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-ADVENTURING AQUATIC MOVEMENT:

CONDITION Freedom of Movement Has swim speed Successful swim check Firm footing1 None of the above MOVEMENT OFF BALANCE Normal No Normal No or 2 No No Normal Yes
2

Marching beyond 8 hours requires a constitution check (DC 10, +2 per hour beyond 8). Failure causes 1d6 nonlethal damage and fatigue until this damage is healed (naturally or magically). Mounts automatically fail this check and take lethal damage instead.

A smaller creature can carry less weight depending on its size category, as follows: Small , Tiny , Diminutive , Fine . Quadrupeds can carry heavier loads than characters can. Instead of the multipliers given above, multiply the value corresponding to the creatures Strength score from Table: Carrying Capacity by the appropriate modifier, as follows: Fine , Diminutive , Tiny , Small 1, Medium 1, Large 3, Huge 6, Gargantuan 12, Colossal 24.

MOUNTS & VEHICLES :


MOUNT/VEHICLE (CARRYING LOAD) Light horse or warhorse Light horse (151-450 lbs)1 Light warhorse (231-690 lbs) 1 Heavy horse/warhorse Heavy horse (201-600 lbs) 1 Heavy warhorse (301-900 lbs) 1 Pony or warpony Pony (76-225 lbs) 1 Warpony (101-300 lbs) 1 Donkey or mule Donkey (51-150 lbs) 1 Mule (231-690 lbs) 1 Riding dog Riding dog (101-300 lbs) 1 Cart or wagon Raft or barge (poled or towed) 2 Keelboat (rowed) 2 Rowboat (rowed) 2 Sailing ship (sailed or rowed) Warship (sailed or rowed) Longship (sailed or rowed) Galley (sailed or rowed) PER HOUR 6 miles 4 miles 4 miles 5 miles 3 miles 3 miles 4 miles 3 miles 3 miles 3 miles 2 miles 2 miles 4 miles 3 miles 2 miles mile 1 miles 1 miles 2 miles 2 miles 3 miles 4 miles PER DAY 48 miles 32 miles 32 miles 40 miles 28 miles 28 miles 32 miles 24 miles 24 miles 24 miles 16 miles 16 miles 32 miles 24 miles 16 miles 5 miles 10 miles 15 miles 48 miles 60 miles 72 miles 96 miles

Creatures have firm footing when walking along the bottom, braced against a ships hull, or the like. A creature can only walk along the bottom if it wears or carries enough gear to weigh itself down - at least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium. 2 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action.

CARRYING LOADS :
LOAD MAX DEX SKILL PEN. < 30 FT. < 50 FT. < 60 FT. Med +3 -3 -5 ft. -10 ft. -15 ft. Hvy +1 -6 -5 ft. -10 ft. -15 ft.

ILLUMINATION :
OBJECT Candle Everburning Torch Lamp, common Lantern, bullseye2 Lantern, hooded Sunrod Torch Continual Flame Dancing Lights Daylight Light BRIGHT None1 20 ft. 15 ft. 60 ft. 30 ft. 30 ft. 20 ft. 20 ft. 20 ft./ea 60 ft. 20 ft. SHADOWY DURATION 5 ft. 1 hr. 40 ft. Perm. 15 ft. 6 hr./pnt 120 ft. 6 hr./pnt 60 ft. 6 hr./pnt 60 ft. 6 hr. 40 ft. 1 hr. 40 ft. Perm. 40 ft./ea 1 min. 120 ft. 30 min. 40 ft. 10 min.

AERIAL MOVEMENT :
PERFECT GOOD AVERAGE Forward None None Half Speed Hover Yes Yes No ability Fly BackYes Yes No wards Reversing Free +5 ft. No direction Turning in 90 45 Any flight 5 ft. 5 ft. Turn In +90 +45 Any Place -5 ft. -5 ft. Upward Any Any 60 angle Upward Full Half Half speed Down Any Any Any angle Down 2 2 2 speed Swooping 0 ft. 0 ft. +5 ft. cost POOR CLUMSY Half No No No 45 5 ft. No 45 Half 45 2 Half No No No 45 10 ft. No 45 Half 45 2

A candle does not provide bright illumination, only shadowy illumination. 2 A bullseye lantern illuminates a cone, not a radius.

Quadrupeds, such as horses, can carry heavier loads than characters can. See Carrying Capacity for more information. 2 Rafts, barges, keelboats, and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, so add an additional 42 miles to the daily distance traveled. These vehicles cant be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.

RESTING & SLEEP :


A character regenerates 1HP per level + CON Modifier per day of rest (8 hours). If sleeping in a bed, that number is multiplied by 1. A character that sleeps in medium or heavy armor is automatically fatigued the next day (the Endurance feat negates this effect). Subdual damage heals 1HP per level + CON modifier per hour. Temporary ability damage is healed by 1 point per day of rest to each ability score.

+10 ft. +20 ft.

RIDING IN A SADDLE :
Whenever a mount runs out of control, a DC 5 check is required to stay on the mount. DC 10 is used if the mount is ill-suited for riding.

LAND MOVEMENT:
Walk Hustle1 Run (3) Run (4)
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1 RND. 1 MIN. 1 HR. 1 DAY 1 10 600 4,8002 2 20 1,200 3 30 4 40 -

GETTING LOST:
A failed Survival check randomly determines the direction to be travelled. To recognize that the player is lost requires a Survival check (DC 15, +2 per hour of random travel) each hour of being lost. To set a course, a Survival check result determines the correct direction to head in. Multiple characters can make the attempt. LOCATION SURVIVAL DC Moor or hill1 6 Mountain1 12 Poor visibility 12 Forest 15
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CARRYING CAPACITY :
STR 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 +10 LIGHT LOAD 3 lbs. 6 lbs. 10 lbs. 13 lbs. 16 lbs. 20 lbs. 23 lbs. 26 lbs. 30 lbs. 33 lbs. 38 lbs. 43 lbs. 50 lbs. 58 lbs. 66 lbs. 67 lbs. 86 lbs. 100 lbs. 116 lbs. 133 lbs. 153 lbs. 173 lbs. 200 lbs. 233 lbs. 266 lbs. 306 lbs. 346 lbs. 400 lbs. 466 lbs. 4 MEDIUM LOAD 6 lbs. 13 lbs. 20 lbs. 26 lbs. 33 lbs. 40 lbs. 46 lbs. 53 lbs. 60 lbs. 66 lbs. 76 lbs. 86 lbs. 100 lbs. 116 lbs. 133 lbs. 153 lbs. 173 lbs. 200 lbs. 233 lbs. 266 lbs. 306 lbs. 346 lbs. 400 lbs. 466 lbs. 533 lbs. 613 lbs. 693 lbs. 800 lbs. 933 lbs. 4 HEAVY LOAD 10 lbs. 20 lbs. 30 lbs. 40 lbs. 50 lbs. 60 lbs. 70 lbs. 80 lbs. 90 lbs. 100 lbs. 115 lbs. 130 lbs. 150 lbs. 175 lbs. 200 lbs. 230 lbs. 260 lbs. 300 lbs. 350 lbs. 400 lbs. 460 lbs. 520 lbs. 600 lbs. 700 lbs. 800 lbs. 920 lbs. 1,040 lbs. 1,200 lbs. 1,400 lbs. 4

A character can hustle (move at double speed) for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued until this damage is healed (naturally or magically). Mounts take lethal damage instead. 2 Land movement the characters base speed (in feet) multiplied by time. One mile is exactly 5,280 feet. One full day of travel is equivalent to 8 hours of walking.

A map that accompanies the terrain lowers the Survival DC by 2.

TERRAIN & OVERLAND MOVEMENT:


TERRAIN Sandy Desert Forest Hills Jungle Moor Mountains Plains Swamp Frozen Tundra HIGHWAY ROAD/TRAIL TRACKLESS 1 1 1 1 1 1 1 2/3 1 1 1 1

DONNING ARMOR :
ARMOR TYPE DON DON HASTILY REMOVE Shield 1 move act. 1 move act. Light1 1 min. 5 rounds 1 min.3 Medium2 1 min.3 1 min. 1 min.3 4 3 Heavy 4 min. 4 min. 1d4+1 min.3
1 2

HAMPERED M OVEMENT:
CONDITION Difficult Terrain Obstacle1 Poor Visibility Impassible Forced March2
1

Hide is considered light armor for this particular activity. Banded mail and split mail are considered medium armor for this particular activity. 3 If the character has some help, cut this time in half. A single character doing nothing else can help one or two adjacent characters. Two characters cant help each other don armor at the same time. 4 The wearer must have help to don this armor. Without help, it can be donned only hastily.

ADDITIONAL MOVEMENT COST 2 2 2 -

MOVEMENT THROUGH TIGHT SPACES :


You can move into a space that is as wide as a normal space. Movement is reduced to speed. You suffer a -4 to attacks and AC. Moving through smaller spaces requires an Escape Artist check.

May require skill check.

A larger bipedal creature can carry more weight depending on its size category, as follows: Large 2, Huge 4, Gargantuan 8, Colossal 16.

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-WEATHER & ENVIRONMENTAL FACTORS WIND EFFECTS ON CREATURES :


WIND CREATURE SIZE1 Light Any Moderate2 Any Tiny or less Strong3 Small or larger Tiny Small 4 Severe Medium Large or larger Small or less Medium Windstorm5 Large or huge Gargantuan Colossal Medium or less Large Hurricane6 Huge Gargantuan Colossal Large or less Huge Tornado7 Gargantuan Colossal EFFECT FORT DC None None Knocked down 10 None Blown away 15 Knocked down 10 Checked 5 None Blown away 18 Knocked down 13 Checked 8 None None Blown away 20 Knocked down 15 Checked 10 None None Blown away 30 Knocked down 25 Checked 20 None -

COLD CLIMATES :
WEATHER 1-70 71-80 81-90 91-99 100 CLIMATE MODIFIER Cold, calm. Heat wave (1-30) or cold snap (31-100). Precipitation (snow). Snowstorm. Blizzard.

gates the damage for the first 10 ft. or renders the damage nonlethal if the fall was accidental. Falling on soft surfaces deals nonlethal damage for the first 10 ft. Falling into water deals no damage for the first 20 ft., nonlethal damage for the next 20 ft (1d3 per 10 ft. increment), and lethal damage thereafter (1d6 per additional 10 ft. increment). A diving into water (DC 15 + 5 per 50ft.) negates the damage.

TEMPERATE CLIMATES :
WEATHER 1-70 71-80 81-90 91-99 100 CLIMATE MODIFIER Normal for season1. Heat wave (1-50) or cold snap (51-100). Precipitation. Thunderstorm or snowstorm2. Windstorm, blizzard, hurricane, tornado.

FALLING OBJECTS:
An object must fall its minimum distance to deal lethal damage, otherwise it deals nonlethal damage. An object deals damage per every 10 ft. increment it falls, to a maximum of 20 damage die. A reflex save of DC 15 negates the effects of falling objects 100lbs or lighter. An object that yields to impacts always deals nonlethal damage. OBJECT WEIGHT MINIMUM DISTANCE DAMAGE DEALT 1-5lbs 30 ft. 1d2 6-10lbs 20 ft. 1d4 11-30lbs 10 ft. 1d6 31-50lbs 5 ft. 1d8 51-100lbs 1d10 101-200lbs 1d12

Winter is cold, summer is warm, spring and autumn are moderate. Marsh regions are slightly warmer in the winter. 2 Snowstorms happen only during the winter.

DESERT CLIMATES :
WEATHER 1-70 71-80 81-90 91-99 100 CLIMATE MODIFIER Hot, calm. Hot, windy. Hot, windy. Duststorm. Downpour.

Flying or airborne creatures are treated as one size category smaller than their actual size. 2 Wind of this velocity has a 50% chance of extinguishing unprotected flames. 3 Gusts of this velocity automatically extinguish unprotected flames. Listen checks suffer a -2 penalty. 4 Automatically extinguishes open flames. Has a 50% chance to extinguish covered flames. Listen checks suffer -2 penalty. 5 Blows out unprotected flames and has 75% chance to extinguish covered flames. Listen check suffer a -8 penalty. 6 All fames extinguished. Listen checks are impossible. 7 Extinguish all flames. Listen checks are impossible.

HEAT DANGERS:
Heat deals nonlethal damage and cannot be recovered until the character cools off. If rendered unconscious through the accumulation of nonlethal damage, the character begins to take lethal damage at the same rate. For each hour in 90F or above heat, a creature must make a Fortitude save (DC 15, +1 per hour) or take 1d4 nonlethal damage. In 110F or above heat, the save must be made every 10 minutes. Any nonlethal damage from the heat causes heatstroke and the creature becomes fatigued. These penalties end when the character recovers from the damage. Extreme heat (of 140F or above) deals lethal damage. Breathing air in these temperatures deals 1d6 damage (no save). A fortitude save is required every 5 minutes. Heavy clothing or armor appends a -4 penalty to the save. Boiling water deals 1d6 points of damage, unless the character is immersed, in which case it deals 10d6 points of damage per round.

ENVIRONMENTAL FACTORS :
FOG:
Whether in the form of a low-lying cloud or a mist rising from the ground, fog obscures all sight, including darkvision, beyond 5 feet. Creatures 5 feet away have concealment (attacks by or against them have a 20% miss chance).

WIND EFFECTS ON RANGED WEAPONS :


WIND Light Moderate Strong Severe Windstorm Hurricane Tornado MPH RANGED ATTACK SIEGE WEAPONS1 0-11 11-20 21-30 -2 31-50 -2 51-74 Impossible -4 75-174 Impossible -8 175+ Impossible Impossible

ACID EFFECTS:
Corrosive acid deals 1d6 points of damage per round of exposure. Total immersion deals 10d6 damage per round. A hurled vile of acid counts as exposure. Fumes from acidic liquids are inhaled and count as poisons. A creature must make a Fortitude save (DC 13) or take 1 point of Constitution damage. You must make another save 1 minute later for another 1d4 Constitution damage. Creatures immune to acid, while immersed, can still drown.

Siege weapon categories includes ballistae, catapults, and boulders thrown by giants.

WEATHER PATTERNS :
TYPE Calm Cold Cold snap Downpour Heat wave Hot Moderate Powerful storm Precipitation Storm Warm Windy
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COLD DANGERS:
An unprotected creature in cold weather (below 40F) must make a Fortitude save (DC 15 + 1 per previous check) each hour or take 1d6 nonlethal damage. If below 0F, the rate of saves is increased to 10 minutes. A character that takes damage from exposure succumbs to frostbite (treat as fatigued). Extreme cold (-20F or below) deal lethal damage.

CATCHING ON FIRE:
A reflex save (DC 15) avoids catching fire when exposed to open flames or magic. Otherwise, a character takes 1d6 points of damage immediately. Each subsequent round a new reflex save is required to put out the flame or suffer another 1d6 points of damage. Flammable items may increase the reflex DC by 5 and increase the damage to 1d8 if failed.

DESCRIPTION Light winds (0 to 10 mph). Between 0F and 40F1. Lower temperature by 10F. Treat as rain. Conceals like fog2. Raises temperature by 10F. Between 85F and 110F1. Between 40F and 60F1. Wind speeds over 50 mph3. Roll for fog, rain, snow, sleet, hail4. Roll for dust/snow/thunderstorm5. Between 60F and 85F1. Moderate winds (10 to 30 mph)6.

ICE EFFECTS:
Movement cost is doubled when walking on ice. The DC for Tumble and Balance checks increases by +5. Prolonged contact with ice may run the risk of taking damage (See: Cold Dangers).

LAVA EFFECTS:
Lava deals 2d6 points of damage per round of exposure. If totally immersed, it deals 20d6 points of damage per round. Damage from magma continues for 1d3 rounds after exposure ceases but the damage is half of that dealt during actual contact.

Noted temperature is during the day. Night time temperature is 10F to 20F cooler. 2 Downpours can create floods which hinders adventuring. A downpour can last up to 2d4 hours. 3 Powerful storms are generally in four categories: windstorms, blizzards, hurricanes, and tornados. A blizzard is accompanied by 1d3 feet of snow. Hurricanes are accompanied by downpours. Windstorms last for 1d6 hours. Blizzards last for 1d3 days. Tornadoes form as part of a thunderstorm system and last for 1d610 minutes. 4 Use a percentile dice to determine precipitation type: fog (1-30), rain/snow (31-90), or sleet/hail (91-100).Snow and sleet occur only when the temperature is 30F or below. Hail only lasts 1d20 minutes and is accompanied by 1d4 hours of rain. 5 Visibility is cut by . Storms last for 2d4-1 hours. 6 Moderate and more intense winds have a chance to blow out fires, deflect ranged weapons, and make Spot, Search, and Listen checks difficult.

DARKNESS:
Creatures with normal vision (or low-light vision) can be rendered completely blind by putting out the lights (See: Blindness). A blind creature can make Listen checks to locate enemies. Creatures with the Scent ability automatically locate unseen creatures.

SMOKE EFFECTS:
A character who breathes heavy smoke must make a Fortitude save (DC 15, +1 per round) each round or spend that round choking and coughing. A character who chokes for 2 consecutive rounds takes 1d6 points of nonlethal damage. Smoke obscures vision, giving concealment (20% miss chance) to characters within it.

FALLING:
A creature takes 1d6 points of damage per 10 ft. fallen, to a maximum of 20d6. A deliberate jump instead of slipping and falling deals nonlethal damage for the first 10 ft. A DC 15 Jump or Tumble check ne-

STARVATION & THIRST:


Under normal or cold conditions, a medium sized creature requires a gallon of water and a pound of Page | 2

-ENVIRONMENTAL FACTORS food per day in order to avoid starvation. In hot conditions, the water requirement increases to two gallons of water. A character can go without sustenance for 2 days (water) and 3 days (food) plus his CON modifier. During starvation, the creature suffers 1d4 Constitution damage. When its Constitution reaches 0, the creature dies.

POISONS ABSORBED BY INGESTION:


POISON Adlevine extract Arsenic Celestial lightsblood Cretel leaf residue Culum powder Dark reaver powder Faralin Id moss Lich dust Lockjaw Oil of taggit Retch Striped toadstool
1 2 3

4 5 6

SUFFOCATION:
A creature that has no air to breathe can hold their breath for 2 rounds per point of Constitution. A Fortitude save (DC 10, +3 per round) is required every round after the time has expired. If failed, the creature begins to suffocate and immediately drops to 0 hit points. The creature then loses 1 hit point per round and is considered dying. At -10 hit points, the creature dies.

DC 14 13 20 14 12 18 14 14 17 11 15 15 11

PRIMARY SECONDARY 1d4 Wis, Con1 2d6 Wis 1 Con 1d8 Con 1d4 Dex 1d4 Con 1d4 Con, Dex1 1d6 Con 1 Dex 1d4 Dex 2d6 Con 1d6 Con, Str 1 1d4 Dex, Str 1d6 Con 1d4 Int 2d6 Int 2d6 Str 1d6 Str Can't speak3 2d6 Con Unconscious2 Nausea 1d4 Con 1 Wis 2d6 Wis, Int

Effect lasts 1d6 10 minutes. Effect lasts 1 round. Effect is permanent. 7 Damage is considered vile. 8 Only effects outsiders, otherwise its harmless. 9 Poison is based on the size category of the centipede it was taken from. The values assumed are from a Tiny creature. For every size category higher, increase the DC by 4 and increase the damage die up one size category.

DISEASES :
Diseases work much in the same way as Poisons but require an incubation period before doing any damage. A Fortitude save is required to negate the disease. This list also includes Afflictions from the Book of Exalted Deeds which function like diseases.

A +2 bonus is given to this ability score. Effect lasts for 1d3 hours. Effect is permanent.

DISEASES ABSORBED THROUGH CONTACT:


DISEASE Consuming passion Deathsong Eternal torpor Lightning curse Melting fury Mummy rot1 Possession infection1 Shakes Slimy doom Sound sickness Vile rigidity Warp touch1 Deathsong Lightning curse
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WATER DANGERS:
Any character can wade through water that isnt over his head. No check is required. Calm water requires a Swim check (DC 10). Fast-moving water requires a DC 15 save or DC 15 Strength check. Rapid water deals 1d3 nonlethal damage due to battering and 1d6 lethal damage if rocks are present. For every 100 ft. under water, a character takes 1d6 damage due to the intense pressure. A successful Fortitude save (DC 15, +1 for each previous check) negates the damage. Very cold water deals 1d6 nonlethal damage per minute.

POISONS THAT ARE INHALED:


POISON Asabi mist Basilisk breath4 Brain dust Burning angelwing fumes Burnt othur fumes Insanity mist Ishentav Mist of Nourn Raeliss smoke Roshon vapor Sasson juice Scorcher fumes Sufferfume Thever fumes Ungol dust Urthanyk
1 2

DROWNING:
A drowning character can suffer from damage due to the lack of air (See: Suffocation). It is possible to drown in other substances, such as sand, fine dust, and silos of grain.

DC 12 17 12 18 18 15 13 25 15 15 18 18 20 18 15 19

PRIMARY SECONDARY 1d4 Con 1d4 Con 1d6 Con 1d6 Con Confusion 1d4 Wis 1d6 Cha 2d6 Cha 1 Con1 3d6 Con 1d4 Wis 2d6 Wis 1d6 Str 1d6 Str 1d8 Con 1d8 Con 1d6 Cha 1d6 Cha 1d4 Int 1d6 Dex1 1d4 Dex 1d4 Dex Lose scent2 1d4 Wis 1 all scores 1 all scores Blindness3 1 Cha 1d6 Cha1 1d6 Str 1d6 Str

DC 17 25 14 18 16 20 17 13 14 18 19 20 25 18

DAYS 1d3 1 1 1 1d6 1 1 1 1 1d3 1 1 1

DAMAGE 1d4 Int 1d8 Str, Dex, Con 1d6 Dex 1d6 Int2 1d4 Str, Dex, Con 1d6 Con 1d6 Wis, Cha 1d8 Dex 1d4 Con2 1d6 Dex2 Special Special 1d8 Str, Dex, Con 1d6 Int

Only magical healing can remove the disease. When damaged, character must succeed on another saving throw or take 1 point of permanent drain instead.

DISEASES ABSORBED BY INGESTION:


DISEASE Blinding sickness Depraved decadence Pride in vain
1

POISONS :
When a creature is infected with a poison, it must make an initial Fortitude save. If failed, the creature suffers primary damage immediately. After 1 minute after initial exposure, the creature must make another Fortitude save or suffer the secondary consequences. This list also includes Ravages from the Book of Exalted Deeds which function like poisons.

One point of this damage is permanent, the rest are temporary. Effect lasts for 1d6 10 minutes. 3 Effect is permanent. 4 Only effects outsiders, otherwise has no effect.

DC DAYS DAMAGE 16 1d3 1d4 Str1 18 1d6 1d4 Str 20 1 1d6 Cha

Each time the victim takes 2 or more damage from the disease, he must make another Fortitude save or be permanently blinded.

POISONS ABSORBED THROUGH INJURY:


POISON Alforna Banelar essence Bebilith venom Black adder venom Bloodroot Blue whinnis Centipede poison9 Choldrith toxin Deathblade Devilseye8 Drow poison Fang dragon venom Giant wasp poison Gray whinnis Greenblood oil Haluroot Jade water Lifebane7 Couatl venom Purple worm poison Redek vine extract Rill leaf Scorpion poison9 Scorpion venom Shadow essence Shreef oil Spider venom9 Unicorn blood Vapid leaf extract Wyvern poison
1 2

POISONS ABSORBED THROUGH CONTACT:


POISON Aboleth oil Anemis Balor bile Black lotus extract Carrion crawler juice Crippling vine Dragon bile Eyeblast Golden Ice5 Horror weed extract Malyss root paste Mesmer paste Nitharit Sassone leaf residue Sleeping weed Terinav root Thever paste Vilestar Wraith sheen
1 2 3

DC 19 16 25 20 13 13 26 22 14 20 16 15 13 16 13 16 12 24 16

PRIMARY 0 1d4 Str 1d6 Str 3d6 Con Paralysis2 1d4 Str, Con 3d6 Str Blindness3 1d6 Dex 1 Wis 1 Dex Dazzled 2d12 hp Slowed 1d6 Dex 2d6 Str4 1d2 Con

SECONDARY Transform1 2d4 Str 1d6 Str 3d6 Con Blindness3 2d6 Dex 2d4 Wis 2d4 Dex 1d4 Int 3d6 Con 1d6 Con 1d4 Dex 2d6 Dex Blindness3 2d6 Str4 1d2 Con

Effect is delayed by 1d4+1 minutes. Effect lasts for 2d6 minutes. Effect is permanent 4 Effect is considered vile damage. 5 Damage is considered good aligned and only affects evil creatures.

DC 11 11 20 11 12 14 10 15 20 21 13 15 18 20 13 13 14 20 16 24 17 14 10 18 17 12 10 17 16 17

PRIMARY SECONDARY 1d2 Str Fatigue 2d4 Con Unconscious1 1d6 Con 2d6 Con 1d6 Con 1d6 Con 1d4 Con, Wis 1 Con Unconscious1 1 Dex 1 Dex Paralysis2 2d4 Con 1d6 Con 2d6 Con 1 SR 1d3 SR 1 Unconscious Unconscious3 1 Con6 1d6 Dex 1d6 Dex 1d4 Con Paralysis4 1 Con 1d2 Con 1d2 Wis 1d2 Wis 1d4 Wis 1d4 Int, Wis 1d6 Con 1d6 Con 2d4 Str 4d4 Str 1d6 Str 2d6 Str 2d6 Dex 1d2 Cha 1d4 Cha 1d2 Str 1d2 Str 1d6 Str 1d6 Str 1 Str1 2d6 Str 1d2 Str, Dex 1d2 Str 1d2 Str 1d2 Str 1d3 Str 1d4 Str Dazed5 2d6 Int 2d6 Con 2d6 Con

DISEASES THAT ARE INHALED:


DISEASE Cackle fever Fire taint Haunting conscience Life blindness Mindfire Raging desire
1

DC DAYS 16 1 18 1 16 1d3 21 1 12 1 15 1

DAMAGE 1d6 Wis 1d6 Wis1 1d4 Wis Special 1d4 Int 1d3 Con

When damaged, character must succeed on another saving throw or take 1 point of permanent drain instead.

DISEASES ABSORBED THROUGH INJURY:


DISEASE Acid fever Demon fever3 Devil chills2 Faceless hate Filth fever Fridgid ravaging Iron corruption Misery's passage2 Red ache
1

DC 18 18 14 20 12 18 24 15 15

DAYS 1d3 1 1d4 1d4 1d3 1 1d3 ~ 1d3

DAMAGE 1d6 Str1 1d6 Con1 1d4 Str 1d6 Str, Con 1d3 Dex, 1d3 Con 1d6 Con1 1d4 Con 1d6 Str 1d6 Str

When damaged, character must succeed on another saving throw or take 1 point of permanent drain instead. 2 victim must make three successful saving throws instead of one. 3 Only magic can remove this disease.

DISEASES BROUGHT ON BY SPECIAL CIRCUMSTANCES:


DISEASE Blue guts1 Festering anger2 Soul rot3
1 2 3

DC DAYS DAMAGE 14 1d3 1d4 Str 22 ~ Special 23 1d8 1d6 Wis, Cha

Effect lasts 1d3 hours. Effect lasts 2d6 minutes. 3 Effect lasts 2d4 hours.

Brought on by eating the flesh of disgusting creatures, like oozes. Brought on by intense anger. Brought on by eating the flesh of an outsider.

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-OBJECT PROPERTIES & COMBAT ACTIONS NATURAL DUNGEON HAZARDS :


GREEN SLIME (CR 4):
Green slime organic material or metal on contact. A single 5 ft. square of green slime deals 1d6 Constitution damage per round. The slime can be scraped off a creature on the first round. After that, the slime must be frozen, burned or cut away. Anything that deals cold or fire damage, sunlight, or a remove disease spell destroys the slime. Against wood or metal, the slime deals 2d6 points of damage, ignoring metals hardness.

ITEM HARDNESS :
HARDNESS HP1 Light blade 10 2 One-handed blade 10 5 Two-handed blade 10 10 Light metal-hafted weapon 10 10 One-handed metal-hafted weapon 10 20 Light hafted weapon 5 2 One-handed hafted weapon 5 5 Two-handed hafted weapon 5 10 Buckler 10 5 Light wooden shield 5 7 Heavy wooden shield 5 15 Light steel shield 10 10 Heavy steel shield 10 20 Tower shield 5 20 Projectile weapon 5 5 Armor Special2 AC5 ITEM
1

DOOR HARDNESS :
TYPE Simple wooden (1 in.) Good wooden (1.5 in.) Strong wooden (2 in.) Stone (4 in.) Iron (2 in.) Padlock Hinge Wood bar (4 in.) Iron bar (4 in.) Wooden portcullis Iron portcullis
1

YELLOW MOLD (CR 6):


Yellow mold is dormant if undisturbed. If touched, it bursts forth with a cloud of poisonous spores. All within 10 ft. of the mold must make a Fortitude (DC 15) or take 1d6 Constitution damage for every minute in the cloud. Fire and sunlight destroy mold.

HARDNESS 5 5 5 8 10 15 10 15 10

HP STRENGTH DC 10 131 15 161 20 231 60 281 60 281 30 30 25 30 30 25 60 25

For doors that are locked, add an extra 2 DC for the Strength check.

WALL HARDNESS:
TYPE (THICKNESS) HARDNESS HP BREAK DC CLIMB DC Masonry (1 ft.) 8 90 35 20 Superior masonry 8 90 35 25 Reinforced 8 180 45 15 Hewn stone (3 ft.) 8 540 50 25 Unworked stone 8 900 65 15 Iron (3 in.) 10 90 30 25 Paper 1 1 30 Wood (6 in.) 5 60 20 21 Iron bars (1 in.) 10 30 24 15 Magically treated1 10 2 +20 1

BROWN MOLD (CR 2):


Brown mold feeds on heat. All creatures within 5 ft. of it take 3d6 nonlethal cold damage. The mold grows rapidly if a flame is brought close to it.

The HP value given is for Medium items. Divide by 2 for each size category smaller, or multiply by 2 for each size category larger. 2 See the material type for hardness.

OBJECT HARDNESS :
OBJECT HARDNESS Rope (1 in. thick) 0 Chain 10 Manacles 10 Masterwork manacles 10 Chest 5 Treasure Chest 5 HP BREAK DC (STR) 2 23 5 26 10 26 10 28 1 17 15 23

PHOSPHORESCENT FUNGUS (NO CR)


This underground fungus gives off light and can be cultivated for food.

CAVE-INS AND COLLAPSES (CR 8):


A cave-in buries anyone in the middle of the collapsing area (within a 15 ft. radius), and sliding debris (within 10 ft.) damages anyone in the periphery of the collapse. A Knowledge architecture, dungeoneering, or stonemasonry check (DC 20) reveals the weakness. Characters in the bury zone take 8d6 damage. Characters in the sliding zone take 3d6 damage. A reflex save (DC 15) halves the damage.

magically treated walls requires a the Craft Wondrous Item feat and 1,500gp per 1010 section. Paper walls or thin walls with <50 hit points gain +50 hit points instead of 2.

MATERIAL HARDNESS :
MATERIAL Abyssal Bloodiron Adamantine Alchemical silver Alchemical alloys Astral Driftmetal Aurorum Baatorian Green Steel Bloodwood (Heartsblood) Blue Ice Bone Bronze Celestial Steel Coral Crystal, Deep Crystal, Mundane Darkwood Dendrit Dragonhide Frystalline Gehennan Morghuth-Iron Glass Ice Iron/steel/Ironwood/cold iron Leather/hide Living Bloodwood Mithral Netherforged Obdurium Paper/cloth Pearlsteel Rimefire Ice Riverine Rope Runemetal Serren Wood Solanian Truesteel Spellwood Starmetal Stone Stygian Ice Wood HARDNESS HP 10 30 20 40 8 10 10 30 12 30 10 30 12 30 8 20 10 20 6 10 9 20 20 40 8 15 10 30 8 25 5 10 9 20 10 10 10 15 9 20 1 1 0 3 10 30 2 5 8 30 15 30 10 30 30 60 0 2 10 30 3 5 -3 -3 0 2 8 20 5 10 11 25 8 15 20 40 8 15 3 5 5 10
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COMBAT ACTIONS :
Each round represents 6 seconds in the game world. An actions type essentially tells you how long the action takes to perform. In one round, you may perform one full-round action or a combination of a move action and a standard action. Within a round, you may also do one free action which includes swift and immediate actions.

BREAKING ITEMS :
Characters may break an item with a Strength check instead. For every size category larger than Medium, a creature gains a +4 bonus. A -4 penalty is imposed on creatures smaller than medium per size category. If an items hit points is below half, its break DC decreases by 2.

STANDARD ACTIONS:
ACTION TYPE Attack (melee) Attack (ranged) Attack (unarmed) Activate a magic item Aid another Bull rush Cast a spell (1 std action casting time) Concentrate on active spell Dismiss a spell Draw a hidden weapon Drink a potion or apply an oil Escape a grapple Feint Light a torch with a Tindertwig Lower spell resistance Make a dying friend stable Overrun Read a scroll Ready (triggers a standard action) Sunder a weapon (attack) Sunder an object (attack) Total defense Turn or rebuke undead Use extraordinary ability Use skill that takes 1 action Use spell-like ability Use supernatural ability
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BREAKING OBJECTS WITH A WEAPON:


Attack the object as normal. If you spend a full round lining up an attack with an object, you automatically hit and gain a +5 bonus on damage rolls. Ranged weapons deal half damage (before subtracting hardness). Acid and Sonic attacks deal full damage, electrical and fire damage deal half, cold attacks deal the damage. Subtract the objects hardness from damage dealt.

OBJECT VULNERABILITIES:
Vulnerable objects (such as flammable or delicate) take twice the damage and resistant objects take half damage. Certain attacks can ignore hardness if the object is especially vulnerable.

OBJECT SIZE & ARMOR CLASS :


SIZE LENGTH/HEIGHT Colossal +64 ft. Gargantuan 32-64 ft. Huge 16-32 ft. Large 8-16 ft. Medium 4-8 ft. Small 2-4 ft. Tiny 1-2 ft. Diminutive 6-12 in. Fine < 6 in. WEIGHT > 125 t 125 t 16 t 2t 500 lb 60 lb 8 lb 1 lb lb AC STATIONARY AC -8 -5 -4 -1 -2 1 -1 2 0 3 +1 4 +2 5 +4 7 +8 11

PROVOKE ATK No Yes Yes No Maybe1 No Yes No No No Yes No No Yes No Yes No Yes No Yes Maybe2 No No No Usually Yes No

If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well. 2 If the object is being held, carried, or worn by a creature, yes. If not, no.

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-COMBAT ACTIONS MOVE ACTIONS:


ACTION TYPE Move Control a frightened mount Direct or redirect an active spell Draw a weapon2 Load a hand/light crossbow Open or close a door Mount a horse or dismount Move a heavy object Pick up an item Sheathe a weapon Stand up from prone Ready or lose a shield2 Retrieve a stored item
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PROVOKE ATK 1 Yes Yes No No Yes No No Yes Yes Yes Yes No Yes

swift action usage for that round. You cannot use a swift action and an immediate action during the same round.

ACTION DESCRIPTIONS :
AID ANOTHER:
You can distract or interfere with an opponent by engaging in melee combat. First, make an attack roll against AC 10. If successful, you friends gain either a +2 bonus to AC or to their next attack roll against that opponent. Multiple characters can aid the same friend, the effects stack.

1. You provoke an attack. If damage is dealt, the disarm fails. 2. You and the defender make opposed attack rolls. If either opponent is armed with a two-handed weapon, they gain +4 to this roll. Light weapons suffer a -4 penalty. Unarmed is considered a light weapon. A +4 bonus is granted to the larger creature per each size category. 3. If successful, the opponent is disarmed. If unsuccessful, the opponent can disarm you with an attack roll (step 2). His attempt does not provoke an attack.

AID ANOTHER (SKILL CHECK):


You may help an ally with a skill check by rolling a 10 of higher on the same skill check they attempt. If successful, the ally gains a +2 bonus to their skill check.

FEINT:
To feint, make a Bluff check opposed by a Sense Motive check by the target. Opponent can add his base Attack Bonus to his Sense Motive check. If successful, opponent loses his Dexterity bonus to AC if attacked by you. This attack must be made before the next turn. Feinting against non-humanoids grants a 4 penalty. Against a creature with Intelligence of less than 2, take a -8 penalty.

Regardless of the action, if you move out of a threatened square, you usually provoke an attack of opportunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity. 2 If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the TwoWeapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one.

BULL RUSH:
You push an opponent. You must be within 1 size category of the opponent. How Bull Rush works: 1. Move into the defenders square (can be combined with a charge). This provokes an attack of opportunity from each opponent that threatens you, including the defender. Each attack has a 25% chance of accidentally hitting the defender. 2. You and defender make opposed strength checks. Add +4 bonus for each size category you are larger than Medium. Add +2 if charging. Defender gets a +4 bonus if it has more than two legs. 3. If you succeed, you push the defender back 5 feet. If you more with the defender, you can push an addition 5 feet per 5 points of difference in the roll, but provoke attacks from others. If failed, you bounce 5 feet backwards. If space is occupied, you fall prone.

FULL-ROUND ACTIONS:
ACTION TYPE Full attack Charge1 Deliver coup de grace Escape from a net Extinguish flames Light a torch Load a heavy or repeating crossbow Lock/unlock weapon in gauntlet Prepare to throw splash weapon Run Use skill that takes 1 round Use touch spell on up to six friends Withdraw1 PROVOKE ATK No No Yes Yes No Yes Yes Yes Yes Yes Usually Yes No

FIGHT DEFENSIVELY:
You can choose to fight defensively when attacking or as a full attack action. If you do so, you suffer a 4 penalty on all attacks in a round to gain a +2 dodge bonus to AC for the same round.

GRAPPLE:
Starting a grapple requires a successful attack roll. If you have multiple attacks, you can grapple many times per round (with lower base Attack Bonuses). How to Grapple: 1. You provoke an attack from the opponent. If the attack deals damage, the grapple ends. 2. Make a melee touch attack. If this fails, the grapple ends. 3. Make an opposed grapple check1 as a free action. If you succeed, youre locked in a grapple. If tied, the grappler with a higher Base Attack Bonus wins. You deal damage with an unarmed strike. If unsuccessful, the attempt is lost. 4. To maintain a grapple for subsequent rounds, you must move into the targets space. This provokes attacks from adjacent enemies (excluding target). Moving elsewhere provokes attacks. If you cannot move into the targets space, the grapple fails. While grappled, you lose your Dexterity bonus to AC, you cannot move (unless to break the grapple), and you dont threaten any squares.
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May be taken as a standard action if you are limited to taking only a single action in a round.

FREE ACTIONS:
ACTION TYPE 5-foot step Cast a quickened spell Cease concentration on a spell Drop an item Drop to the floor Prepare spell components for a spell1 Speak PROVOKE ATK No No No No No No No

CASTING DEFENSIVELY:
If you want to cast a spell without provoking any attacks of opportunity, you must make a Concentration check (DC 15 + the level of the spell youre casting) to succeed. You lose the spell if you fail.

CHARGE:
1. You must at least 10 ft. in a straight line. You may move up to double your speed towards the target. Nothing may hinder the charge path. You must have line of sight. You cant take 5 ft. step this round. 2. After moving, make a single melee attack. You get +2 to the attack roll1 and -2 to AC. You gain +2 to your Strength check when initiating a Bull Rush.
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Unless the component is an extremely large or awkward item.

NO ACTIONS:
ACTION TYPE Delay PROVOKE ATK No

Grapple attempts are automatically lost against creatures two or more sizes larger.

VARIABLE ACTION TYPES:


ACTION TYPE Disarm1 Grapple1 Trip an opponent1 Use feat2 PROVOKE ATK Yes Yes No Varies

OVERRUN:
An overrun attempts to plow past or over a target. You cannot overrun targets that are two or more sizes bigger than you are. How to Overrun: 1. You provoke an attack from the defender. 2. The defender can waive the attack to avoid the overrun1. You run past the opponent if he avoids you. 3. If the defender blocks, make a Strength check opposed by the defenders Dexterity or Strength check (whichever is higher). A defender gets -4 to the check for every smaller size category. If defender has more than two legs, it gains a +4 bonus. If you win, you knock the defender prone. If you fail, the defender can make an opposed check (as above) against you. 4. If you succeed with the overrun, you can continue with a move action. If you fail you must move 5 ft. backwards. Page | 5

Lances deal double damage when combined with a mounted charge. Readied weapons, such as spears, tridents, and certain other piercing weapons deal double damage when readied (set) and used against a charging opponent.

COUP DE GRACE:
The opponent must be helpless. You must be adjacent to the target. You automatically hit and score a critical hit. If the defender is still alive, they must make a Fortitude save (DC 10 + damage dealt) or die. Delivering a Coup De Grace provokes attacks from adjacent enemies. You cannot deliver a Coup De Grace against a creature that is immune to critical hits.

These attack forms substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one or more times in a full attack action, or even as an attack of opportunity. 2 The description of a feat defines its effect.

SWIFT ACTION:
A swift action is like a free action but can only be used once per round and only during the players turn. This type of action applies mainly to spells and psionics with the swift action descriptor.

DISARM:
You can disarm an opponent with a melee attack. While armed, you knock the weapon to the floor. While unarmed, you grab the weapon. Wielders of spiked gauntlets cant be disarmed. How to Disarm:

IMMEDIATE ACTIONS:
Much like a swift action but can be used at any time during the round. When used, it counts towards a

-COMBAT ACTIONS & ATTACKS PICK POCKET:


You can lift a coin purse or other such item using the Sleight of Hand skill. Grabbing a secured item or while engaged in combat is considered an unarmed Disarm attack. 1. Make a melee touch attack1. This provokes an attack from the opponent. 2. Make an opposed Strength check to the opponents Strength or Dexterity check. The larger creature gains a +4 bonus for each size category difference. 3. If successful, the opponent is knocked prone. If failed, the opponent may attempt a counter-trip using the rules in step 2.
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ATTACK R OLL MODIFIERS :


ATTACKER IS Dazzled Entangled Flanking defender Invisible On higher ground Prone Shaken/frightened Squeezed in a spot MELEE ATTACKS RANGED ATTACKS -1 -1 -2 -2 +2 N/A 1 +2 +21 +1 +0 -4 Special2 -2 -2 -4 -4

RUNNING:
When you run, you can move up to four times your speed in a straight line. You lose any Dexterity bonus to AC unless you have the Run feat. You can run for a number of rounds equal to your Constitution score, but after that you must make a DC 10 Constitution check each round to continue running. A character must rest 1 minute before running again. Running represents a speed of approximately 12 miles per hour.

Some weapons may be used to make trip attacks. In this case, you make a melee touch attack with the weapon instead of unarmed. You dont provoke an attack. If failed, you can drop the weapon to avoid a counter-trip.

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Only crossbow or shuriken can be used. Defender loses Dexterity bonus to AC.

ARMOR CLASS MODIFIERS :


DEFENDER IS MELEE ATTACKS RANGED ATTACKS Behind cover +4 +4 Blinded -21 -21 Concealed/Invisible 20% or 50% miss chance Cowering -22 -22 Entangled +0 +0 Flat-Footed +02 +02 Grappling +02 +021 Helpless -43 +03 Kneeling/Sitting -2 +2 Pinned -4 +0 Prone -4 +4 Squeezed in a spot -4 -4 Stunned -21 -21
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TURN OR REBUKE UNDEAD:


You may attempt to turn/rebuke undead up to 3 + CHA modifier times per day. Turning is considered an attack. You must present your holy symbol to turn undead. Your turning attempt turns the closest available undead first. You cannot turn more than 60 ft. away from the target. How to Turn or Rebuke Undead: 1. You must roll a Charisma check. This gives you the hit die of the most powerful undead you can turn. RESULT MOST POWERFUL UNDEAD AFFECTED 0 or lower Divine caster level -4 1-3 Divine caster level -3 4-6 Divine caster level -2 7-9 Divine caster level -1 10-12 Divine caster level 0 13-15 Divine caster level +1 16-18 Divine caster level +2 19-21 Divine caster level +3 22 or more Divine caster level +4 2. Roll 2d6 + your caster level + your CHA modifier for turning damage. Turned undead flee from you by the best means available to them. If they cannot flee, they cower. Approaching them within 10 ft. or attacking them breaks the turning. If you have twice as many levels as the hit die of the undead, you destroy any that would normally turn. 3. Rebuking works in the same way as turning but instead of running away, the undead cower for 10 rounds. Commanding undead brings the targets under the control of the caster and replace the rules for destroying undead by a good cleric. Commanded undead can be ordered as a standard action.

SHIELD BASH:
Bashing an opponent with a shield is considered an attack with an off-hand weapon (see Two-Weapon Fighting). A shield is considered a martial bludgeoning weapon. For the purpose of penalties, treat a heavy shield as a one-handed weapon, and a light shield as a light weapon. Tower shields cannot be used to bash. When using your shield as a weapon, you lose your AC granted by that object until the next round. An enhancement bonus does not improve the damage done by a shield during a bash. Shield spikes, when attached to your shield, add the piercing descriptor to it. Damage dealt with a shield with spikes are treated as if one size category higher. You cannot put spikes on a buckler. Shield spikes can be magically enhanced separately from the shield itself.

Defender loses Dexterity bonus to AC. Roll randomly to see what combatant is hit. Treat defenders Dexterity as 0 (-5 modifier).

CRITICAL HITS:
ROLL 1-50 51-60 61-70 71-75 76-80 81-83 84-86 87-88 89-91 92-93 94-95 96-97 98-99 100
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SUNDER:
Sundering can only be accomplished with a Bludgeoning or Slashing weapon. How to Sunder: 1. You provoke an attack. Damage does not cancel sunder attempt. 2. Both parties make opposed attack rolls with respective weapons. Wielder of a two-handed weapon gains a +4 bonus. Light weapons suffer a 4 penalty. Opponents gain a +4 bonus for each larger size category over their target. 3. If successful, damage is dealt to the weapon or shield.

RESULT REGARDING TARGET Normal critical hit. Stunned for 1d4 rounds1. Knocked prone2. Bleeding wounds31. Takes 1d6 extra damage4. Left arm is maimed51 and is unusable. Right arm is maimed51 and is unusable. Minor ocular damage, blind for 1d6 rounds6. Critical damage increased by one increment. Bleeding31 wounds on left arm. Bleeding31 wounds on right arm. Major ocular damage, permanently blind. Critical damage increased by two increments. Roll again7.

TWO-WEAPON FIGHTING:
Wielding a second weapon in your off hand, you gain an additional attack per round. You suffer a -6 penalty on attack rolls with your main attack and a 10 penalty with your off hand weapon. Light offhand weapons reduce both penalties by 2. The TwoWeapon Fighting feat reduces the primary attack penalty by 2 and off-hand penalty by 6.

THROW SPLASH WEAPON:


To attack using a splash weapon, make a ranged touch attack. Damage is dealt directly to the target and anyone within 5 ft. When targeting a grid square, treat it as AC 5. Targeting an intersection between multiple squares splashes the substance on all squares involved.

A Fortitude save (DC 10 + attacker level) negates effects. A Reflex save (DC 10 + attack level) negates effects. A bleeding target takes damage equal to that of the attackers level per round until wounds are closed using a cure spell. 4 Damage is not added to regular damage roll and occurs after multiplying. 5 Effects of this last until healed by a cured spell. 6 A Fortitude save (DC 10 + attack level) halves duration. 7 After rolling, if you get this result again, the target must make a Fortitude (DC 25) or be decapitated. If the weapon is not a slashing weapon, the targets head is damaged in a manner as serious as decapitation.

CRITICAL FUMBLES (MELEE WEAPONS ):


ROLL 1-2 3-5 6-10 11-15 16-20 21-30 31-40 41-50 51+ RESULT REGARDING ATTACKER Weapon breaks12. Weapon deals half damage12. Fall prone and take 1d4 Constitution damage1. Hit an opponent adjacent to target13. Provoke attacks from all adjacent opponents1. Fall prone1. Fumble, drop weapon on ground1. Provoke attack from adjacent opponent14. Normal miss.

TOTAL DEFENSE:
You can defend yourself as a standard action. You get a +4 dodge bonus to your AC for 1 round. Your AC improves at the start of this action. You cant combine total defense with fighting defensively or with the benefit of the Combat Expertise feat. You cant make attacks of opportunity while using total defense.

USING A SKILL:
Most skill uses are standard actions, but some might be move, full, or free actions. Taking 10 can be done as a full-round action without outside distractions, such as combat or being threatened. Taking 20 can take multiple rounds or minutes.

WITHDRAW FROM COMBAT:


When withdrawing, you can move up to double your speed. Moving out of the starting square does not provoke attacks. Moving through any other threatened squares does. You cannot withdraw from combat when blinded. You cannot take a 5 ft. step during this action.

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TRIP:
You can attempt to trip an opponent that is up to one size category larger than you. How to Trip:

A Reflex save (DC 15) negates effects. Magical or masterworked weapons can reroll this result once. Roll to hit as normal, no critical hits allowed. 4 One attack of opportunity is provoked form the creature with the highest initiative that threatens you.

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-ATTACKS & CONDITION SUMMARYCRITICAL FUMBLES (RANGED WEAPONS ):


ROLL 1-2 3-5 6-10 11-20 21-30 31-40 41-50 51+ RESULT REGARDING ATTACKER Weapon breaks1. Weapon deals half damage1. Misfire12. Weapon jams, breaks, or recoils34. Hit adjacent opponent to target15. Fumble, drop weapon on ground1. Provoke attack from adjacent opponent16. Normal miss.

RANGED ATTACKS INTO MELEE COMBAT:


When shooting into combat, you have a 20% chance to hit an adjacent creature if the attack misses the intended target. This does not apply when the target is 10 or more feet away from his opponents.

on the character triggers aggression back at the attacker and allows for combat. A confused character cannot make attacks of opportunity.

COWERING:
The character is frozen in fear and takes no actions. A cowering character suffers a -2 penalty to AC and loses its Dexterity bonus.

THROWN WEAPONS :
A thrown weapon can be used up to five range increments away. For each range increment away from its predefined range (PHB p139), the attack suffers a -2 penalty. A projectile weapon can be used up to 10 range increments away from its predefined range.

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DAZED:
The creature is unable to take actions, but has no penalty to AC. A dazed condition typically lasts 1 round.

Magical or masterworked weapons can reroll this result once. A crossbow jams. A bows string breaks. A thrown weapon stabs or hits its wielder for 1d3 damage. A firearm backfires dealing 1d3 damage and temporarily blinding its wielder (a Fortitude save of DC 10 negates effects). 3 A Reflex save (DC 15) negates effects. 4 Roll to hit as normal, critical hits are allowed. 5 Roll to hit as normal, no critical hits allowed. 6 One attack of opportunity is provoked form the creature with the highest initiative that threatens you.

TOUCH ATTACKS :
A touch attack is considered an unarmed attack and does not provoke attacks of opportunity from the defender. You must succeed in an attack roll against the opponents Touch AC. Casting a spell provokes an attack but the act of touching the opponent does not.

DAZZLED:
The creature is unable to see well due to overstimulation of the eyes. A dazzled creature takes a -1 penalty on attacks and perception checks.

CRITICAL FUMBLES (NATURAL WEAPONS ):


ROLL 1-2 3-5 6-10 11-15 16-20 21-30 31-40 41-50 51+
1 2

RESULT REGARDING ATTACKER Natural weapon maimed1. Take -8 to attack2. Natural weapon injured1. Deals half damage2. Fall prone and take 1d4 CON damage2. Hit adjacent target2. Roll attack, no criticals. Provoke attack from adjacent opponents2. Fall prone2. Provoke attack3 from adjacent opponent2. Pull a muscle. Take 1d6 nonlethal damage4. Normal miss.

DEAD:
When a characters hit points reach -10 or when his Constitution reaches 0, he is killed outright. The characters soul leaves the body and can only be brought back by magic. A dead body decays normally unless preserved magically or alchemically. A restored corpse is brought back to the condition at the time of death or to full health (depending on the spell). Resurrected characters do not need to worry about rigor mortis, decomposition, or other effects that affect a corpse.

CONDITION SUMMARY :
ABILITY DAMAGED:
The character has temporarily lost 1 or more ability score points. Lost points regenerate at a rate of 1 per day unless noted otherwise. No Strength results in helplessness. No Dexterity results in paralysis. No Constitution character is dead. No Intelligence, Wisdom, or Charisma character is unconscious.

A Reflex (DC 15) negates effects. Monks or creatures with Weapon Focus (Unarmed/Natural) may reroll this result once. 3 One attack of opportunity is provoked form the creature with the highest initiative that threatens you. 4 Fortitude (DC 15) negates effects.

ABILITY DRAINED:
The creature loses the ability permanently and can only regain it by magical means.

DEAFENED:
A deafened character cannot hear. She takes a -4 penalty on initiative checks and automatically fails perception checks that require hearing. Casting a spell has a 20% spell failure rate with verbal components. Characters that remain deafened for a prolonged period of time become accustomed to these drawbacks.

TAKING DAMAGE :
Damage does not slow a creature down unless its current hit point total reaches 0 or less. At a range of -1 to -9, a creature is considered dying. At -10 or more, the creature is dead. If a creature sustains more than 50 points of damage from a single attack that does not kill it, must make a Fortitude save (DC 15) or be killed.

BLINDED:
A blinded character cannot see. He takes a -2 on AC, loses his Dexterity to AC, moves at half speed, and takes a -4 penalty on Search, Strength, and Dexterity-based checks. All vision related checks automatically fail. All opponents are considered to have total concealment. Characters that are blind for a prolonged period of time grow accustomed to these drawbacks.

DISABLED:
A character with 0 or less hit points that has become stable is considered disabled. A disabled character may take a single move action or standard action each round. She cannot attempt full-round actions. She can only move at half speed. Any standard action that the DM feels is strenuous deals 1 hit point of damage after the action is completed. Unless the action increases hit points, the character is considered to be dying. A disabled character with negative hit points naturally heals hit points if being helped. Otherwise, each day she has a 10% chance to start healing naturally.

DEALING NONLETHAL DAMAGE :


You can use a melee weapon that deals lethal damage to deal nonlethal. You take a -4 penalty on your attack roll. You can use a weapon that deals nonlethal damage, including an unarmed strike, to deal lethal damage instead, but you take a -4 penalty on your attack roll.

BLOWN AWAY:
Depending on its size, a creature can be blown away by winds of high velocity (see Environment section). A creature that is knocked down moves 1d4 10 ft., taking 1d4 points of nonlethal damage. A flying creature is blown back 2d6 10 ft. and takes 2d6 points of nonlethal damage due to battering and buffering.

SURPRISE ATTACKS :
A surprise round happens before regular combat begins. To determine awareness, all characters must make the proper perception checks. Any combatants that become aware must make initiative checks to start combat. Unaware combatants do nothing and are considered flat-footed.

CHECKED:
A checked creature cannot move forward due to an applied force, such as wind. Creatures on land cannot move in the direction of the wind while creatures flying in the air are pushed back a distance specified by the force.

DYING:
A dying character is unconscious and has negative hit points. At the end of each round, the character rolls a percentile dice to see whether she becomes stable. She has a 10% chance of becoming stable. Otherwise, the character loses a 1 hit point per round.

FLANKING :
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by a friendly creature on the opponents opposite border or opposite corner. You can also gain this bonus if you attack from one of the flanking squares shown. If you are attacking from the rear, the attacker gains a +4 bonus to attack rolls.

CONFUSED:
A confused characters actions are determined by a percentile dice. ROLL ACTION 1-10 Attack or close in on closest caster 11-20 Act normally 21-50 Babble incoherently 51-70 Flee in a random direction 71-100 Attack nearest creature (or familiar) A confused character that cannot perform the action indicated must babble incoherently. Any attack

ENERGY DRAINED:
The character suffers one or more negative levels. If the creature has as many negative levels as hit die, they are considered dead. Each negative level gives a creature the following penalties: PENALTY PER NEGATIVE LEVEL -1 to attack rolls, saving throws, ability checks -5 hit points -1 effective level (determining: power, duration, DC) -1 spell or spell slot from highest spell level

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-CONDITION SUMMARY & SKILLS ENTANGLED:


Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or an opposing force. An entangled creature moves at half speed, cannot run or charge, takes a -2 penalty on all attack rolls, and a -4 penalty to Dexterity. A caster must make a Concentration check (DC 15 + spell level) to cast the spell. sneak attacks. You have a 50% chance to land a touch attack on an invisible creature in an adjacent square. If struck by an invisible creature, you know the location of said creature until it moves. The invisible creature benefits of full concealment if attacked in the above situation. See the Listen skill for details about detecting invisible creatures.

STABLE:
A character that was dying but who has stopped losing hit points and still has negative hit points is considered stable. The character is still unconscious. An ally can stabilize a character by using a Heal check (DC 15). Any sort of healing that cures at least 1 hit point, stabilizes a character. If the character became stable on his own and hasnt had help, he is still at risk of losing hit points. Each hour, he has a 10% chance of becoming unconscious and disabled. Otherwise, he loses 1 hit point.

KNOCKED DOWN: EXHAUSTED:


An exhausted creature moves at half speed and takes a -6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. Depending on its size, wind can knock a creature down to the floor. The creature is then considered prone. This only applies to creatures that are not in flight (see Blown Away for details).

STAGGERED:
A character that has suffered nonlethal damage and is brought down to 0 hit points is considered staggered. A staggered character can only take a single move or standard action each round. She cannot take a full-round action. If her hit points were brought below 0, she becomes unconscious.

NAUSEATED: FASCINATED:
A fascinated character is entranced by an effect. The creature stands or sits quietly, taking no actions other than to pay attention. It takes a -4 penalty on skill checks made as reactions. Any potential threat, including approaching the creature, allows it a new save against the effect. Any direct threat, such as drawing a weapon, attacking, or casting a spell, automatically breaks the effect. A fascinated creature can be shook free by an ally as a standard action. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such character can take is a single move action per turn.

PANICKED:
A panicked creature must drop everything it holds and flee away from the source of its fear along a random path. The creature cannot take any other actions and suffers a -2 penalty on all saving throws, skill checks, and ability checks. If cornered, the creature begins to cower. A panicked can use special abilities, including spells, to flee. A panicked state is more intense than shaken or frightened.

STUNNED:
A stunned character drops everything held, cant take actions, takes a -2 penalty to AC, and loses his Dexterity bonus to AC.

TURNED:
A turned creature flees for 10 rounds by the best means possible. If they cannot flee, they cower.

FATIGUED:
A fatigued creature cannot run or charge and takes a -2 penalty on Dexterity and Strength. Any actions that cause a fatigued character to become fatigued causes exhaustion. 8 hours of complete rest cancels the fatigue.

UNCONSCIOUS: PARALYZED:
A paralyzed creature is frozen in place and unable to move or act. Such a creature is considered to have 0 Strength and Dexterity, but can take purely mental actions. An airborne creature that relies on wings immediately ceases to flap and plummets to the ground. A paralyzed swimmer cannot swim and may drown if not buoyant. Moving through the space occupied by a paralyzed creature is possible but with double the cost. A creature is considered unconscious if she is knocked out and helpless. Unconsciousness can result from having less than 0 hit points or from an excess of nonlethal damage.

FLAT-FOOTED:
A flat-footed character loses his Dexterity bonus to AC and cannot make attacks of opportunity. A creature is considered flat-footed in the following situations: On the 1st round of combat, before creatures turn. While paralyzed. While using the balance skill with less than 4 ranks. When surprised by a hidden opponent.

SKILLS IN COMBAT:
SKILL UNTRAINED ARMOR1 PROVOKES ATK Appraise Yes No No Balance Yes Yes No Bluff Yes No No Climb Yes Yes Maybe Concentration Yes No No Craft Yes No No Decipher Script No No No Diplomacy Yes No No Disable Device Yes Yes Yes Disguise Yes No No Escape Artist Yes Yes No Forgery Yes No No Gather Info Yes No No Handle Animal No No No Heal Yes No No Hide Yes Yes No Intimidate Yes No No Jump Yes Yes Maybe Knowledge No No No Listen Yes No No Move Silently Yes Yes Maybe Open Lock No Yes Yes Perform Yes No No Profession No No No Ride Yes No No Search Yes No Yes Sense Motive Yes No No Sleight of Hand No Yes No Speak Language No No No Spot Yes No No Survival Yes No No Swim Yes Yes Maybe Tumble No Yes Maybe Use Magic Device No No No Use Rope Yes No No
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PETRIFIED:
A petrified character has turned into stone and is considered unconscious. If his body is cracked but largely intact, there is no permanent damage when the creature turns into flesh. If the creature is incomplete when returned to flesh, some amount of permanent hit point loss and/or debilitation is applied.

FRIGHTENED:
A frightened character flees from the source as best it can. If unable to flee, it may attempt to fight. A frightened creature suffers a -2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use spells and activate magical items in an attempt to flee.

PINNED:
A creature is held immobile but is not helpless. See Grapple.

HELPLESS:
A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise at an opponents mercy. A helpless character is treated as having a Dexterity of 0 (-5 modifier). Melee attacks against a helpless target gain a +4 bonus. Rogues can sneak attack helpless targets. Delivering a coup de grace provokes an attack from adjacent enemies.

PRONE:
The creature is forced to the ground and suffers a -2 penalty to melee attacks. While prone, the creature cannot use ranged weapons (except for a crossbow). A prone character gains a +4 AC bonus against ranged attacks but takes a -4 AC penalty against melee attacks. Standing up provokes an attack from adjacent enemies.

INCORPOREAL:
An incorporeal creature has no body and is immune to all non-magical attacks. They can be harmed only by other incorporeal creatures, magical weapons, spells, spell-like effects, or supernatural effects.

SHAKEN:
A shaken creature suffers a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. Shaken is a less severe state than frightened or panicked.

INVISIBLE:
Visually undetectable, an invisible creature gains a +2 bonus on attacks and ignores its opponents Dexterity bonus to AC. An invisible creature is not immune to critical hits but is immune to extra damage from a rangers favored enemy ability and from

SICKENED:
A sickened character suffers a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Wearing armor may imply penalties on skill checks.

Page | 8

-SKILLS OPPOSING CHECKS :


TASK Con someone Impersonate someone Create a false map Hide from someone Bully a person Sneak up on someone Pick pocket Tie a prisoner securely
1

CLIMB (STR):
OPPOSED BY Bluff Sense Motive Disguise Spot Forgery Forgery Hide Spot Intimidate Sense Motive1 Move Silently Listen Sleight of Hand Spot Use Rope Escape Artist SKILL You need both hands free to climb, but you may cling to a wall with one hand in order to perform an action. While climbing you cannot move to avoid a blow and are considered flat-footed. You cannot use a shield while climbing. Climbing at full speed imposes a -5 penalty to the check. EXAMPLE CIRCUMSTANCE DC Steep slope, knotted rope with adjacent wall 0 Rope with wall to brace against, knotted rope 5 Surface with large ledges to hold on to 10 Surface with handholds, rough rock, tree 15 Uneven surface, typical dungeon wall 20 Masonry wall, natural rock 25 Overhang, ceiling with handholds 25 Perfectly flat, smooth surface1 Chimney, bracing against two opposite walls -10 Corner, bracing against perpendicular walls -5 Slippery surface +5
1

DECIPHER SCRIPT (INT):


Make a Decipher Script and a Wisdom check simultaneously. The base DC is 20 for simple messages, 25 for standard texts, and 30 for intricate or exotic writing. Deciphering unfamiliar languages increases the DC by 10 because you rely on drawing similarities from other languages or lore. If the check fails, use the Wisdom check (DC 5) to avoid drawing a false conclusion. Discard the Wisdom roll if the first check passes.

An Intimidate check is opposed by either a Sense Motive check or by a DC equal to the targets level. See the Intimidate skill for details.

DIPLOMACY (CHA):
Negotiating diplomatically may take several minutes. To rush the negotiation, the DC increases by 10. The participants roll opposing diplomacy checks and the winner gains the advantage. A failed attempt can be retried, but imposes penalties. Diplomacy can be used to gain favoritism from a person or party (See: Influencing NPCs). You can use the Wild Empathy feat in place of diplomacy when influencing animals.

SKILL CHECKS WITHOUT ROLLS :


TAKING 10:
When a character is not threatened or distracted, it may choose to take 10. This type of action can take up to 1d4 rounds. You cannot use this rule for caster level checks.

This surface cannot be climbed.

TAKING 20:
Like taking 10, a character cannot be threatened or distracted. This type of task is assumed to take d20 +10 rounds to complete. Taking 20 means you are trying until you get it right, and it assumes that you fail many times before succeeding.

CONCENTRATION (CON):
Concentration checks can be made as a free action. A concentration check is required for an action that requires full attention while being distracted. If the check fails, the action is wasted. You can attempt the action defensively to negate attacks of opportunity. You cannot take 10 on this check. DISTRACTION DC Taking damage during action 10 + damage Continuous damage 10 + damage Distracted by a spell Spell DC Vigorous motion1 10 Violent motion2 15 Extraordinary motion3 20 Entangled 15 Grappled or pinned4 20 Strong weather 5 Intense weather with debris 10 Weather caused by spell Spell DC
1

DISABLE DEVICE (DEX):


A disable device check is made secretly. If the check fails by 4 or less, the failure does not impact the device or the character in any way. If failed by 5 or more points, something goes wrong. Things that can go wrong are up to the DM (such as triggering the trap, getting your fingers stuck, etc). You can also rig or sabotage devices using this skill. Disabling a device is not limited to mechanical tampering. You can disable the device to the point where it does not pose too much of a threat, such as plugging the holes of an arrow trap. DEVICE TIME DC1 EXAMPLE Simple 1 rnd 10 Jam a lock Tricky 1d4 rnds 15 Sabotage a wagon Difficult 2d4 rnds 20 Disarm/Reset a trap Wicked 2d4 rnds 25 Disarm complex trap
1

SKILLS :
APPRAISE (INT):
You can appraise common or well-known items (DC 12). Failure means you estimate the value at 50% of its actual value. Appraising rare (DC 15) or exotic items (DC 20 or higher) does not allow estimation. Appraising takes 1 minute and does not yield to retries.

BALANCE (DEX):
You move at half speed when walking on precarious surfaces. If you try to move at full speed, you suffer a -5 penalty to all balance checks. You may accept this penalty in order to charge. A balance check is required for every multiple of your base speed. You are considered flat-footed while balancing, since you cant move to avoid a blow. Having 5 or more ranks in balance negates this penalty. You must make another balance check after each attack you suffer to see if you remain standing. SURFACE TYPE DC 7-12 in. wide 10 2-8 in. wide 15 Less than 2 in. wide 20 Uneven flagstone 10 Hewn stone 10 Sloped or angled floor +2 Light rubble +2 Dense rubble +5 Lightly slippery +2 Very slippery +5 Natural stone (Cave)1 +5
1

If you attempt to leave behind no trace of tampering, add 5 to the DC.

Includes actions while riding a mount, bouncing on a wagon, or on a small boat. 2 Galloping horse, rough wagon ride, riding a boat down rapids or during a storm. 3 During an earthquake. 4 Casting spells during a grapple can only be done with spells that dont have a somatic component.

DISGUISE (CHA):
The disguise check determines how good the disguise is at fooling the onlooker. The onlooker uses a Spot check to oppose the disguise check. If you approach an observer who is suspicious, it is assumed that they take 10 on their Spot check. Creating a disguise takes 1d310 minutes. DISGUISE DC MOD. Minor details +5 Different gender -2 Different race -2 Different age category -22
2

CRAFT (INT):
A craftsperson must understand the item being crafted by rolling a craft check higher than the required DC. Crafting involves materials ( of items market price) which must be purchased beforehand. An item has a crafting point cost of the final market value, with a minimum of 15. The result of the crafters crafting check is subtracted from the remaining crafting point cost each hour until it reaches 0. If the crafter stops crafting for more than 6 hours, a new skill check must be rolled. Crafting feats are still required to make items above mundane quality. Offering help is acceptable and crafting checks stack between all parties involved. ITEM CRAFT SKILL DC Acid, simple potions, etc Alchemy 15 Alchemist fire, smokesticks Alchemy 20 Antitoxin, sunrod, etc Alchemy 25 Armor or shield Armorsmith 10+AC Long or shortbow Bowmaking 12 Composite bow Bowmaking 15 Composite with rating Bowmaking 15+Rating1 Crossbow Weaponsmith 15 Simple weapon Weaponsmith 12 Martial weapon Weaponsmith 15 Exotic weapon Weaponsmith 18 Mechanical trap Trapmaking Varies2
1 2

Per step of difference between your actual age category and your disguised age category. These steps are: young, adult, middle age, old, venerable.

Running or Charging is impossible.

BLUFF (CHA):
A bluff check is opposed by a Sense Motive check. A failed bluff makes the target suspicious and may lower the targets attitude (See: Influencing NPCs). EXAMPLE CIRCUMSTANCE DC Target wants to believe you +5 Bluff is believable 0 Bluff is hard to believe -5 Bluff puts target at risk -10 Bluff is way out there -20

OPPONENT FAMILIARITY Stranger Recognizes on sight Friends or associates Close friends Intimate

SPOT BONUS 0 +4 +6 +8 +10

ESCAPE ARTIST (DEX):


Escaping from rope bindings, manacles, or other restraints (except a grappler) requires 1 minute of work. Escaping a net or spell takes a full round. Escaping a grapple or pin is a standard action. Squeezing through a tight space takes at least 1 minute.

The rating is multiplied by 2 before adding to the DC. Traps have their own rules for construction.

Page | 9

-SKILLS RESTRAINT Ropes Net, most spells Snare spell Manacles Tight space Masterwork manacles Grappler
1

DC Use Rope1 + 10 20 23 30 30 35 Grapple1

check to help hide by diverting attention to another area. You gain a +5 bonus if successful.

MOVE SILENTLY (DEX):


You can move up to one-half your normal speed at no penalty. Moving more than one-half but less than full speed imposes a -5 penalty. You suffer a -20 penalty while running or charging. Noisy surfaces augment the move silently check. MOVING ON/THROUGH DC Air, soft carpet +2 Caltrops, bogs, undergrowth, dense rubble -2 Dense undergrowth, snow, broken glass -5

INTIMIDATE (CHA):
Your Intimidate check is opposed by the targets modified level check (1d20 + character level or Hit Dice + targets Wisdom bonus + targets modifiers on saves against fear) or against the targets Sense Motive skill, whichever is higher. If successful, the target appears friendly while in your presence. You can demoralize an enemy with an intimidate check. A demoralized enemy is shaken for 1 round.

This is based on the opponents skill or action check.

FORGERY (INT):
Forgery implies the creation of documents or objects to seem as the handiwork of someone else. In most cases, you must have seen the document or object before. You gain a +8 bonus when forging those types of documents. A signature grants a +4 bonus. If forging a document fails, a retry is not possible. CONDITION READERS MOD. Author, unknown to reader -2 Author, somewhat known to reader 0 Author, well known to reader +2 Reader glances over document -2

OPEN LOCK (DEX):


Opening a lock without Thieves Tools imposes penalty. LOCK TYPE1 Very simple lock (ie. a farmers front door) Average lock (ie. most doors and chests) Good lock (ie. safes, well designed chests) Mechanically intricate lock (ie. vaults)
1

a -2 DC 20 25 30 40

JUMP (STR):
You can jump vertically with a high jump or over a distance with a long jump. A jump requires a 20 ft. running start. Without a running start, the DC is doubled. The DC for a long jump is equal to that of the distance traveled (ie. 10 ft. jump is DC 10). For a high jump, the DC is a multiple of 4 per foot of travel (ie. 4 ft. jump requires a DC of 16). A high jump benefits from the vertical reach of a creatures height. CREATURE SIZE VERTICAL REACH Colossal 128 ft. Gargantuan 64 ft. Huge 32 ft. Large 16 ft. Medium 8 ft. Small 4 ft. Tiny 2 ft. Diminutive 1 ft. Fine ft.

Most traps and doors in dungeons have their own Open Lock DC listed in their details.

PERFORM (CHA):
The perform skill is segmented into categories: Acting, Comedy, Dance, Keyboard Instruments, Oratory, Percussion Instruments, String Instruments, Wind Instruments, and Singing. PERFORMANCE DC Uninspiring performance (short of begging) 10 Enjoyable performance (earn 1d10 sp/day) 15 Great performance (earn 3d10 sp/day)1 20 Memorable performance (earn 1d6 gp/day)1 25 2 Extraordinary performance (earn 3d6 gp/day) 30
1

GATHER INFORMATION (CHA):


A bribe and a few drinks, and a DC 10 Gather Information check get you a general idea of a citys major news items. This activity can take up to 1d4+1 hours. If you want to find out about a specific rumor, or a specific item, or obtain a map, the DC is 15 to 25, or even higher.

HANDLE ANIMAL (CHA):


Handle animal is a move action, and depends on what you are trying to do. Training requires several days of commitment. Creatures with 1 or 2 intelligence increases the DC by 5. Using this untrained bars the character from teaching. TASK DC Handle an animal 10 Push an animal 25 Rear a wild animal 151 Teach: Attack, Defend, Guard, Track 20 Teach: Come, Down, Fetch, Heel, Seek, Stay 15 Train for: Combat, Guarding, Hunting 20 Train for: Labor, Performance, Riding 15
1

KNOWLEDGE (INT):
Knowledge is broken down into several fields of study: Arcana, Architecture & Engineering, Dungeoneering, Geography, History, Local, Nature, Nobility & Royalty, Religion, The Planes, and Psionics. For every 5 points above the DC, you recall additional useful information. INFORMATION NEEDED DC Common knowledge < 10 Easy question 10 Basic knowledge 15 Difficult question 20-30 Identifying vulnerabilities or attributes 10 + Special1
1

You may inspire the local performance guilds or noble patrons to sponsor your performance in their ensemble. 2 You draw attention of nobles and guilds from distant regions or even extra planar locales.

RIDE (DEX):
If you attempt to ride a creature that is ill suited as a mount or that does not have a saddle, you take a -5 penalty on this check. TASK DC Guide mount with knees 5 Stay in saddle while riding over calm terrain 5 Fight with warhorse 10 Drop and cover behind mount 15 Soft fall off a mount to negate falling damage 15 Leap over an object 15 Spur mount to move at greater pace 15 Control a mount in battle 20 Fast mount or dismount 201
1

Add the animals HD to the roll.

HEAL (WIS):
Using a heal check on a dying creature stabilizes them if successful. Long-term care requires at least one day of applied healing. The patient recovers hit points at twice the normal rate. You can tend to as many as six patients at once. Tending to poisoned or diseased characters requires a heal check each time the patient engages in saving throws. The patient takes the higher of the two rolls as his save. TASK DC First aid 15 Long-term care 15 Treat minor wound or stabilize 15 Treat poison Poison DC Treat disease Disease DC

When identifying creature vulnerabilities or attributes, add the monsters HD to the DC. For identifying vulnerabilities in objects or structures add the objects hardness to the DC.

LISTEN (WIS):
A listen check determines how quiet the noise is that you might hear. To hear a creature, you must overcome its Move Silently check. You can redo a failed save as a move action. CREATURE IS DC MOD Moving in heavy armor -10 Moving in medium armor -5 In an area with ambient noise +5 In a noisy area (town square) +10 Some distance away +1 per 10 ft. Behind a wall (per 6 in. thick) +2 per hardness1
1

Armor check penalties apply.

SEARCH (INT):
You must be within 10 ft. of the object in order to search it. It takes a full round to search a 5 ft. square. TASK DC Ransack a chest of junk to find an item1 10 Notice a secret door or simple trap 20 Find a difficult non magical trap (Rogue only) 21+ Find a magical trap (Rogue only) 25+2 Notice a well-hidden secret door 30 Find a footprint 153
1

See Substance Hardness and Hit Points table.

HIDE (DEX):
Your Hide check is opposed by the Spot check. You move up to one-half your normal speed and hide at no penalty. At a speed greater than one-half but less than your normal speed, you take a -5 penalty. -20 penalty while attacking, running or charging. If youre at least 10 feet from your target, you can make one ranged attack, then immediately hide again. You take a -20 penalty on your Hide check to conceal yourself after the shot. You can use a Bluff CREATURE IS In combat or speaking Whispering Moving at half speed Moving at full speed Running or charging DC 0 15 Move Silently Move Silently -5 Move Silently -20

In order to leave no trace that the chest was ransacked, you must spend an extra full round undoing the search (use the same DC or take 10). 2 Add the spell level to the DC of a magical trap. 3 Add or subtract 2 for every size category above or below medium. A successful search check will only reveal the footprints presence. To determine any other information about it, see the Track feat.

SENSE MOTIVE (WIS):


This skill lets you avoid being bluffed. You can determine a persons trustworthiness or if someone has a hidden agenda.

Page | 10

-SKILLS & M AGICTASK Determine if something is odd, a hunch Sense the result of an enchantment spell Discern secret message DC 20 15+ 20+

TUMBLE (DEX):
You can land softly or tumble past opponents. You can also use this sill in conjunction with the Perform skill to entertain a crowd. You can accelerate your tumble by taking a -10 penalty. You can tumble away from an enemy to avoid an attack of opportunity. Tumbling is impossible in water that is higher than knee deep. TASK DC Treat a fall as 10 ft. shorter, tumble past enemy 15 Avoid an attack of opportunity 15 Tumble through an enemys square 15 SURFACE IS Lightly obscured (rubble, undergrowth) Severely obscured (heavy undergrowth) Lightly slippery (wet floor) Severely slippery (ice or oil) Sloped or angled floor DC MOD. +2 +5 +2 +5 +2

SLEIGHT OF HAND (DEX):


When using this skill under close observation, the skill check is opposed by the observers Spot check. Drawing a hidden weapon is a standard action and doesnt provoke an attack. You can also couple this skill with the Perform skill to entertain audiences. In such a case, your act encompasses elements of legerdemain, juggling, and the like. TASK DC Palm a small object, tricks 10 Pick pocket 20 Use this skill as a free action +20

DIFFERENCE1 1-15 16-30 31-45 46-60 61+

RESULT No change Change by 1 level Change by 2 levels Change by 3 levels Change by 4 levels

If the initiator fails in the opposed checks, the result is a negative change in attitude. If the character succeeds in the opposed check, the change is in a positive direction.

MAGIC:
COMPONENTS:
COMPONENT DESCRIPTION Verbal (V) Requires spoken incantation Somatic (S) Requires hand gestures1 Material (M) Requires physical substances Focus (F) Requires a prop of some sort Divine Focus (DF) Requires a spiritual prop XP Cost (XP) Requires loss of experience
1

SPOT (WIS):
A spot result of 20 or more lets you become aware of invisible creatures, though you cannot see them. You can read lips at a distance of 30 ft. or less (DC 15) and you must be able to speak their language. If you fail the check by more than 5, you run the risk of drawing false conclusions. CONDITION DC Per 10 ft. distance away from you -1 Distracted spotter -5 Through a keyhole -5 Objects lodged in tight places -10

A hand gesture is a precise movement of the hand and requires at least one hand to be free.

USE MAGIC DEVICE (CHA):


You make this check when you want to active a scroll or wand. If you fail by 9 or less, than you cannot active the item this turn. Rolling a natural 1 prevents you from activating that item for the rest of the day. You can emulate prerequisite ability scores by imposing a -15 penalty to your roll. TASK DC Active item blindly 25 Decipher a poorly written spell 25 + spell level Use a scroll 20 + caster level Use a wand 20 Emulate a class feature 20 Emulate an ability score Roll -15 Emulate race 25 Emulate alignment 30

RANGE:
RANGE Personal Touch Close Medium Long Unlimited Static Range
1 2

DESCRIPTION This spell affects only you You must touch an object or creature1 Within 25 ft. + 5 ft./caster level2 Within 100 ft. + 10 ft./caster level2 Within 400 ft. + 40 ft./caster level2 Anywhere on the same plane Some spells express a fixed range in ft.

SPELLCRAFT (INT):
A spellcraft check lets you identify spells and magical effects. You cannot use this untrained. TASK DC Using read magic, identify spell 13 + spell level1 Identify spell being cast 15 + spell level1 Learn a spell from a book or scroll 15 + spell level2 Prepare spell from borrowed book 15 + spell level3 Using detect magic to detect an aura 19 Identify spell that is in effect 20 + spell level1 Identify materials used in an effect 20 + spell level1 Identify written spell without magic 20 + spell level3 Determine the spell just experienced 25 + spell level1 Identify potion 251 Draw diagram as spell requirement 201 Understand strange magical effect 30+
1 2 3

This type of spell requires the use of a touch attack. A spell that manifests using a Ray requires a ranged touch attack. Projectile based spells require a ranged attack. Area based spells affect a physical amount of space.

COUNTERSPELLS:
To counterspell, you must ready an action against a target. How counterspelling works: 1. You delay your standard action until your opponent tries to cast a spell (you may still complete a move action on your turn). 2. When the opponent tries to cast a spell, make a Spellcraft check (DC 15 + spell level) to determine the spell being cast. This is a free action. If this fails, you cannot do anything else. 3. If successful, you correctly identify the spell being cast. To complete the action, you must cast either an opposing spell or the same spell with alterations. It is assumed the two spells cancel each other out. You can use Dispel Magic spell to counter another spellcaster. Metamagic feats are not taken into account.

USE ROPE (DEX):


Using a rope does not provoke an attack, however using a grappling hook does. If you fail the skill check by 4 or more, the grappling hook fails. If failed by less than 4, the hook holds but gives way after 1d4 rounds of supporting weight. TASK DC Tie a firm knot 10 Secure a grappling hook 101 Tie a special knot, such as on that slips 15 Tie a rope using one hand 15 Splice two ropes together 15 Bind a character Special2
1

You do not get to retry this action if failed. You require 8 hours of contemplation to retry this task. One try per 24 hour period.

SURVIVAL (WIS):
You can use this skill for hunting, shelter, warmth, and using the land to your advantage while in the wild. This check can be made once every 24 hours and can encompass all of the above task during that time. TASK DC Hunting, foraging, getting food, movement 10 Surviving during unusual or severe weather 15 Keep from getting lost and void natural hazards 15 Predict weather for the next 24 hours 15 Follow tracks 15+1
1

Add 2 to the DC for every 10 ft. the hook is thrown. Binding a helpless character has a DC of 10. Binding a character that is resisting is an opposed check versus the targets Escape Artist skill.
2

INFLUENCING NPCS:
A NPCs attitude can be influenced by using Diplomacy, Bluff, or Intimidate. To decline a creatures attitude, you must roll less than 1. To increase their attitude towards you, you must use the Diplomacy skill. You can use the Wild Empathy ability to influence the attitude of animals or magical beasts. ATTITUDE LEVEL REACTIONS Hostile Will take risks to hurt you Unfriendly Wishes you ill, initiates gossip Indifferent Doesnt care much about you Friendly Wishes you well, will advocate Helpful Till take risks to help or protect you You must declare to the DM that you will try to influence the attitude towards the character prior to initiating a Diplomacy check. The opponent may roll a Sense Motive check or opposed Diplomacy check. The difference between the initiator and the NPC alters the attitude of the NPC towards the initiator.

SPELL RESISTANCE:
The caster of a spell that is being resisted by its target must make a caster level check (1d20 + caster level) at least equal to the creatures spell resistance for the spell to affect that creature.

SPECIAL M AGICAL ABILITIES :


Extraordinary Abilities (Ex) are considered to be physical abilities that seem to break the laws of physics. These generally do not require the use of magic. Spell-like (Sp) abilities work like spells but have no verbal, somatic, or material components. Supernatural (Su) abilities are like Spell-like abilities but do not use external forces (such as the Weave) to manifest. Therefore they can only be suppressed by an Antimagic Field. CONDITION EX SU SP Affected by a dispel No No Yes Spell Resistance offers protection No No Yes Suppressed by Antimagic Field No Yes Yes Provokes an attack of opportunity No No Yes Page | 11

Requires the use of the Track feat.

SWIM (STR):
You can swim at one-half your speed as a full round action or one-quarter your speed as a move action. You fail the check by 4 or less, you make no progress in the water. While underwater, you must hold your breath to avoid drowning (See: Water Dangers).

-E CONOMICS & MISCELLANEOUS MAGIC ITEMS :


Creating magic items from scratch requires an expenditure of XP on the crafter and takes up to 1 day per 1,000 gp. of the market price. An item must be masterwork quality in order to be enhanced magically.

AVERAGE TREASURE PER ENCOUNTER :


EL 1 2 3 4 5 6 7 8 9 10 TREASURE VALUE 300 gp. 600 gp. 900 gp. 1,200 gp. 1,600 gp. 2,000 gp. 2,600 gp. 3,400 gp. 4,500 gp. 5,800 gp. EL 11 12 13 14 15 16 17 18 19 20 TREASURE VALUE 7,500 gp. 9,800 gp. 13,000 gp. 17,000 gp. 22,000 gp. 28,000 gp. 36,000 gp. 47,000 gp. 61,000 gp. 80,000 gp.

CHARACTER CREATION & USEFUL TABLES :


ACCESS TO SPELLS BY CLASS LEVEL:
SP. LVL 0 1 2 3 4 5 6 7 8 9 BRD 1st 3rd 5th 8th 11th 14th 17th CLR 1st 1st 3rd 5th 7th 9th 11th 13th 15th 17th DRD 1st 1st 3rd 5th 7th 9th 11th 13th 15th 17th WIZ 1st 1st 3rd 5th 7th 9th 11th 13th 15th 17th SOR 1st 1st 4th 6th 8th 10th 12th 14th 16th 18th PAL 6th 10th 12th 15th RNG 6th 10th 12th 15th

MAGICAL ENHANCEMENT BONUS:


BONUS M.W. +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 RING1/WEAPON COST +6 gp.2, +300 gp.3 +2,000 gp. +8,000 gp. +18,000 gp. +32,000 gp. +50,000 gp. +72,000 gp. +98,000 gp. +128,000 gp. +162,000 gp. +200,000 gp. SHIELD/ARMOR COST +150 gp. +1,000 gp. +4,000 gp. +9,000 gp. +16,000 gp. +25,000 gp. +36,000 gp. +49,000 gp. +64,000 gp. +81,000 gp. +100,000 gp.

WEALTH OTHER THAN COINS :


COST 1 cp. 2 cp. 1 sp. 5 sp. 1 gp. 2 gp. 3 gp. 4 gp. 5 gp. 10 gp. 15 gp. 50 gp. 500 gp. ITEM One pound of wheat One pound of flour, or one chicken One pound of iron One pound of tobacco or copper One pound of cinnamon, one goat One pound of ginger or pepper, one sheep One pig One square yard of linen One pound of salt or silver One square yard of silk, one cow One pound of saffron or cloves, one ox One pound of gold One pound of platinum

EXPERIENCE & BENEFITS:


LVL 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 EXP 0 1,000 3,000 6,000 10,000 15,000 21,000 28,000 36,000 45,000 55,000 66,000 78,000 91,000 105,000 120,000 136,000 153,000 171,000 190,000 MAX SKILL MAX CC FEAT 4 2 1st 5 2.5 6 3 2nd 7 3.5 8 4 9 4.5 3rd 10 5 11 5.5 12 6 4th 13 6.5 14 7 15 7.5 5th 16 8 17 8.5 18 9 6th 19 9.5 20 10 21 10.5 7th 22 11 23 11.5 ABILITY

1 2

1st

Ring bonuses can enhance natural armor, stats, etc. This cost is for a single unit of ammunition. 3 Double weapons must add this twice for each side of the weapon.

MAGICALLY IMPROVING ITEMS:


Cost of Items is in multiples of 1,000 gp. This table is based on armor, shield and trade costs. To magically enhance weapons, double the cost required below. Improving an item destroys previous enhancements in the process. Only Masterwork quality can be enhanced magically. FROM +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 M.W. 1 4 9 16 25 36 49 64 81 100 +1 - 3 8 15 24 35 48 63 80 99 +2 - 5 12 21 32 45 60 77 96 +3 - 7 16 27 40 55 72 91 +4 - 9 20 33 48 65 84 +5 - 11 24 39 56 75 +6 - 13 28 45 64 +7 - 15 32 51 +8 - 17 36 +9 - 19

2nd

3rd

EQUIPMENT FOR DIFFERENT SIZE CATEGORIES :


SIZE CATEGORY Tiny or smaller2 Small Medium Large Huge Gargantuan Colossal
1 2

COST1 1 1 2 4 8 16

WEIGHT 1 2 5 8 12

4th

5th

ABILITY MODIFIERS & BONUS SPELLS:


SCORE 1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20-21 22-23 24-25 26-27 28-29 30-31 32-33 34-35 36-37 38-39 40-41 42-43 MOD -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 +11 +12 +13 +14 +15 +16 0TH 1ST 2ND 3RD 4TH 5TH 6TH 7TH Cant cast spells Cant cast spells Cant cast spells Cant cast spells Cant cast spells - - - - - - - - 1 - - - - - - 1 1 - - - - - 1 1 1 - - - - 1 1 1 1 - - - 2 1 1 1 1 - - 2 2 1 1 1 1 - 2 2 2 1 1 1 1 - 2 2 2 2 1 1 1 - 3 2 2 2 2 1 1 - 3 3 2 2 2 2 1 - 3 3 3 2 2 2 2 - 3 3 3 3 2 2 2 - 4 3 3 3 3 2 2 - 4 4 3 3 3 3 2 - 4 4 4 3 3 3 3 - 4 4 4 4 3 3 3 8TH 9TH

For non-humanoid creatures, increase the cost by a factor of two. Decrease the armor bonus by half.

CREATURE AGE:
AGING EFFECTS:
RACE MIDDLE AGE Human 35 yr. Dwarf 125 yr. Elf 175 yr. Gnome 100 yr. Half-elf 62 yr. Half-orc 30 yr. Halfling 50 yr. OLD 53 yr. 188 yr. 263 yr. 150 yr. 93 yr. 45 yr. 75 yr. VENERABLE 70 yr. 250 yr. 350 yr. 200 yr. 125 yr. 60 yr. 100 yr. MAX +2d20 +2d100 +2d100 +3d100 +3d20 +2d10 +5d20

SPELLCASTING SERVICES :
SPELL LEVEL 0th 1st 2nd 3rd 4th 5th 6th 7th 8th 9th COST Caster level 5 gp. Caster level 10 gp. Caster level 20 gp. Caster level 30 gp. Caster level 40 gp. Caster level 50 gp. Caster level 60 gp. Caster level 70 gp. Caster level 80 gp. Caster level 90 gp.

HEIGHT AND WEIGHT:


RACE BASE HEIGHT MOD. Human (M) 410 +2d10 Human (F) 45 +2d10 Dwarf (M) 39 +2d4 Dwarf (F) 37 +2d4 Elf (M) 45 +2d6 Elf (F) 45 +2d6 Gnome (M) 30 +2d4 Gnome (F) 210 +2d4 Half-elf (M) 47 +2d8 Half-elf (F) 45 +2d8 Half-orc (M) 410 +2d12 Half-orc (F) 45 +2d12 Halfling (M) 28 +2d4 Halfling (F) 26 +2d4 BASE WEIGHT MOD. 120 lb +102d4 lb 85 lb +102d4 lb 130 lb +102d6 lb 100 lb +102d6 lb 85 lb +101d6 lb 80 lb +101d6 lb 40 lb +10 lb 35 lb +10 lb 100 lb +102d4 lb 80 lb +102d4 lb 150 lb +102d6 lb 110 lb +102d6 lb 30 lb +10 lb 25 lb +10 lb

WEALTH BY CHARACTER LEVEL:


LVL 1 2 3 4 5 6 7 8 9 10 AVERAGE GOLD < 100 gp. 900 gp. 2,700 gp. 5,400 gp. 9,000 gp. 13,000 gp. 19,000 gp. 27,000 gp. 36,000 gp. 49,000 gp. LVL 11 12 13 14 15 16 17 18 19 20 AVERAGE GOLD 66,000 gp. 88,000 gp. 110,000 gp. 150,000 gp. 200,000 gp. 260,000 gp. 340,000 gp. 440,000 gp. 580,000 gp. 760,000 gp.

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