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System Reference Document v3.5



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Movement and Travel
Light Sources and Illumination
Movement and Distance
Terrain and Overland Movement
Hampered Movement
Mounts and Vehicles
Carrying Capacity
Carrying Loads
Getting Lost
Wilderness Threats
Combat
Actions in Combat
Attack Roll Modifiers
Armor Class Modifiers
Two-Weapon Fighting Penalties
Special Attacks
Turning Undead
Special Ability Types
Influencing NPC Attitudes
Conditions
Skills
Breaking and Entering
Common Armor, Weapon,
Object Hardness and Hit Points
Size and Armor Class
Substance Hardness and Hit Points
DCs to break or burst items
Dungeon Features
Walls
Doors
Airborne, Aquatic, and Weather
Airborne Maneuverability
Random Weather
Wind Effects
Underwater Combat
Weather Effects

MOVEMENT AND TRAVEL

Table: LIGHT SOURCES AND ILLUMINATION

ObjectBrightShadowyDuration
Candlen/a15 ft.1 hr.
Everburning Torch20 ft.40 ft.Permanent
Lamp, common15 ft.30 ft.6 hr./pint
Lantern, bullseye260-ft. cone120-ft. cone6 hr./pint
Lantern, hooded30 ft.60 ft.6 hr./pint
Sunrod30 ft.60 ft.6 hr.
Torch20 ft.40 ft.1 hr.
SpellBrightShadowyDuration
Continual flame20 ft.40 ft.Permanent
Dancing lights (torches)20 ft. (each)40 ft. (each)1 min.
Daylight60 ft.120 ft.30 min.
Light20 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 ——–————

15 feet20 feet30 feet40 feet
One Round (Tactical)1



Walk15 ft.20 ft.30 ft.40 ft.
Hustle30 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)



Walk150 ft.200 ft.300 ft.400 ft.
Hustle300 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)



Walk1-1/2 miles2 miles3 miles4 miles
Hustle3 miles4 miles6 miles8 miles
Run
One Day (Overland)



Walk12 miles16 miles24 miles32 miles
Hustle
Run
1 Tactical movement is often measured in squares on the battle grid (1 square = 5 feet) rather than feet.

Table: TERRAIN AND OVERLAND MOVEMENT

TerrainHighwayRoad or TrailTrackless
Desert, sandyx1x1/2x1/2
Forestx1x1x1/2
Hillsx1x3/4x1/2
Junglex1x3/4x1/4
Moorx1x1x3/4
Mountainsx3/4x3/4x1/2
Plainsx1x1x3/4
Swampx1x3/4x1/2
Tundra, frozenx1x3/4x3/4

Table: HAMPERED MOVEMENT

ConditionAdditional
Movement Cost
Difficult terrainx2
Obstacle1x2
Poor visibilityx2
Impassable
1 May require a skill check

Table: MOUNTS AND VEHICLES

Mount/VehiclePer HourPer Day
Mount (carrying load)

Light horse or light warhorse6 miles48 miles
Light horse (151–450 lb.)14 miles32 miles
Light warhorse (231–690 lb.)14 miles32 miles
Heavy horse or heavy warhorse5 miles40 miles
Heavy horse (201–600 lb.)13-1/2 miles28 miles
Heavy warhorse (301–900 lb.)13-1/2 miles28 miles
Pony or warpony4 miles32 miles
Pony (76–225 lb.)13 miles24 miles
Warpony (101–300 lb.)13 miles24 miles
Donkey or mule3 miles24 miles
Donkey (51–150 lb.)12 miles16 miles
Mule (231–690 lb.)12 miles16 miles
Dog, riding4 miles32 miles
Dog, riding (101–300 lb.)13 miles24 miles
Cart or wagon2 miles16 miles
Ship

Raft or barge (poled or towed)21/2 mile5 miles
Keelboat (rowed)21 mile10 miles
Rowboat (rowed)21-1/2 miles15 miles
Sailing ship (sailed)2 miles48 miles
Warship (sailed and rowed)2-1/2 miles60 miles
Longship (sailed and rowed)3 miles72 miles
Galley (rowed and sailed)4 miles96 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 LoadMedium LoadHeavy Load
13 lb. or less4–6 lb.7–10 lb.
26 lb. or less7–13 lb.14–20 lb.
310 lb. or less11–20 lb.21–30 lb.
413 lb. or less14–26 lb.27–40 lb.
516 lb. or less17–33 lb.34–50 lb.
620 lb. or less21–40 lb.41–60 lb.
723 lb. or less24–46 lb.47–70 lb.
826 lb. or less27–53 lb.54–80 lb.
930 lb. or less31–60 lb.61–90 lb.
1033 lb. or less34–66 lb.67–100 lb.
1138 lb. or less39–76 lb.77–115 lb.
1243 lb. or less44–86 lb.87–130 lb.
1350 lb. or less51–100 lb.101–150 lb.
1458 lb. or less59–116 lb.117–175 lb.
1566 lb. or less67–133 lb.134–200 lb.
1676 lb. or less77–153 lb.154–230 lb.
1786 lb. or less87–173 lb.174–260 lb.
18100 lb. or less101–200 lb.201–300 lb.
19116 lb. or less117–233 lb.234–350 lb.
20133 lb. or less134–266 lb.267–400 lb.
21153 lb. or less154–306 lb.307–460 lb.
22173 lb. or less174–346 lb.347–520 lb.
23200 lb. or less201–400 lb.401–600 lb.
24233 lb. or less234–466 lb.467–700 lb.
25266 lb. or less267–533 lb.534–800 lb.
26306 lb. or less307–613 lb.614–920 lb.
27346 lb. or less347–693 lb.694–1,040 lb.
28400 lb. or less401–800 lb.801–1,200 lb.
29466 lb. or less467–933 lb.934–1,400 lb.
+10x4x4x4

Table: CARRYING LOADS




–—— Speed —–—
LoadMax DexCheck Penalty(30 ft.)(20 ft.)Run
Medium+3–320 ft.15 ft.x4
Heavy+1–620 ft.15 ft.x3

GETTING LOST
Survival check 1/hour.

Survival DC
Survival DC
Moor or hill, map6Poor visibility12
Mountain, map8Mountain, no map12
Moor or hill, no map10Forest15
+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


COMBAT

In 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
ActionTypeAttack of
Opportunity1
5-ft. StepNo ActionNo
Activate a magic item (not potion/oil)StandardNo
Aid AnotherStandardMaybe2
Attack (melee)StandardNo
Attack (ranged)StandardYes
Attack (unarmed)StandardYes
Bull rushStandardNo
Cast a quickened spellFreeNo
Cast a spell (CT=1 standard action )StandardYes
Cease concentration on a spellFreeNo
Charge5Full-roundNo
Concentrate to maintain an active spellStandardNo
Control a frightened mountMoveYes
DelayNo ActionNo
Deliver coup de graceFull-roundYes
Direct or redirect an active spellMoveNo
Disarm7VariesYes
Dismiss a spellStandardNo
Draw a weapon4MoveNo
Draw a hidden weapon (Sleight of Hand)StandardNo
Drink a potion or apply an oilStandardYes
Drop and itemFreeNo
Drop to the floorFreeNo
Escape a grappleStandardNo
Escape from a netFull-roundYes
Extinguish flamesFull-roundNo
FeintStandardNo
Full AttackFull-roundNo
Grapple7VariesYes
Light a torchFull-roundYes
Light a torch with a tindertwigStandardYes
Load a hand or light crossbowMoveYes
Load a heavy or repeating crossbowFull-roundYes
(Un)lock weapon in locked gauntletFull-roundYes
ActionTypeAttack of
Opportunity1
Lower spell resistanceStandardNo
Manifest a quickened powerSwiftNo
Manifest a Power (MT = 1 standard actionStandardYes
Manifest a Power (MT = 1 immediate action)ImmediateNo
Make dying friend stable (Heal)StandardYes
Mount a horse or dismountMoveNo
MoveMoveYes
Move a heavy objectMoveYes
Open or close a doorMoveNo
OverrunStandardNo
Pick up an itemMoveYes
Prepare components to cast a spell6FreeNo
Prepare to throw splash weaponFull-roundYes
Read a scrollStandardYes
Ready (triggers a standard action)StandardNo
Ready or loose a shield4MoveNo
Retrieve a stored itemMoveYes
RunFull-roundYes
Sheathe a weaponMoveYes
SpeakFreeNo
Stand up from proneMoveYes
Sunder a weapon (attack)StandardYes
Sunder an object (attack)StandardMaybe3
Total defenseStandardNo
Trip an opponent7VariesNo
Turn or rebuke undeadStandardNo
Use extraordinary abilityStandardNo
Use feat8VariesVaries
Use skill that takes 1 actionStandardUsually
Use skill that takes 1 roundFull-roundUsually
Use spell-like abilityStandardYes
Use supernatural abilityStandardNo
Use touch spell on up to 6 friendsFull-roundYes
Withdraw5Full-roundNo
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 . . .MeleeRanged
Dazzled–1–1
Entangled–21–21
Flanking defender+2
Invisible+22+22
On higher ground+1+0
Prone–43
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 . . .MeleeRanged
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

CircumstancesPrimary HandOff Hand
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 AttackBrief Description
Aid anotherGrant an ally a +2 bonus on attacks or AC
Bull rushPush an opponent back 5 feet or more
ChargeMove up to twice your speed and attack with +2 bonus
DisarmKnock a weapon from your opponent’s hands
FeintNegate your opponent’s Dex bonus to AC
GrappleWrestle with an opponent
OverrunPlow past or over an opponent as you move
SunderStrike an opponent’s weapon or shield
Throw splash weaponThrow container of dangerous liquid at target
TripTrip an opponent
Turn (rebuke) undeadChannel positive (or negative) energy to turn away (or awe) undead  
Two-weapon fightingFight with a weapon in each hand

Table: Turning Undead

Turning Check
Result
Most Powerful Undead Affected
(Maximum Hit Dice)
0 or lowerCleric’s level – 4
1–3Cleric’s level – 3
4–6Cleric’s level – 2
7–9Cleric’s level – 1
10–12Cleric’s level
13–15Cleric’s level + 1
16–18Cleric’s level + 2
19–21Cleric’s level + 3
22 or higherCleric’s level + 4

Table: Special Ability Types


ExtraordinarySpell-LikeSupernatural
DispelNoYesNo
Spell resistanceNoYesNo
Antimagic fieldNoYesYes
Attack of opportunityNoYesNo
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)
HostileUnfriendlyIndifferentFriendlyHelpful
HostileLess than 2020253550
UnfriendlyLess than 55152540
IndifferentLess than 111530
FriendlyLess than 1120
HelpfulLess than 11
AttitudeMeansPossible Actions
HostileWill take risks to hurt
you
Attack, interfere, berate, flee
UnfriendlyWishes you illMislead, gossip, avoid, watch suspiciously, insult
IndifferentDoesn’t much careSocially expected interaction
FriendlyWishes you wellChat, advise, offer limited help, advocate
HelpfulWill take risks to help
you
Protect, back up, heal, aid

Conditions

Ability Damaged

Ability 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 Drained

Ability 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.


Blinded

Blinded: 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 Away

Blown 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.


Checked

Checked: 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.


Confused

Confused: 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).


Cowering

Cowering: 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).


Dazed

Dazed: 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.


Dazzled

Dazzled: 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.


Dead

Dead: 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.

Deafened

Deafened: 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.


Disabled

Disabled: 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).


Dying

Dying: 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 Drained

Energy 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.


Entangled

Entangled: 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.


Exhausted

Exhausted: 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.


Fascinated

Fascinated: 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.


Fatigued

Fatigued: 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

Flat-Footed: A character who has not yet acted during a combat is flat-footed, not yet reacting normally to the situation.

A flat-footed character loses his Dexterity bonus to AC (if any) and cannot make attacks of opportunity.


Frightened

Frightened: 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.

Grappling

Grappling: 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.


Helpless

Helpless: 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.


Incorporeal

Incorporeal: 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.


Invisible

Invisible: 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 Down

Knocked 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.


Nauseated

Nauseated: 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.


Panicked

Panicked: 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.


Paralyzed

Paralyzed: 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.


Petrified

Petrified: 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

Pinned: Held immobile (but not helpless) in a grapple.

Prone

Prone: 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.


Shaken

Shaken: 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.


Sickened

Sickened: The character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


Stable

Stable: 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.


Staggered

Staggered: 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.


Stunned

Stunned: 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).


Turned

Turned: 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.


Unconscious

Unconscious: 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.


Skills

Skill (Key Ability)UntrainedArmor Check PenaltyAttack of Opportunity1
Appraise (Int)YesNoNo
Balance (Dex)YesYesNo
Bluff (Cha)YesNoNo
Climb (Str)YesYesMaybe
Concentration (Con)YesNoNo
Craft (Int)YesNoNo
Decipher Script (Int)NoNoNo
Diplomacy (Cha)YesNoNo
Disable Device (Int)NoNoYes
Disguise (Cha)YesNoNo
Escape Artist (Dex)YesYesNo
Forgery (Int)YesNoNo
Gather Information (Cha)YesNo-
Handle Animal (Cha)NoNoNo
Heal (Wis)YesNoNo
Hide (Dex)YesYesNo
Intimidate (Cha)YesNoNo
Jump (Str)YesYesMaybe
Knowledge (Int)NoNoNo
Listen (Wis)YesNoNo
Move Silently (Dex)YesYesMaybe
Open Lock (Dex)NoYesYes
Perform (Cha)YesNoNo
Profession (wis)NoNo-
Ride (Dex)YesNoNo
Search (Int)YesNoYes
Sense Motive (Wis)YesNoNo
Sleight of Hand (Dex)NoYesNo
Speak Language (None)NoNo-
Spellcraft (Int)NoNoMaybe
Spot (Wis)YesNoNo
Survival (Wis)YesNoNo
Swim (Str)YesYes (double)Maybe
Tumble (Dex)NoYesMaybe
Use Magic Device (Cha)NoNoNo
Use Rope (Dex)YesNoNo


BREAKING AND ENTERING

Common Armor, Weapon, and Shield Hardness and Hit Points

Weapon or ShieldHardnessHP1
Light blade102
One-handed blade105
Two-handed blade1010
Light metal-hafted weapon1010
One-handed metal-hafted weapon1020
Light hafted weapon52
One-handed hafted weapon55
Two-handed hafted weapon510
Projectile weapon55
Armorspecial2armor bonus x 5
Buckler105
Light wooden shield57
Heavy wooden shield515
Light steel shield1010
Heavy steel shield1020
Tower shield520
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

ObjectHardnessHit PointsBreak DC
Rope (1 inch diam.)0223
Simple wooden door51013
Small chest5117
Good wooden door51518
Treasure chest51523
Strong wooden door52023
Masonry wall (1 ft. thick)89035
Hewn stone (3 ft. thick)854050
Chain10526
Manacles101026
Masterwork manacles101028
Iron door (2 in. thick)106028

Size and Armor Class of Objects

SizeAC Modifier
Colossal–8
Gargantuan–4
Huge–2
Large–1
Medium+0
Small+1
Tiny+2
Diminutive+4
Fine+8

Substance Hardness and Hit Points

SubstanceHardnessHit Points
Paper or cloth02/inch of thickness
Rope02/inch of thickness
Glass11/inch of thickness
Ice03/inch of thickness
Leather or hide25/inch of thickness
Wood510/inch of thickness
Stone815/inch of thickness
Iron or steel1030/inch of thickness
Mithral1530/inch of thickness
Adamantine2040/inch of thickness

DCs to Break or Burst Items

Strength Check to:DC
Break down simple door13
Break down good door18
Break down strong door23
Burst rope bonds23
Bend iron bars24
Break down barred door25
Burst chain bonds26
Break down iron door28
ConditionDC Adjustment1
Hold portal+5
Arcane lock+10
1 If both apply, use the larger number.

Dungeon Features
Walls
Wall Type
Typical Thickness
Break DC
Hardness
Hit Points1
Climb DC
Masonry

Masonry 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.35890 hp20
Superior Masonry

Superior 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
890 hp25
Reinforced Masonry

Reinforced 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.458180 hp15
Hewn Stone

Hewn 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.508540 hp25
Unworked Stone

Unworked 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.658900 hp15
Iron