain or the place of your injuries. Roll a d4 every Long Rest – if the result is 4, you do not recover any HP.47 Your enemy leaves you permanently branded (tattoo or brand mark) as a reminder not to attack it again (location decided by the DM)48 Your spine takes a massive hit, doing major bone and nerve damage but leaving the cord intact. Nonetheless you are paralysed from the waist down for two Long Rests, must be nursed and are considered prone until you recover.49 Lung damage. You stop breathing and cannot making saving throws. You need to be stabilized before 1d4+1 rounds.50 You have vivid/intrusive flashbacks to the point you fell to 0 HP; these leave you paralysed for 1 Turn on each occasion you see the weapon, the class or the race that attacked you and sent you to 0 HP.51 Guilt. You suffer from immense guilt about the trouble you have been to your party and continue to do so until you make amends with someone you have previously wronged.52 You are possessed by a demon until a special ceremony or exorcism is performed. You also experience 5753 A soul link forms that sees you and your opponent share any damage received from hereon - thus you only suffer half damage but in turn will receive half the damage of your former opponent. Needs two Long Rests AND one of a number of Level 7/8 spells to remove54 No physical side-effects, but you gain an unhealthy emotional obsession with the person who slew you and another with the person that saved you, and have a compulsion to find them and talk with them bout about settling all differences amicably.55 You suffer from intense dizziness, and must make a DC 10 saving throw or fall prone the moment you attempt to stand up.56 You receive a mild balance disorder, and get disadvantage of -2 DEX on any activity that requires balance but +2 DEX on any activity that involves spinning, whirling or rotating.57 As you fall unconscious, a strange, black, eldritch symbol flashes above your chest, is seen by the rest of your party, though you do not see it.58 While vulnerable you are sought out by a demon or soul eater. A rich, deep, velvety voice begins to seep through your mind like water through a sponge, offering you comfort and good advice. It eventually begins to suggest that you enslave women (if male), men (if female) to ‘follow you’ as your disciples, then that you corrupt them somehow by an act against their moral code, virtue or alignment. Eventually they disappear without trace one night, never to be heard of again, and you must begin to recruit once more.59 Skin disease from dermatitis and cellulitis to more serious such as leprosy. Your skin begins to flake off of you with alarming frequency, resulting in you having perpetually loose and sensitive skin. You now feel changes in temperature more extremely, and sheds your skin at an unnatural rate when brought close to 0 HP: -1 AC60 You experience a minor reversal in the way your brain works, resulting in you switching which hand is your dominant hand. If you are ambidextrous, roll a 1d3 to determine which hand is your dominant one: 1: Your right hand. 2: Your left hand. 3: Neither hand, you have no dominant hand and are equally awkward with both of them.62 You partially lose your sense of taste and smell, making every flavor resemble rot and every scent smell of decay. This is the case for every scent and taste except for all things festering and putrid, which smell like fresh meals and taste like gourmet delicacies. You lose appetite and will slowly lose HP and weight as a consequence of starving 1–3 on a d3 per Long Rest unless magically or medically aided63 Severe damage or scarring to the nether regions that leaves you active but infertile and sees you become withdrawn. To make matters worse you gain +2 CHA64 Foot wound. You manage to cauterize the wound on your foot but lose a toe. You now have a permanent itch where your toe used to be but can tell if a storm is approaching and can find water.65 Minor spine injury that heals quickly. However the result is three of your vertebrae are now constricting inwards and protruding outwards. The pain is such you have to purchase and bring with you (or pay extra when renting) for seven mattresses ‘fit for a princess’ to sleep on during the Long Rest or get no benefit66 The wound on your head has healed but has left a large circular scar on your scalp where no hair will grow. Everyone now believes you are a monk, old or going prematurely bold. If you buy a wig -1 CHA (because it keeps slipping and looks like a wig)67 You have suffered a blow to the head and now have concussion. You have bouts of silliness (that see you do unintelligent things under the DM’s control) to madness which leaves you temporarily and unpredictably incapacitated (1d4 turns) until you have had a Long Rest.68 Anawn, God of Death comes to claim your soul. You manage to bribe him with a kitten (but have to have one with you) and live to tell the tale. Next time any character dies you see Anawn wave to you, smiling, with a kitten on his arm. If you cannot find a kitten in time (4d4 turns), your soul is taken69 You manage to injury from the blow/spell that renders you 0 HP because it strikes your backpack. One item in your backpack is destroyed (roll a die and identify randomly from an alphabetical list.70 As a result of your wounds you are addicted to pain killers. Healing potions leave you 1 DEX for 1 hour due to dizziness and blurred vision71 You recover but with ringing ears and so you are deaf for 1d4 rounds.72 The burn/ice/poison/acid damage to your skin has caused permanent skin discoloration and blotchiness in the area affected -2 CHA73 You become religious/irreligious. Your life being spared has made you into a religious person OR your brush with death has made you bitter and you turn your back on your god.74 Gangrene. For 1d4 days, you fight your wound from gangrenous infection with Medicine checks by you and your nurse. If any check fails, you must remove a part of the limb where the infection is located.75 You wake up naked and with embarrassed friends. To reach your wounds, your party had to cut away your clothing and used your spare clothing to make bandages. You are now naked and cannot wear any armour that would cut into naked skin (chain, plate, scale for example).76 Your armour is badly damaged, but salvageable. It cannot be worn again until repaired by an armourer during the Long Rest77 Momentary confusion. In the cusp of death and in the heat of battle, you lose the weapon you were using at the site of where you pass out on 0 HP. You only discover this when you next draw that weapon78 Loss of or permanent damage to genitalia79 You lose an identifying characteristic of your race:Elf, Half-Elf, Gnome. The tips of your ears have been lost and are now rounded as a humansDwarf – your beard has been lost and the follicles so damaged that it cannot grow backHalf-Orc – you have lost your lower fangsDragonborn – you lose all or part of your tailTiefling – you lose all or part of your tail or all or part of one of your horns has broken off or shatteredHalf celestial - you lose your wingsHalfling, Human – no impact80 You lose your attunement with your weapon/armor/etc -1 on all Proficiency bonuses81 Lung damage. Your wounds have you cough up blood as you lay unconscious. You automatically lose 1 Death save as you struggle to breath and are left with just two82 You evacuated your bowels and have silted up and soiled the inside of any clothing or armour. -3 CHA until a massive clean up that needs a good hour and access to soap, perfumed oil and warm clean water. Your party will not stand within 15 feet of you83 You recover but your magical energy has drained from you. You now have a -1 to your spell save dc until you can spend more than 8 hours of meditation in a holy place.84 Minor amnesia. You forget who your other party members are and what your quest is until the next Long Rest85 The attack melted/broke/damaged/froze or otherwise made useless 4d20% of the coin you had on you.86 Although physically recovered you feel drained until you have had a Long Rest (lose your level x 500 XP temporarily).87 Blood poisoning. A soothing wound that appears to be healing nicely but threatens to poison your blood for 5 days if not tended to daily (with a dc of 15 on medicine by whomever is nursing your wound). If poisoned (after two fails to sterilize wound) you get sick and lose 1d4 max HP each day until the wound has been healed.88 Your physical wound develops to become a Necrotic wound – if not healed by powerful holy magic your wound starts to damage your nerves, the skin starts to rot away, maggots start to crawl inside you and you begin to see both the wound enlarge and your own HP, CON and STR reduce.89 Near death experience – your character changes to the opposite alignment90 Skull fracture – when moving too rapidly or fast in the future, the world starts spinning and you have -2 on all saving throws or skill checks that involve movement to the point. d4 on a 1 you are bent over and start throwing up. This lasts for 1d10 days unless fully healed by potion or magic. Long rest cannot shorten the time taken to heal91 You bit off a part of your tongue as you fell, making it harder to speak and giving you a lisp. Disadvantage on ability to make spells that require precise speech but +1 on CHA based spells and modifiers92 A blow to your neck has affected the coordination between your left and your right hand, making it hard to use them effectively in unison. Disadvantage on attack rolls with two-handed weapons (and ‘versatile’ weapons being used two-handed).93 Coming so close to death has affected your ability to remain focused in combat. You must make a DC 10 Con saving throw before casting any spell. A failure may cause a wild magic surge. You go back to normal after one Long Rest.94 You took nerve damage affecting your ability to move and now must use a stick or even a crutch. Moving over 1 feet difficult terrain now costs 3 feet of movement as you stumble, while you have only one hand at a time to use a weapon or shield95 You lost a LOT of blood. Your max HP is reduced by half, but this is restored by 10% with every Long Rest up to 10 Long Rests.96 Arthritis and gout. You are in constant pain, 1 in 10 days (d10 roll each day, 1 sees disability) this is disabling and leaves you unable to go with the party; it also sees you abstain from alcohol (if you do not then your character suffers disabling arthritis 1 in 4 days (d4 roll on a 1 leads to disability).97 Liver, spleen, kidney or pancreas internal damage and you are -4 CON permanently98 Lose a hand and must change from left to right handed or replace hand with a false one if your shield hand. -4 DEX on anything needing two hands99 No physical or neurological injury but you are now a coward and are -2 on all moral throws. You must successfully complete a quest involving courage to remove this damage and restore your self confidence.100 You have been decapitated and can make no stabilising saving throw but are dead until resurrected (your party must take your head as well as your body if you are to be restored) 5% chance 01–05 that your head is able to say a few words before going insensate

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