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MOVEMENT AND TRAVELTable: LIGHT SOURCES AND ILLUMINATION | Object | Bright | Shadowy | Duration |
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| Candle | n/a1 | 5 ft. | 1 hr. | | Everburning Torch | 20 ft. | 40 ft. | Permanent | | Lamp, common | 15 ft. | 30 ft. | 6 hr./pint | | Lantern, bullseye2 | 60-ft. cone | 120-ft. cone | 6 hr./pint | | Lantern, hooded | 30 ft. | 60 ft. | 6 hr./pint | | Sunrod | 30 ft. | 60 ft. | 6 hr. | | Torch | 20 ft. | 40 ft. | 1 hr. | | Spell | Bright | Shadowy | Duration | | Continual flame | 20 ft. | 40 ft. | Permanent | | Dancing lights (torches) | 20 ft. (each) | 40 ft. (each) | 1 min. | | Daylight | 60 ft. | 120 ft. | 30 min. | | Light | 20 ft. | 40 ft. | 10 min. | | 1 A candle does not provide bright illumination, only shadowy illumination. | | 2 A bullseye lantern illuminates a cone, not a radius. |
| | Table: MOVEMENT AND DISTANCE
| ——————— Speed ——–———— |
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| 15 feet | 20 feet | 30 feet | 40 feet |
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| One Round (Tactical)1 |
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| | Walk | 15 ft. | 20 ft. | 30 ft. | 40 ft. | | Hustle | 30 ft. | 40 ft. | 60 ft. | 80 ft. | | Run (x3) | 45 ft. | 60 ft. | 90 ft. | 120 ft. | | Run (x4) | 60 ft. | 80 ft. | 120 ft. | 160 ft. | | One Minute (Local) |
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| | Walk | 150 ft. | 200 ft. | 300 ft. | 400 ft. | | Hustle | 300 ft. | 400 ft. | 600 ft. | 800 ft. | | Run (x3) | 450 ft. | 600 ft. | 900 ft. | 1,200 ft. | | Run (x4) | 600 ft. | 800 ft. | 1,200 ft. | 1,600 ft. | | One Hour (Overland) |
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| | Walk | 1-1/2 miles | 2 miles | 3 miles | 4 miles | | Hustle | 3 miles | 4 miles | 6 miles | 8 miles | | Run | — | — | — | — | | One Day (Overland) |
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| | Walk | 12 miles | 16 miles | 24 miles | 32 miles | | Hustle | — | — | — | — | | Run | — | — | — | — | | 1 Tactical movement is often measured in squares on the battle grid (1 square = 5 feet) rather than feet. |
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Table: MOUNTS AND VEHICLES | Mount/Vehicle | Per Hour | Per Day |
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| Mount (carrying load) |
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| | Light horse or light warhorse | 6 miles | 48 miles | | Light horse (151–450 lb.)1 | 4 miles | 32 miles | | Light warhorse (231–690 lb.)1 | 4 miles | 32 miles | | Heavy horse or heavy warhorse | 5 miles | 40 miles | | Heavy horse (201–600 lb.)1 | 3-1/2 miles | 28 miles | | Heavy warhorse (301–900 lb.)1 | 3-1/2 miles | 28 miles | | Pony or warpony | 4 miles | 32 miles | | Pony (76–225 lb.)1 | 3 miles | 24 miles | | Warpony (101–300 lb.)1 | 3 miles | 24 miles | | Donkey or mule | 3 miles | 24 miles | | Donkey (51–150 lb.)1 | 2 miles | 16 miles | | Mule (231–690 lb.)1 | 2 miles | 16 miles | | Dog, riding | 4 miles | 32 miles | | Dog, riding (101–300 lb.)1 | 3 miles | 24 miles | | Cart or wagon | 2 miles | 16 miles | | Ship |
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| | Raft or barge (poled or towed)2 | 1/2 mile | 5 miles | | Keelboat (rowed)2 | 1 mile | 10 miles | | Rowboat (rowed)2 | 1-1/2 miles | 15 miles | | Sailing ship (sailed) | 2 miles | 48 miles | | Warship (sailed and rowed) | 2-1/2 miles | 60 miles | | Longship (sailed and rowed) | 3 miles | 72 miles | | Galley (rowed and sailed) | 4 miles | 96 miles | | 1 Quadrupeds, such as horses, can carry heavier loads than characters can. See Carrying Capacity, above, 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 can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. |
| | Table: CARRYING CAPACITY Strength Score | Light Load | Medium Load | Heavy Load |
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| 1 | 3 lb. or less | 4–6 lb. | 7–10 lb. | | 2 | 6 lb. or less | 7–13 lb. | 14–20 lb. | | 3 | 10 lb. or less | 11–20 lb. | 21–30 lb. | | 4 | 13 lb. or less | 14–26 lb. | 27–40 lb. | | 5 | 16 lb. or less | 17–33 lb. | 34–50 lb. | | 6 | 20 lb. or less | 21–40 lb. | 41–60 lb. | | 7 | 23 lb. or less | 24–46 lb. | 47–70 lb. | | 8 | 26 lb. or less | 27–53 lb. | 54–80 lb. | | 9 | 30 lb. or less | 31–60 lb. | 61–90 lb. | | 10 | 33 lb. or less | 34–66 lb. | 67–100 lb. | | 11 | 38 lb. or less | 39–76 lb. | 77–115 lb. | | 12 | 43 lb. or less | 44–86 lb. | 87–130 lb. | | 13 | 50 lb. or less | 51–100 lb. | 101–150 lb. | | 14 | 58 lb. or less | 59–116 lb. | 117–175 lb. | | 15 | 66 lb. or less | 67–133 lb. | 134–200 lb. | | 16 | 76 lb. or less | 77–153 lb. | 154–230 lb. | | 17 | 86 lb. or less | 87–173 lb. | 174–260 lb. | | 18 | 100 lb. or less | 101–200 lb. | 201–300 lb. | | 19 | 116 lb. or less | 117–233 lb. | 234–350 lb. | | 20 | 133 lb. or less | 134–266 lb. | 267–400 lb. | | 21 | 153 lb. or less | 154–306 lb. | 307–460 lb. | | 22 | 173 lb. or less | 174–346 lb. | 347–520 lb. | | 23 | 200 lb. or less | 201–400 lb. | 401–600 lb. | | 24 | 233 lb. or less | 234–466 lb. | 467–700 lb. | | 25 | 266 lb. or less | 267–533 lb. | 534–800 lb. | | 26 | 306 lb. or less | 307–613 lb. | 614–920 lb. | | 27 | 346 lb. or less | 347–693 lb. | 694–1,040 lb. | | 28 | 400 lb. or less | 401–800 lb. | 801–1,200 lb. | | 29 | 466 lb. or less | 467–933 lb. | 934–1,400 lb. | | +10 | x4 | x4 | x4 |
Table: CARRYING LOADS
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| –—— Speed —–— |
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| Load | Max Dex | Check Penalty | (30 ft.) | (20 ft.) | Run |
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| Medium | +3 | –3 | 20 ft. | 15 ft. | x4 | | Heavy | +1 | –6 | 20 ft. | 15 ft. | x3 |
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GETTING LOST Survival check 1/hour.
| Survival DC |
| Survival DC |
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| Moor or hill, map | 6 | Poor visibility | 12 | | Mountain, map | 8 | Mountain, no map | 12 | | Moor or hill, no map | 10 | Forest | 15 | | +2 bonus with 5 ranks in Knowledge (geography) or Knowledge (local). | | + 2 bonus (or more) for recognized landmarks. | Effects of Being Lost: Randomly determine the direction for each hour of local or overland movement. Recognizing that You’re Lost: Survival check (DC 20, –1 per hour of random travel) each hour to recognize that they are lost. Setting a New Course: Survival check (DC 15, +2 per hour of random travel). To determine the correct direction; failure indicates a random direction is thought to be the “correct” one; multiple characters can make the attempt, which may result in conflicting directions; whether traveling the correct direction or not, they may get lost again. | | WILDERNESS THREATS Forest Fire (CR 6) Avalanche (CR 6) Quicksand |
COMBATIn a single round a combatant may perform, in addition to no-action or free actions: 1 Full-Round action; or 1 standard action and 1 move action; or 2 move actions 1 Moving out of a threatened square usually provokes an attack of opportunity. The action itself provokes an attack of opportunity. 2 If you aid someone that provokes an attack of opportunity, then the act of aiding another also provokes an attack of opportunity. 3 If the object is being held, carried, or worn by a creature, yes. If not, no. 4 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 Two- Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one. 5 May be taken as a standard action if you are limited to taking only a single action in a round. 6 Unless the component is an extremely large or awkward item. 7 These attack forms substitute for a melee attack, not an action. 8 The description of a feat defines its effect.
Table: Attack Roll Modifiers | Attacker is . . . | Melee | Ranged |
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| Dazzled | –1 | –1 | | Entangled | –21 | –21 | | Flanking defender | +2 | — | | Invisible | +22 | +22 | | On higher ground | +1 | +0 | | Prone | –4 | —3 | | Shaken or frightened | –2 | –2 | | Squeezing through a space | –4 | –4 | | 1 An entangled character also takes a –4 penalty to Dexterity, which may affect his attack roll. | | 2 The defender loses any Dexterity bonus to AC. This bonus doesn’t apply if the target is blinded. | | 3 Most ranged weapons can’t be used while the attacker is prone, but you can use a crossbow or shuriken while prone at no penalty. |
Table: Armor Class Modifiers | Defender is . . . | Melee | Ranged |
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| Behind cover | +4 | +4 | | Blinded | –21 | –21 | | Concealed or invisible | — See Concealment — | | Cowering | –21 | –21 | | Entangled | +02 | +02 | | Flat-footed (such as surprised, balancing, climbing) | +01 | +01 | | Grappling (but attacker is not) | +01 | +01,3 | | Helpless (such as paralyzed, sleeping, or bound) | –44 | +04 | | Kneeling or sitting | –2 | +2 | | Pinned | –44 | +04 | | Prone | –4 | +4 | | Squeezing through a space | –4 | –4 | | Stunned | –21 | –21 | | 1 The defender loses any Dexterity bonus to AC. | | 2 An entangled character takes a –4 penalty to Dexterity. | | 3 Roll randomly to see which grappling combatant you strike. That defender loses any Dexterity bonus to AC. | | 4 Treat the defender’s Dexterity as 0 (–5 modifier). Rogues can sneak attack helpless or pinned defenders. |
| | Table: Two-Weapon Fighting Penalties | Circumstances | Primary Hand | Off Hand |
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| Normal penalties | –6 | –10 | | Off-hand weapon is light | –4 | –8 | | Two-Weapon Fighting feat | –4 | –4 | Off-hand weapon is light and Two-Weapon Fighting feat | –2 | –2 |
Table: Special Attacks | Special Attack | Brief Description |
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| Aid another | Grant an ally a +2 bonus on attacks or AC | | Bull rush | Push an opponent back 5 feet or more | | Charge | Move up to twice your speed and attack with +2 bonus | | Disarm | Knock a weapon from your opponent’s hands | | Feint | Negate your opponent’s Dex bonus to AC | | Grapple | Wrestle with an opponent | | Overrun | Plow past or over an opponent as you move | | Sunder | Strike an opponent’s weapon or shield | | Throw splash weapon | Throw container of dangerous liquid at target | | Trip | Trip an opponent | | Turn (rebuke) undead | Channel positive (or negative) energy to turn away (or awe) undead | | Two-weapon fighting | Fight with a weapon in each hand |
Table: Turning Undead Turning Check Result | Most Powerful Undead Affected (Maximum Hit Dice) |
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| 0 or lower | Cleric’s level – 4 | | 1–3 | Cleric’s level – 3 | | 4–6 | Cleric’s level – 2 | | 7–9 | Cleric’s level – 1 | | 10–12 | Cleric’s level | | 13–15 | Cleric’s level + 1 | | 16–18 | Cleric’s level + 2 | | 19–21 | Cleric’s level + 3 | | 22 or higher | Cleric’s level + 4 |
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Table: Special Ability Types
| Extraordinary | Spell-Like | Supernatural |
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| Dispel | No | Yes | No
| | Spell resistance | No | Yes | No | | Antimagic field | No | Yes | Yes | | Attack of opportunity | No | Yes | No | | Dispel: Can dispel magic and similar spells dispel the effects of abilities of that type? | | Spell Resistance: Does spell resistance protect a creature from these abilities? | | Antimagic Field: Does an antimagic field or similar magic suppress the ability? | | Attack of Opportunity: Does using the ability provoke attacks of opportunity the way that casting a spell does? |
Table: Influencing NPC Attitudes Initial Attitude | New Attitude (DC to achieve) |
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| Hostile | Unfriendly | Indifferent | Friendly | Helpful |
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| Hostile | Less than 20 | 20 | 25 | 35 | 50 | | Unfriendly | Less than 5 | 5 | 15 | 25 | 40 | | Indifferent | — | Less than 1 | 1 | 15 | 30 | | Friendly | — | — | Less than 1 | 1 | 20 | | Helpful | — | — | — | Less than 1 | 1 |
| Attitude | Means | Possible Actions |
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| Hostile | Will take risks to hurt you | Attack, interfere, berate, flee | | Unfriendly | Wishes you ill | Mislead, gossip, avoid, watch suspiciously, insult | | Indifferent | Doesn’t much care | Socially expected interaction | | Friendly | Wishes you well | Chat, advise, offer limited help, advocate | | Helpful | Will take risks to help you | Protect, back up, heal, aid |
Conditions Ability DamagedAbility Damaged: The character has temporarily lost 1 or more ability score points. Lost points return at a rate of 1 per day unless noted otherwise by the condition dealing the damage. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious. Ability damage is different from penalties to ability scores, which go away when the conditions causing them go away.
Also see Ability Score Loss. |
Ability DrainedAbility Drained: The character has permanently lost 1 or more ability score points. The character can regain these points only through magical means. A character with Strength 0 falls to the ground and is helpless. A character with Dexterity 0 is paralyzed. A character with Constitution 0 is dead. A character with Intelligence, Wisdom, or Charisma 0 is unconscious.
Also see Ability Score Loss.
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BlindedBlinded: The character cannot see. He takes a –2 penalty to Armor Class, loses his Dexterity bonus to AC (if any), moves at half speed, and takes a –4 penalty on Search checks and on most Strength- and Dexterity-based skill checks. All checks and activities that rely on vision (such as reading and Spot checks) automatically fail. All opponents are considered to have total concealment (50% miss chance) to the blinded character. Characters who remain blinded for a long time grow accustomed to these drawbacks and can overcome some of them. |
Blown AwayBlown Away: Depending on its size, a creature can be blown away by winds of high velocity. A creature on the ground that is blown away is knocked down and rolls 1d4 x 10 feet, taking 1d4 points of nonlethal damage per 10 feet. A flying creature that is blown away is blown back 2d6 x 10 feet and takes 2d6 points of nonlethal damage due to battering and buffering. |
CheckedChecked: Prevented from achievingforward motion by an applied force, such as wind. Checked creatures on the ground merely stop. Checked flying creatures move back a distance specified in the description of the effect. |
ConfusedConfused: A confused character’s actions are determined by rolling d% at the beginning of his turn: 01–10, attack caster with melee or ranged weapons (or close with caster if attacking is not possible); 11–20, act normally; 21–50, do nothing but babble incoherently; 51–70, flee away from caster at top possible speed; 71–100, attack nearest creature (for this purpose, a familiar counts as part of the subject’s self ).
A confused character who can’t carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused character. Any confused character who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. A confused character does not make attacks of opportunity against any creature that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). |
CoweringCowering: The character is frozen in fear and can take no actions. A cowering character takes a –2 penalty to Armor Class and loses her Dexterity bonus (if any). |
DazedDazed: The creature is unable to act normally. A dazed creature can take no actions, but has no penalty to AC. A dazed condition typically lasts 1 round. |
DazzledDazzled: The creature is unable to see well because of overstimulation of the eyes. A dazzled creature takes a –1 penalty on attack rolls, Search checks, and Spot checks. |
DeadDead: The character’s hit points are reduced to –10, his Constitution drops to 0, or he is killed outright by a spell or effect. The character’s soul leaves his body. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies. |
| DeafenedDeafened: A deafened charactercannot hear. She takes a –4 penalty on initiative checks, automatically fails Listenchecks, and has a 20% chance of spell failure when castingspells with verbal components. Characters who remain deafened for along time grow accustomed to these drawbacks and can overcome some ofthem. |
DisabledDisabled: A character with 0 hit points, or one who has negative hit points but has become stable and conscious, is disabled. A disabled character may take a single move action or standard action each round (but not both, nor can she take full-round actions). She moves at half speed. Taking move actions doesn’t risk further injury, but performing any standard action (or any other action the DM deems strenuous, including some free actions such as casting a quickened spell) deals 1 point of damage after the completion of the act. Unless the action increased the disabled character’s hit points, she is now in negative hit points and dying.
A disabled character with negative hit points recovers hitpoints naturally if she is being helped. Otherwise, each day she has a 10% chance to start recovering hit points naturally (starting with thatday); otherwise, she loses 1 hit point. Once an unaided character starts recovering hit points naturally, she is no longer in danger oflosing hit points (even if her current hit points are negative). |
DyingDying: A dying character is unconscious and near death. She has –1 to –9 current hit points. A dying character can take no actions and is unconscious. At the end of each round (starting with the round in which the character dropped below 0 hit points), the character rolls d% to see whether she becomes stable. She has a 10% chance to become stable. If she does not, she loses 1 hit point. If a dying character reaches –10 hit points, she is dead. |
Energy DrainedEnergy Drained: The character gains one or more negative levels, which might permanentlydrain the character’s levels. If the subject has at least as many negative levels as Hit Dice, he dies.
Each negative level gives a creature the following penalties: –1 penalty on attack rolls, saving throws, skill checks, ability checks; loss of 5 hit points; and –1 to effective level (for determining the power, duration, DC, and other details of spells or special abilities). In addition, a spellcasterloses one spell or spell slot from the highest spell level castable.
Also see Energy Drain and Negative Levels. |
EntangledEntangled: The character is ensnared. Being entangled impedes movement, but does not entirely prevent it unless the bonds are anchored to an immobile object or tethered by an opposing force. An entangled creature moves at half speed, cannot run or charge, and takes a –2 penalty on all attack rolls and a –4 penalty to Dexterity. An entangled character who attempts to cast a spell must make a Concentration check (DC 15 + the spell’s level) or lose the spell. |
ExhaustedExhausted: An exhausted character moves at half speed and takes a –6 penalty to Strength and Dexterity. After 1 hour of complete rest, an exhausted character becomes fatigued. A fatigued character becomes exhausted by doing something else that would normally cause fatigue. |
FascinatedFascinated: A fascinated creature is entranced by a supernatural or spell effect. The creature stands or sits quietly, taking no actions other than to pay attention to the fascinating effect, for as long as the effect lasts. It takes a –4 penalty on skill checks made as reactions, such as Listen and Spotchecks. Any potential threat, such as a hostile creature approaching, allows the fascinated creature a new saving throw against the fascinating effect. Any obvious threat, such as someone drawing a weapon, casting a spell, or aiming a ranged weapon at the fascinated creature, automatically breaks the effect. A fascinated creature’s ally may shake it free of the spell as a standard action. |
FatiguedFatigued: A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted. After 8 hours of complete rest,fatigued characters are no longer fatigued. |
Flat-footed FrightenedFrightened: A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear. |
| GrapplingGrappling: Engaged in wrestling or some other form of hand-to-hand struggle with one or more attackers. A grappling character can undertake only a limited number of actions. He does not threaten any squares, and loses his Dexterity bonus to AC (if any) against opponents he isn’t grappling.
Also see the grapple rules. |
HelplessHelpless: A helpless character is paralyzed, held, bound, sleeping, unconscious, or otherwise completely at an opponent’s mercy. A helpless target is treated as having a Dexterity of 0 (–5 modifier). Melee attacks against a helpless target get a +4 bonus (equivalent to attacking a prone target). Ranged attacks gets no special bonus against helpless targets. Rogues can sneak attack helpless targets.
As a full-round action, an enemy can use a melee weapon to deliver a coup de grace to a helpless foe. An enemy can also use a bow or crossbow, provided he is adjacent to the target. The attacker automatically hits and scores a critical hit. (A rogue also gets her sneak attack damage bonus against a helpless foe when delivering a coup de grace.) If the defender survives, he must make a Fortitude save (DC 10 + damage dealt) or die.
Delivering a coup de grace provokes attacks of opportunity.
Creatures that are immune to critical hits do not take critical damage, nor do they need to make Fortitude saves to avoid being killed by a coup de grace. |
IncorporealIncorporeal: Having no physical body. Incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.
Also see Incorporeality. |
InvisibleInvisible: Visually undetectable. An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents’ Dexterity bonuses to AC (if any).
Also See Invisibility, under Special Abilities.) |
Knocked DownKnocked Down: Depending on their size, creatures can be knocked down by winds of high velocity. Creatures on the ground are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6 x 10 feet. |
NauseatedNauseated: Experiencing stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn. |
PanickedPanicked: A panicked creature must drop anything it holds and flee at top speed from the source of its fear, as well as any other dangers it encounters, along a random path. It can’t take any other actions. In addition, the creature takes a –2 penalty on all saving throws, skill checks, and ability checks. If cornered, a panicked creature cowers and does not attack, typically using the total defense action in combat. A panicked creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.
Panicked is a more extreme state of fear than shaken or frightened. |
ParalyzedParalyzed: A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions. A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A paralyzed swimmer can’t swim and may drown. A creature can move through a space occupied by a paralyzed creature - ally or not. Each square occupied by a paralyzed creature, however, counts as 2 squares. |
PetrifiedPetrified: A petrified character has been turned to stone and is considered unconscious. If a petrified character cracks or breaks, but the broken pieces are joined with the body as he returns to flesh, he is unharmed. If the character’s petrified body is incomplete when it returns to flesh, the body is likewise incomplete and there is some amount of permanent hit point loss and/or debilitation. |
Pinned | ProneProne: The character is on the ground. An attacker who is prone has a –4 penalty on melee attack rolls and cannot use a ranged weapon (except for a crossbow). A defender who is prone gains a +4 bonus to Armor Class against ranged attacks, but takes a –4 penalty to AC against melee attacks.
Standing up is a move-equivalent action that provokes an attack of opportunity. |
ShakenShaken: A shaken character takes a –2 penalty on attack rolls, saving throws, skill checks, and ability checks.
Shaken is a less severe state of fear than frightened or panicked. |
SickenedSickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. |
StableStable: A character who was dying but who has stopped losing hit points and still has negative hit points is stable. The character is no longer dying, but is still unconscious. If the character has become stable because of aid from another character (such as a Heal check or magical healing), then the character no longer loses hit points. He has a 10% chance each hour of becoming conscious and disabled (even though his hit points are still negative).
If the character became stable on his own and hasn’t had help, he is still at risk of losing hit points. Each hour, he has a 10% chance of becoming conscious and disabled. Otherwise he loses 1 hit point. |
StaggeredStaggered: A character whose nonlethal damage exactly equals his current hit points is staggered. A staggered character may take a single move action or standard action each round (but not both, nor can she take full-round actions). A character whose current hit points exceed his nonlethal damage is no longer staggered; a character whose nonlethal damage exceeds his hit points becomes unconscious. |
StunnedStunned: A stunned creature drops everything held, can’t take actions, takes a –2 penalty to AC, and loses his Dexterity bonus to AC (if any). |
TurnedTurned: Affected by a turn undead attempt. Turned undead flee for 10 rounds (1 minute) by the best and fastest means available to them. If they cannot flee, they cower. |
UnconsciousUnconscious: Knocked out and helpless. Unconsciousness can result from having current hit points between –1 and –9, or from nonlethal damage in excess of current hit points. |
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| | Skills |
BREAKING AND ENTERINGCommon Armor, Weapon, and Shield Hardness and Hit Points | Weapon or Shield | Hardness | HP1 |
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| 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 | | Projectile weapon | 5 | 5 | | Armor | special2 | armor bonus x 5 | | 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 | | 1 The hp value given is for Medium armor, weapons, and shields. Divide by 2 for each size category of the item smaller than Medium, or multiply it by 2 for each size category larger than Medium. | | 2 Varies by material; see Table: Substance Hardness and Hit Points. |
| | Object Hardness and Hit Points | Object | Hardness | Hit Points | Break DC |
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| Rope (1 inch diam.) | 0 | 2 | 23 | | Simple wooden door | 5 | 10 | 13 | | Small chest | 5 | 1 | 17 | | Good wooden door | 5 | 15 | 18 | | Treasure chest | 5 | 15 | 23 | | Strong wooden door | 5 | 20 | 23 | | Masonry wall (1 ft. thick) | 8 | 90 | 35 | | Hewn stone (3 ft. thick) | 8 | 540 | 50 | | Chain | 10 | 5 | 26 | | Manacles | 10 | 10 | 26 | | Masterwork manacles | 10 | 10 | 28 | | Iron door (2 in. thick) | 10 | 60 | 28 |
Size and Armor Class of Objects | Size | AC Modifier |
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| Colossal | –8 | | Gargantuan | –4 | | Huge | –2 | | Large | –1 | | Medium | +0 | | Small | +1 | | Tiny | +2 | | Diminutive | +4 | | Fine | +8 |
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Substance Hardness and Hit Points | Substance | Hardness | Hit Points |
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| Paper or cloth | 0 | 2/inch of thickness | | Rope | 0 | 2/inch of thickness | | Glass | 1 | 1/inch of thickness | | Ice | 0 | 3/inch of thickness | | Leather or hide | 2 | 5/inch of thickness | | Wood | 5 | 10/inch of thickness | | Stone | 8 | 15/inch of thickness | | Iron or steel | 10 | 30/inch of thickness | | Mithral | 15 | 30/inch of thickness | | Adamantine | 20 | 40/inch of thickness |
| | DCs to Break or Burst Items | Strength Check to: | DC |
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| Break down simple door | 13 | | Break down good door | 18 | | Break down strong door | 23 | | Burst rope bonds | 23 | | Bend iron bars | 24 | | Break down barred door | 25 | | Burst chain bonds | 26 | | Break down iron door | 28 | | Condition | DC Adjustment1 |
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| Hold portal | +5 | | Arcane lock | +10 | | 1 If both apply, use the larger number. |
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Walls
| Wall Type
| Typical Thickness
| Break DC
| Hardness
| Hit Points1
| Climb DC
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MasonryMasonry Walls: The most common kind of dungeon wall, masonry walls are usually at least 1 foot thick. Often these ancient walls sport cracks and crevices, andsometimes dangerous slimes or small monsters live in these areas and wait for prey. Masonry walls stop all but the loudest noises. It takes a DC 20 Climb check to travel along a masonry wall. |
| 1 ft. | 35 | 8 | 90 hp | 20
| Superior MasonrySuperior Masonry Walls: Sometimes masonry walls are better built (smoother, with tighter-fitting stones and less cracking), and occasionally these superior walls are covered with plaster or stucco. Covered walls often bear paintings, carved reliefs, or other decoration. Superior masonry walls are no more difficult to destroy than regular masonry walls but are more difficult to climb (DC 25). |
| 1 ft. | 35
| 8 | 90 hp | 25
| Reinforced MasonryReinforced Walls: These are masonry walls with iron bars on one or both sides of the wall, or placed within the wall to strengthen it. The hardness of a reinforced wall remains the same, but its hit points are doubled and the Strength check DC to break through it is increased by 10. |
| 1 ft. | 45 | 8 | 180 hp | 15 | Hewn StoneHewn Stone Walls: Such walls usually result when a chamber or passage is tunneled out from solid rock. The rough surface of a hewn wall frequently provides minuscule ledges where fungus grows and fissures where vermin, bats, and subterranean snakes live. When such a wall has an “other side” (it separates two chambers in the dungeon), the wall is usually at least 3 feet thick; anything thinner risks collapsing from the weight of all the stone overhead. It takes a DC 25 Climb check to climb a hewn stone wall. |
| 3 ft. | 50 | 8 | 540 hp | 25 | Unworked StoneUnworked Stone Walls: These surfaces are uneven and rarely flat. They are smooth to the touch but filled with tiny holes, hidden alcoves, and ledges at various heights. They’re also usually wet or at least damp, since it’s water that most frequently creates natural caves. When such a wall has an “other side,” the wall is usually at least 5 feet thick. It takes a DC 15 Climb check to move along an unworked stone wall. |
| 5 ft. | 65 | 8 | 900 hp | 15
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