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MOVEMENT AND TRAVEL
Table: LIGHT SOURCES AND ILLUMINATION
Object |
Bright |
Shadowy |
Duration |
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. |
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Table: MOVEMENT AND DISTANCE
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——————— Speed ——–———— |
|
15 feet |
20 feet |
30 feet |
40 feet |
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: TERRAIN AND OVERLAND MOVEMENT
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Table: HAMPERED MOVEMENT
Condition |
Additional
Movement Cost |
Difficult terrain |
x2 |
Obstacle1 |
x2 |
Poor visibility |
x2 |
Impassable |
— |
1 May require a skill check |
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Table: MOUNTS AND VEHICLES
Mount/Vehicle |
Per Hour |
Per Day |
Mount (carrying load) |
|
|
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 |
|
|
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. |
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Table: CARRYING CAPACITY
Strength
Score |
Light Load |
Medium Load |
Heavy Load |
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 —–— |
Load |
Max Dex |
Check Penalty |
(30 ft.) |
(20 ft.) |
Run |
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 |
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. |
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WILDERNESS THREATS
Forest Fire (CR 6)
Avalanche (CR 6)
Quicksand
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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
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 |
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 |
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. |
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Table: Two-Weapon Fighting Penalties
Circumstances |
Primary Hand |
Off 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 Attack |
Brief Description |
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) |
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 |
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) |
Hostile |
Unfriendly |
Indifferent |
Friendly |
Helpful |
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 |
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 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.
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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.
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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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.
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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.
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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
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.
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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.
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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.)
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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.
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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
|
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
|
BREAKING AND ENTERING
Common Armor, Weapon, and Shield Hardness and Hit Points
Weapon or Shield |
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 |
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 |
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 |
Colossal |
–8 |
Gargantuan |
–4 |
Huge |
–2 |
Large |
–1 |
Medium |
+0 |
Small |
+1 |
Tiny |
+2 |
Diminutive |
+4 |
Fine |
+8 |
|
Substance Hardness and Hit Points
Substance |
Hardness |
Hit Points |
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 |
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 |
Hold portal |
+5 |
Arcane lock |
+10 |
1 If both apply, use the larger number. |
|
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. |
35 |
8 |
90 hp |
20
|
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
|
8 |
90 hp |
25
|
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. |
45 |
8 |
180 hp |
15 |
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. |
50 |
8 |
540 hp |
25 |
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. |
65 |
8 |
900
hp |
15
|
Iron
Iron Walls: These walls are placed within dungeons around important places such as vaults.
|
|
3 in. |
30 |
10 |
90 hp |
25 |
Paper
Paper Walls: Paper walls are the opposite of iron walls, placed as screens to block line of sight but nothing more.
|
|
Paper-thin |
1 |
- |
1 hp |
30 |
Wood
Wooden Walls: Wooden walls often exist as recent additions to older dungeons, used to create
animal pens, storage bins, or just to make a number of smaller rooms out of a larger one.
|
|
6 in. |
20 |
5
|
60 hp |
21 |
Magically Treated3
Magically Treated Walls: These walls are stronger than average, with a greater hardness, more
hit points, and a higher break DC.
Magic can usually double the hardness and hit points and can add up to 20 to the break DC.
A magically treated wall also gains a saving
throw against spells that could affect it, with the save bonus equaling
2 + one-half the caster level of the magic reinforcing the wall.
Creating a magic wall requires the Craft Wondrous Item feat and the expenditure of 1,500 gp for each 10 foot-by-10-foot wall section.
|
|
- |
+20 |
×2 |
×23 |
- |
1 Per 10-foot-by-10-foot section.
|
2 These modifiers can be applied to any of
the other wall types.
|
3 Or an additional 50 hit points, whichever
is greater.
|
|
|
Doors
|
Door Type
|
Typical Thickness
|
Hardness
|
Hit Points
|
----Break DC----
When assigning a DC to an attempt to knock a door down, use the following as
guidelines:
DC 10 or Lower: a door just about anyone can break open.
DC 11-15: a door that a strong person could break with one try and an average person might be
able to break with one try.
DC 16-20: a door that almost anyone could break, given time.
DC 21-25: a door that only a strong or very strong person has a hope of breaking, probably
not on the first try.
DC 26 or Higher: a door that only an exceptionally strong person has a hope of breaking.
Stuck Doors: Dungeons
are often damp, and sometimes doors get stuck, particularly wooden
doors. Assume that about 10% of wooden doors and 5% of nonwooden doors
are stuck. These numbers can be doubled (to 20% and 10%, respectively)
for long-abandoned or neglected dungeons.
Barred Doors: When
characters try to bash down a barred door, it’s the quality of
the bar that matters, not the material the door is made of. It takes a DC 25
Strength check to break through a door with a wooden bar, and a DC 30
Strength check if the bar is made of iron. Characters can attack the
door and destroy it instead, leaving the bar hanging in the now-open
doorway.
|
|
Stuck
|
Locked
|
Simple Wooden
Wooden Doors: Constructed of thick planks nailed together, sometimes bound with iron
for strength (and to reduce swelling from dungeon dampness), wooden
doors are the most common type.
Wooden doors come in varying strengths: simple, good, and strong doors.
Simple doors (break DC 13) are not meant to keep out motivated attackers.
Good doors (break DC 16), while sturdy and long-lasting, are still not meant to take much punishment.
Strong doors (break DC 23) are bound in iron and are a sturdy barrier to those attempting to get past them.
Iron hinges fasten the door to its frame, and typically a circular pull-ring in the center is there to help open it.
Sometimes, instead of a pull-ring, a door has an iron pull-bar on one or both sides of the door to serve as a handle.
In inhabited dungeons, these doors are
usually well maintained (not stuck) and unlocked, although important
areas are locked up if possible.
|
|
1 in.
|
5
|
10 hp
|
13
|
15
|
Good Wooden
|
1-1½
in.
|
5
|
15 hp
|
16
|
18
|
Strong Wooden
|
2 in.
|
5
|
20 hp
|
23
|
25
|
Stone
Stone: Carved from solid blocks of stone, these heavy, unwieldy doors are often built so
that they pivot when opened, although dwarves and other skilled craftsfolk are able to fashion hinges
strong enough to hold up a stone door.
Secret doors concealed within a stone wall are usually stone doors.
Otherwise, such doors stand as tough barriers protecting something important beyond.
Thus, they are often locked or barred.
|
|
4 in.
|
8
|
60 hp
|
28
|
28
|
Iron
Iron: Rusted but sturdy, iron doors in a dungeon are hinged like wooden doors.
These doors are the toughest form of nonmagical door.
They are usually locked or barred.
|
|
2
in.
|
10
|
60
hp
|
28
|
28
|
Portcullis, Wooden
Portcullises: These special doors consist of iron or thick, ironbound, wooden shafts that
descend from a recess in the ceiling above an archway.
Sometimes a portcullis has crossbars that create a grid, sometimes not.
Typically raised by means of a winch or a capstan, a portcullis can be dropped quickly, and the shafts end
in spikes to discourage anyone from standing underneath (or from attempting to dive under it as it drops).
Once it is dropped, a portcullis locks, unless it is so large that no normal person could lift it anyway.
In any event, lifting a typical portcullis requires a DC 25 Strength check.
|
|
3 in.
|
5
|
30 hp
|
251
|
251 |
Portcullis, Iron
|
2
in.
|
10
|
60
hp
|
251 |
251 |
Lock
Locks: Dungeon doors
are often locked, and thus the Open Lock skill comes in very
handy. Locks are usually built into the door, either on the edge
opposite the hinges or right in the middle of the door. Builtin locks
either control an iron bar that juts out of the door and into the wall
of its frame, or else a sliding iron bar or heavy wooden bar that rests
behind the entire door. By contrast, padlocks are not built-in but
usually run through two rings, one on the door and the other on the
wall. More complex locks, such as combination locks and puzzle locks,
are usually built into the door itself. Because such keyless locks are
larger and more complex, they are typically only found in sturdy doors
(strong wooden, stone, or iron doors).
The Open Lock DC to pick a lock often falls into the range of
20 to 30, although locks with lower or higher DCs can exist. A door can
have more than one lock, each of which must be unlocked separately.
Locks are often trapped, usually with poison needles that extend out to
prick a rogue’s finger.
Breaking a lock is sometimes quicker than breaking the whole
door. If a PC wants to whack at a lock with a weapon, treat the typical
lock as having hardness 15 and 30 hit points. A lock can only be broken
if it can be attacked separately from the door, which means that a
built-in lock is immune to this sort of treatment. In an occupied
dungeon, every locked door should have a key somewhere.
A special door (see below for examples) might have a lock with
no key, instead requiring that the right combination of nearby levers
must be manipulated or the right symbols must be pressed on a keypad in
the correct sequence to open the door.
Magic Seals: In
addition to magic traps spells such as arcane
lock can discourage passage through a door. A door with an arcane
lock spell on it is considered locked even if it doesn’t have a
physical lock. It takes a knock spell, a dispel
magic spell, or a successful Strength check to get through
such a door.
|
|
-
|
15
|
30 hp
|
|
|
Hinge
Hinges: Most doors have hinges. Obviously, sliding doors do not. (They usually have tracks
or grooves instead, allowing them to slide easily to one side.)
Standard Hinges:
These hinges are metal, joining one edge of the door to the doorframe
or wall. Remember that the door swings open toward the side with the
hinges. (So, if the hinges are on the PCs’ side, the door opens toward
them; otherwise it opens away from them.) Adventurers can take the
hinges apart one at a time with successful Disable
Device checks (assuming the hinges are on their side of the door,
of course). Such a task has a DC of 20 because most hinges are rusted
or stuck. Breaking a hinge is difficult. Most have hardness 10 and 30
hit points. The break DC for a hinge is the same as for breaking down
the door.
Nested Hinges: These hinges are much more complex than ordinary hinges, and are found only
in areas of excellent construction. These hinges are built into the
wall and allow the door to swing open in either direction. PCs can’t
get at the hinges to fool with them unless they break through the
doorframe or wall. Nested hinges are typically found on stone doors but
sometimes on wooden or iron doors as well.
Pivots: Pivots aren’t
really hinges at all, but simple knobs jutting from the top and bottom
of the door that fit into holes in the doorframe, allowing the door to
spin. The advantages of pivots is that they can’t be dismantled
like hinges and they’re simple to make. The disadvantage is that since
the door pivots on its center of gravity (typically in the middle), nothing
larger than half the door’s width can fit through. Doors with pivots
are usually stone and are often quite wide to overcome this
disadvantage. Another solution is to place the pivot toward one side
and have the door be thicker at that end and thinner toward the other
end so that it opens more like a normal door. Secret doors in walls
often turn on pivots, since the lack of hinges makes it easier to hide
the door’s presence. Pivots also allow objects such as bookcases
to be used as secret doors.
|
|
-
|
10
|
30
hp
|
|
|
1 DC to lift. Use appropriate door figure
for breaking.
|
|
Floors
Flagstone
Flagstone: Like
masonry walls, flagstone floors are made of fitted stones. They are
usually cracked and only somewhat level. Slime and mold grows in these
cracks. Sometimes water runs in rivulets between the stones or sits in
stagnant puddles. Flagstone is the most common dungeon floor.
|
Flagstone, Uneven
Uneven Flagstone: Over
time, some floors can become so uneven that a DC 10 Balance
check is required to run or charge across the surface. Failure means
the character can’t move in this round. Floors as treacherous as
this
should be the exception, not the rule.
|
Hewn Stone Floor
Hewn Stone Floors:
Rough and uneven, hewn floors are usually covered with loose stones,
gravel, dirt, or other debris. A DC 10 Balance check is required to run
or charge across such a floor. Failure means the character can still
act, but can’t run or charge in this round.
|
Light Rubble
Light Rubble: Small
chunks of debris litter the ground. Light rubble adds 2 to the DC of
Balance and Tumble checks.
|
Dense Rubble
Dense Rubble: The
ground is covered with debris of all sizes. It costs 2 squares of
movement to enter a square with dense rubble. Dense rubble adds 5 to
the DC of Balance and Tumble checks, and it adds 2 to the DC of Move
Silently checks.
|
Smooth Stone Floor
Smooth Stone Floors:
Finished and sometimes even polished, smooth floors are found only in
dungeons with capable and careful builders.
|
Natural Stone Floor
Natural Stone Floors:
The floor of a natural cave is as uneven as the walls. Caves rarely
have flat surfaces of any great size. Rather, their floors have many
levels. Some adjacent floor surfaces might vary in elevation by only a
foot, so that moving from one to the other is no more difficult than
negotiating a stair step, but in other places the floor might suddenly
drop off or rise up several feet or more, requiring Climb checks to get
from one surface to the other. Unless a path has been worn and well
marked in the floor of a natural cave, it takes 2 squares of movement
to enter a square with a natural stone floor, and the DC of Balance and
Tumble checks increases by 5. Running and charging are impossible,
except along paths.
|
Special Floors
Slippery
Slippery: Water, ice,
slime, or blood can make any of the dungeon floors described in this
section more treacherous. Slippery floors increase the DC of Balance
and Tumblechecks by 5.
|
Grate
Grate: A grate often
covers a pit or an area lower than the main floor. Grates are usually
made from iron, but large ones can also be made from iron-bound
timbers. Many grates have hinges to allow access to what lies below
(such grates can be locked like any door), while others are permanent
and designed not to move. A typical 1-inch-thick iron grate has 25 hit
points, hardness 10, and a DC of 27 for Strength checks to break
through it or tear it loose.
|
Ledge
Ledge: Ledges allow
creatures to walk above some lower area. They often circle around pits,
run along underground streams, form balconies around large rooms, or
provide a place for archers to stand while firing upon enemies below.
Narrow ledges (12 inches wide or less) require those moving along them
to make Balance checks. Failure results in the moving character falling
off the ledge. Ledges sometimes have railings. In such a case,
characters gain a +5 circumstance bonus on Balance checks to move along
the ledge. A character who is next to a railing gains a +2 circumstance
bonus on his or her opposed Strength check to avoid being bull rushed
off the edge.
Ledges can also have low walls 2 to 3 feet high along their
edges. Such walls provide cover against attackers within 30 feet on the
other side of the wall, as long as the target is closer to the low wall
than the attacker is.
|
Transparent Floor
Transparent Floor:
Transparent floors, made of reinforced glass or magic materials (even a
wall of force), allow a
dangerous setting to be viewed safely from above. Transparent floors
are sometimes placed over lava pools, arenas, monster dens, and torture
chambers. They can be used by defenders to watch key areas for
intruders.
|
Sliding Floors
Sliding Floors: A
sliding floor is a type of trapdoor, designed to be moved and thus
reveal something that lies beneath it. A typical sliding floor moves so
slowly that anyone standing on one can avoid falling into the gap it
creates, assuming there’s somewhere else to go. If such a floor
slides
quickly enough that there’s a chance of a character falling into
whatever lies beneath-a spiked pit, a vat of burning oil, or a pool
filled with sharks-then it’s a trap.
|
Trap Floors
Trap Floors: Some
floors are designed to become suddenly dangerous. With the application
of just the right amount of weight, or the pull of a lever somewhere
nearby, spikes protrude from the floor, gouts of steam or flame shoot
up from hidden holes, or the entire floor tilts. These strange floors
are sometimes found in an arena, designed to make combats more exciting
and deadly. Construct these floors as you would any other trap.
|
Ice
Characters walking on ice must spend 2 squares
of movement to enter a square covered by ice, and the DC for Balance
and Tumble
checks increases
by +5. Characters in prolonged contact with ice may run the risk of
taking damage from severe cold.
|
|
Miscellaneous Features
Stairs
Stairs: The usual way to
connect different levels of a dungeon is with stairs. Straight
stairways, spiral staircases, or stairwells with multiple landings
between flights of stairs are all common in dungeons, as are ramps
(sometimes with an incline so slight that it can be difficult to
notice; Spot
DC 15). Stairs are important accessways, and are sometimes guarded or
trapped. Traps on stairs often cause intruders to slide or fall down to
the bottom, where a pit, spikes, a pool of acid, or some other danger
awaits.
Gradual Stairs:
Stairs that rise less than 5 feet for every 5 feet of horizontal
distance they cover don’t affect movement, but characters who
attack a
foe below them gain a +1 bonus on attack rolls from being on higher
ground. Most stairs in dungeons are gradual, except for spiral stairs
(see below).
Steep Stairs:
Characters moving up steep stairs (which rise at a 45- degree angle or
steeper) must spend 2 squares of movement to enter each square of
stairs. Characters running or charging down steep stairs must succeed
on a DC 10 Balance check upon entering the
first steep stairs square. Characters who fail stumble and must end
their movement 1d2×5 feet later. Characters who fail by 5 or more
take 1d6 points of damage and fall prone in the square where they end
their movement. Steep stairs increase the DC of Tumble
checks by 5.
Spiral Stairs: This
form of steep stairs is designed to make defending a fortress easier.
Characters gain cover against foes below them on spiral stairs because
they can easily duck around the staircase’s central support.
Railings and Low Walls:
Stairs that are open to large rooms often have railings or low walls.
They function as described for ledges (see Special Floors).
|
Bridge
Bridge: A bridge
connects two higher areas separated by a lower area, stretching across
a chasm, over a river, or above a pit. A simple bridge might be a
single wooden plank, while an elaborate one could be made of mortared
stone with iron supports and side rails.
Narrow Bridge: If a
bridge is particularly narrow, such as a series of planks laid over
lava fissures, treat it as a ledge (see Special Floors). It requires a
Balance check (DC dependent on width) to cross such a bridge.
Rope Bridge:
Constructed of wooden planks suspended from ropes, a rope bridge is
convenient because it’s portable and can be easily removed. It
takes
two full-round actions to untie one end of a rope bridge, but a DC 15 Use
Rope check reduces the time to a move action. If only one of the
two supporting ropes is attached, everyone on the bridge must succeed
on a DC 15 Reflex save to avoid falling off, and thereafter must make
DC 15 Climb checks to move along the remnants of the bridge. Rope
bridges are usually 5 feet wide. The two ropes that support them have 8
hit points each.
Drawbridge: Some
bridges have mechanisms that allow them to be extended or retracted
from the gap they cross. Typically, the winch mechanism exists on
only one side of the bridge. It takes a move action to lower a
drawbridge, but the bridge doesn’t come down until the beginning
of the
lowering character’s next turn. It takes a full-round action to
raise a
drawbridge; the drawbridge is up at the end of the action. Particularly
long or wide drawbridges may take more time to raise and lower, and
some may require Strength checks to rotate the winch.
Railings and Low Walls:
Some bridges have railings or low walls along the sides. If a bridge
does, the railing or low walls affect Balance checks and bull rush
attempts as described for ledges (see Special Floors). Low walls
likewise provide cover to bridge occupants.
|
Chutes and Chimneys
Chutes and Chimneys:
Stairs aren’t the only way to move up and down in a dungeon.
Sometimes a vertical shaft connects levels of a dungeon or links a dungeon with
the surface. Chutes are usually traps that dump characters into a lower
area-often a place featuring some dangerous situation with which they
must contend.
|
Pillar
Pillar: A common sight
in any dungeon, pillars and columns give support to ceilings. The
larger the room, the more likely it has pillars. As a rule of thumb,
the deeper in the dungeon a room is, the thicker the pillars need to be
to support the overhead weight. Pillars tend to be polished and often
have carvings, paintings, or inscriptions upon them.
Slender Pillar: These
pillars are only a foot or two across, so they don’t occupy a
whole
square. A creature standing in the same square as a slender pillar
gains a +2 cover bonus to Armor Class and a +1 cover bonus on Reflex
saves (these bonuses don’t stack with cover bonuses from other
sources). The presence of a slender pillar does not otherwise affect a
creature’s fighting space, because it’s assumed that the
creature is
using the pillar to its advantage when it can. A typical slender pillar
has AC 4, hardness 8, and 250 hit points.
Wide Pillar: These
pillars take up an entire square and provide cover to anyone behind
them. They have AC 3, hardness 8, and 900 hit points. A DC 20 Climb
check is sufficient to climb most pillars; the DC increases to 25 for
polished or unusually slick ones.
|
Stalagmite/Stalactite
Stalagmite/Stalactite:
These tapering natural rock columns extend from the floor (stalagmite)
or the ceiling (stalactite). Stalagmites and stalactites function as
slender pillars.
|
Statue
Statue: Most statues
function as wide pillars, taking up a square and providing cover. Some
statues are smaller and act as slender pillars. A DC 15 Climb check
allows a character to climb a statue.
|
Tapestry
Tapestry: Elaborately
embroidered patterns or scenes on cloth, tapestries hang from the walls
of well-appointed dungeon rooms or corridors. Crafty builders take
advantage of tapestries to place alcoves, concealed doors, or secret
switches behind them.
Tapestries provide total concealment (50% miss chance) to
characters behind them if they’re hanging from the ceiling, or
concealment (20% miss chance) if they’re flush with the wall.
Climbing
a big tapestry isn’t particularly difficult, requiring a DC 15
Climb
check (or DC 10 if a wall is within reach).
|
Pedestal
Pedestal: Anything
important on display in a dungeon, from a fabulous treasure to a
coffin, tends to rest atop a pedestal or a dais. Raising the object off
the floor focuses attention on it (and, in practical terms, keeps it
safe from any water or other substance that might seep onto the floor).
A pedestal is often trapped to protect whatever sits atop it. It can
conceal a secret trapdoor beneath itself or provide a way to reach a
door in the ceiling above itself.
Only the largest pedestals take up an entire square; most
provide no cover.
|
Pool
Pool: Pools of water
collect naturally in low spots in dungeons (a dry dungeon is rare).
Pools can also be wells or natural underground springs, or they can be
intentionally created basins, cisterns, and fountains. In any event,
water is fairly common in dungeons, harboring sightless fish and
sometimes aquatic monsters. Pools provide water for dungeon denizens,
and thus are as important an area for a predator to control as a
watering hole aboveground in the wild.
Shallow Pool: If a
square contains a shallow pool, it has roughly 1 foot of standing
water. It costs 2 squares of movement to move into a square with a
shallow pool, and the DC of Tumble checks in such squares increases by
2.
Deep Pool: These
squares have at least 4 feet of standing water. It costs Medium or
larger creatures 4 squares of movement to move into a square with a
deep pool, or characters can swim if they wish. Small or smaller
creatures must swim to move through a square containing a deep pool.
Tumbling is impossible in a deep pool. The water in a deep pool
provides cover for Medium or larger creatures. Smaller creatures gain
improved cover (+8 bonus to AC, +4 bonus on Reflex saves). Medium or
larger creatures can crouch as a move action to gain this improved
cover. Creatures with this improved cover take a -10 penalty on attacks
against creatures that aren’t also underwater.
Deep pool squares are usually clustered together and
surrounded by a ring of shallow pool squares. Both shallow pools and
deep pools impose a -2 circumstance penalty on Move
Silently checks.
Special Pools:
Through accident or design, a pool can become magically enhanced.
Rarely, a pool or a fountain may be found that has the ability to
bestow beneficial magic on those who drink from it. However, magic
pools are just as likely to curse the drinker. Typically, water from a
magic pool loses its potency if removed from the pool for more than an
hour or so.
Some pools have fountains. Occasionally these are merely
decorative, but they often serve as the focus of a trap or the source
of a pool’s magic.
Most pools are made of water, but anything’s possible in
a
dungeon. Pools can hold unsavory substances such as blood, poison, oil,
or magma. And even if a pool holds water, it can be holy water,
saltwater, or water tainted with disease.
|
Elevator
Elevator: In place of
or in addition to stairs, an elevator (essentially an oversized
dumbwaiter) can take inhabitants from one dungeon level to the next.
Such an elevator may be mechanical (using gears, pulleys, and winches)
or magical (such as a levitate spell cast on a movable
flat surface). A mechanical elevator might be as small as a platform
that holds one character at a time, or as large as an entire room that
raises and lowers. A clever builder might design an elevator room that
moves up or down without the occupants’ knowledge to catch them
in a
trap, or one that appears to have moved when it actually remained
still.
A typical elevator ascends or descends 10 feet per round at
the beginning of the operator’s turn (or on initiative count 0 if
it
functions without regard to whether creatures are on it. Elevators can
be enclosed, can have railings or low walls, or may simply be
treacherous floating platforms.
|
Ladders
Ladders: Whether
free-standing or rungs set into a wall, a ladder requires a DC 0 Climb
check to ascend or descend.
|
Shifting Stone or Wall
Shifting Stone or Wall:
These features can cut off access to a passage or room, trapping
adventurers in a dead end or preventing escape out of the dungeon.
Shifting walls can force explorers to go down a dangerous path or
prevent them from entering a special area. Not all shifting walls need
be traps. For example, stones controlled by pressure plates,
counterweights, or a secret lever can shift out of a wall to become a
staircase leading to a hidden upper room or secret ledge.
Shifting stones and walls are generally constructed as traps
with triggers and Search and Disable
Device DCs. However they don’t have Challenge Ratings because
they’re inconveniences, not deadly in and of themselves.
|
Teleporters
Teleporters: Sometimes
useful, sometimes devious, places in a dungeon rigged with a
teleportation effect (such as a teleportation circle) transport
characters to some other location in the dungeon or someplace far away.
They can be traps, teleporting the unwary into dangerous situations, or
they can be an easy mode of transport for those who built or live in
the dungeon, good for bypassing barriers and traps or simply to get
around more quickly. Devious dungeon designers might place a teleporter
in a room that transports characters to another seemingly identical
room so that they don’t even know they’ve been teleported.
A detect
magic spell will provide a clue to the presence of a teleporter,
but direct experimentation or other research is the only way to
discover where the teleporter leads.
|
Altars
Altars:
Temples-particularly to dark gods-often exist underground. Usually
taking the form of a stone block, an altar is the main fixture and
central focus of such a temple. Sometimes all the other trappings of
the temple are long gone, lost to theft, age, and decay, but the altar
survives. Some altars have traps or powerful magic within them. Most
take up one or two squares on the grid and provide cover to creatures
behind them.
|
|
Cave-Ins and
Slimes, Molds, and Fungi
Green Slime (CR 4)
Green Slime (CR 4):
This dungeon peril is a dangerous variety of normal slime. Green slime
devours flesh and organic materials on contact and is even capable of
dissolving metal. Bright green, wet, and sticky, it clings to walls,
floors, and ceilings in patches, reproducing as it consumes organic
matter. It drops from walls and ceilings when it detects movement (and
possible food) below.
A single 5-foot square of green slime deals 1d6 points of
Constitution damage per round while it devours flesh. On the first
round of contact, the slime can be scraped off a creature (most likely
destroying the scraping device), but after that it must be frozen,
burned, or cut away (dealing damage to the victim as well). Anything
that deals cold or fire damage, sunlight, or a remove
disease spell destroys a patch of green slime. Against wood or
metal, green slime deals 2d6 points of damage per round, ignoring
metal’s hardness but not that of wood. It does not harm stone.
|
Yellow Mold (CR 6)
Yellow Mold (CR 6): If
disturbed, a 5-foot square of this mold bursts forth with a cloud of
poisonous spores. All within 10 feet of the mold must make a DC 15
Fortitude save or take 1d6 points of Constitution damage. Another DC 15
Fortitude save is required 1 minute later-even by those who succeeded
on the first save-to avoid taking 2d6 points of Constitution damage.
Fire destroys yellow mold, and sunlight renders it dormant.
|
Brown Mold (CR 6)
Brown Mold (CR 2):
Brown mold feeds on warmth, drawing heat from anything around it. It
normally comes in patches 5 feet in diameter, and the temperature is
always cold in a 30-foot radius around it. Living creatures within 5
feet of it take 3d6 points of nonlethal cold damage. Fire brought
within 5 feet of brown mold causes it to instantly double in size. Cold
damage, such as from a cone of cold, instantly destroys
it.
|
Phosphorescent Fungus (no CR)
Phosphorescent Fungus (No CR):
This strange underground fungus grows in clumps that look almost like
stunted shrubbery. Drow elves cultivate it for food and light. It gives
off a soft violet glow that illuminates underground caverns and
passages as well as a candle does. Rare patches of fungus illuminate as
well as a torch does.
|
Urban
Typical House
A typical lower-story
wall is 1 foot thick, with AC 3, hardness 8, 90 hp, and a Climb DC of
25. Upper-story walls are 6 inches thick, with AC 3, hardness 5, 60 hp,
and a Climb DC of 21. Exterior doors on most buildings are good wooden
doors that are usually kept locked, except on public buildings such as
shops and taverns.
Most city buildings are made of a combination of
stone or clay brick (on the lower one or two stories) and timbers (for
the upper stories, interior walls, and floors). Roofs are a mixture of
boards, thatch, and slates, sealed with pitch.
|
Rooftops
Rooftops:
Getting to a roof usually requires climbing a wall (see the Walls
section), unless the character can reach a roof by jumping down from a
higher window, balcony, or bridge. Flat roofs, common only in warm
climates (accumulated snow can cause a flat roof to collapse), are easy
to run across. Moving along the peak of a roof requires a DC 20 Balance
check. Moving on an angled roof surface without changing altitude
(moving parallel to the peak, in other words) requires a DC 15 Balance
check. Moving up and down across the peak of a roof requires a DC 10
Balance check.
Eventually a character runs out of roof, requiring a
long jump across to the next roof or down to the ground. The distance
to the next closest roof is usually 1d3×5 feet horizontally, but the
roof across the gap is equally likely to be 5 feet higher, 5 feet
lower, or the same height. Use the guidelines in the Jump skill (a
horizontal jump’s peak height is one-fourth of the horizontal distance)
to determine whether a character can make a jump.
|
Crowds
Crowds:
Urban streets are often full of people going about their daily lives.
In most cases, it isn’t necessary to put every 1st-level commoner on
the map when a fight breaks out on the city’s main thoroughfare.
Instead just indicate which squares on the map contain crowds. If
crowds see something obviously dangerous, they’ll move away at 30 feet
per round at initiative count 0. It takes 2 squares of movement to
enter a square with crowds. The crowds provide cover for anyone who
does so, enabling a Hide check and providing a bonus to Armor Class and
on Reflex saves.
|
Directing Crowds
Directing Crowds:
It takes a DC 15 Diplomacy check or DC 20 Intimidate check to convince
a crowd to move in a particular direction, and the crowd must be able
to hear or see the character making the attempt. It takes a full-round
action to make the Diplomacy check, but only a free action to make the
Intimidate check.
If two or more characters are trying to direct
a crowd in different directions, they make opposed Diplomacy or
Intimidate checks to determine whom the crowd listens to. The crowd
ignores everyone if none of the characters’ check results beat the DCs
given above.
|
|
Environmental Hazards
Acid
Corrosive acids deals 1d6 points of damage per
round of exposure except in the case of total immersion (such as into a
vat of acid), which deals 10d6 points of damage per round. An attack
with acid, such as from a hurled vial or a monster’s spittle,
counts as a round of exposure.
|
Acid Fumes
The fumes from most acids are inhaled poisons. Those who come
close enough to a large body of acid to dunk a creature in it must make
a DC 13 Fortitude save or take 1 point of Constitution damage. All such
characters must make a second save 1 minute later or take another 1d4
points of Constitution damage.
|
Cold
Cold and exposure deal nonlethal damage to the
victim. This nonlethal damage cannot be recovered until the character
gets out of the cold and warms up again. Once a character is rendered unconscious through the
accumulation of nonlethal damage, the cold and
exposure begins to deal lethal damage at the same rate.
An unprotected character in cold weather (below 40° F)
must make a Fortitude save each hour (DC 15, + 1 per previous check) or
take 1d6 points of nonlethal damage. A character who has the Survival
skill may receive a bonus on this saving throw and may be able to apply
this bonus to other characters as well (see the skill Description).
A character who takes any nonlethal damage from cold or
exposure is beset by frostbite or hypothermia (treat her as fatigued).
These penalties end when the character recovers the nonlethal damage
she took from the cold and exposure.
|
Severe Cold
In conditions of severe cold or exposure (below 0° F), an
unprotected character must make a Fortitude save once every 10 minutes
(DC 15, +1 per previous check), taking 1d6 points of nonlethal damage
on each failed save. A character who has the Survival skill may receive
a bonus on this saving throw and may be able to apply this bonus to
other characters as well (see the skill description). Characters
wearing winter clothing only need check once per hour for cold and
exposure damage.
|
Extreme Cold
Extreme cold (below –20° F) deals 1d6 points of lethal
damage per minute (no save). In addition, a character must make a
Fortitude save (DC 15, +1 per previous check) or take 1d4 points of
nonlethal damage. Those wearing metal armor or coming into contact with
very cold metal are affected as if by a chill metal spell.
|
Falling
Falling Damage: The basic rule is
simple: 1d6 points of damage per 10 feet fallen, to a maximum of 20d6.
If a character deliberately jumps instead of merely slipping
or falling, the damage is the same but the first 1d6 is nonlethal
damage. A DC 15 Jump check or DC 15 Tumble
check allows the character
to avoid any damage from the first 10 feet fallen and converts any
damage from the second 10 feet to nonlethal damage. Thus, a character
who slips from a ledge 30 feet up takes 3d6 damage. If the same
character deliberately jumped, he takes 1d6 points of nonlethal damage
and 2d6 points of lethal damage. And if the character leaps down with a
successful Jump or Tumble check, he takes only 1d6 points of nonlethal
damage and 1d6 points of lethal damage from the plunge.
Falls onto yielding surfaces (soft ground, mud) also convert
the first 1d6 of damage to nonlethal damage. This reduction is
cumulative with reduced damage due to deliberate jumps and the Jump
skill.
|
Falling Into Water
Falling into Water: Falls into water are handled
somewhat differently. If the water is at least 10 feet deep, the first
20 feet of falling do no damage. The next 20 feet do nonlethal damage
(1d3 per 10-foot increment). Beyond that, falling damage is lethal
damage (1d6 per additional 10-foot increment).
Characters who deliberately dive into water take no damage on
a successful DC 15 Swim check or DC 15 Tumble
check, so long as the
water is at least 10 feet deep for every 30 feet fallen. However, the
DC of the check increases by 5 for every 50 feet of the dive.
|
Falling Objects
Just as characters take damage when they fall
more than 10 feet, so too do they take damage when they are hit by
falling objects.
Objects that fall upon characters deal damage based on their
weight and the distance they have fallen.
For each 200 pounds of an object’s weight, the object
deals
1d6 points of damage, provided it falls at least 10 feet. Distance also
comes into play, adding an additional 1d6 points of damage for every
10-foot increment it falls beyond the first (to a maximum of 20d6
points of damage).
Objects smaller than 200 pounds also deal damage when dropped,
but they must fall farther to deal the same damage. Use Table: Damage
from Falling Objects to see how far an object of a given weight must
drop to deal 1d6 points of damage.
Object Weight |
Falling Distance |
200–101 lb. |
20 ft. |
100–51 lb. |
30 ft. |
50–31 lb. |
40 ft. |
30–11 lb. |
50 ft. |
10–6 lb. |
60 ft. |
5–1 lb. |
70 ft. |
For each additional increment an object falls, it deals an
additional 1d6 points of damage. Objects weighing less than 1 pound do
not deal damage to those they land upon, no matter how far they have
fallen.
|
Heat
Heat deals nonlethal damage that cannot be
recovered until the character gets cooled off (reaches shade, survives
until nightfall, gets doused in water, is targeted by endure elements,
and so forth). Once rendered unconscious through the
accumulation of
nonlethal damage, the character begins to take lethal damage at the
same rate.
A character in very hot conditions (above 90° F) must make
a Fortitude saving throw each hour (DC 15, +1 for each previous check)
or take 1d4 points of nonlethal damage. Characters wearing heavy
clothing or armor of any sort take a –4 penalty on their saves. A
character with the Survival skill may receive a
bonus on this saving
throw and may be able to apply this bonus to other characters as well
(see the skill description). Characters reduced to unconsciousness
begin taking lethal damage (1d4 points per hour).
A character who takes any nonlethal damage from heat exposure
now suffers from heatstroke and is fatigued. These penalties end
when
the character recovers the nonlethal damage she took from the heat.
|
Severe Heat
In severe heat (above 110° F), a character must make a
Fortitude save once every 10 minutes (DC 15, +1 for each previous
check) or take 1d4 points of nonlethal damage. Characters wearing heavy
clothing or armor of any sort take a –4 penalty on their saves. A
character with the Survival skill may receive a bonus on this saving
throw and may be able to apply this bonus to other characters as well.
Characters reduced to unconsciousness begin taking lethal damage (1d4
points per each 10-minute period).
|
Extreme Heat
Extreme heat (air temperature over 140° F, fire, boiling
water, lava) deals lethal damage. Breathing air in these temperatures
deals 1d6 points of damage per minute (no save). In addition, a
character must make a Fortitude save every 5 minutes (DC 15, +1 per
previous check) or take 1d4 points of nonlethal damage. Those wearing
heavy clothing or any sort of armor take a –4 penalty on their
saves.
In addition, those wearing metal armor or coming into contact with very
hot metal are affected as if by a heat metal spell.
|
Boliling Water
Boiling water deals 1d6 points of scalding damage, unless the
character is fully immersed, in which case it deals 10d6 points of
damage per round of exposure.
|
Catching on Fire
Catching on Fire
Characters exposed to burning oil, bonfires,
and noninstantaneous magic fires might find their clothes, hair, or
equipment on fire. Spells with an instantaneous duration don’t
normally
set a character on fire, since the heat and flame from these come and
go in a flash.
Characters at risk of catching fire are allowed a DC 15 Reflex
save to avoid this fate. If a character’s clothes or hair catch
fire,
he takes 1d6 points of damage immediately. In each subsequent round,
the burning character must make another Reflex saving throw. Failure
means he takes another 1d6 points of damage that round. Success means
that the fire has gone out. (That is, once he succeeds on his saving
throw, he’s no longer on fire.)
A character on fire may automatically extinguish the flames by
jumping into enough water to douse himself. If no body of water is at
hand, rolling on the ground or smothering the fire with cloaks or the
like permits the character another save with a +4 bonus.
Those unlucky enough to have their clothes or equipment catch
fire must make DC 15 Reflex saves for each item. Flammable items that
fail take the same amount of damage as the character.
|
Lava
Lava Effects
Lava or magma deals 2d6 points of damage per
round of exposure, except in the case of total immersion (such as when
a character falls into the crater of an active volcano), which deals
20d6 points of damage per round.
Damage from magma continues for 1d3 rounds after exposure
ceases, but this additional damage is only half of that dealt during
actual contact (that is, 1d6 or 10d6 points per round).
An immunity or resistance to fire serves as an immunity to
lava or magma. However, a creature immune to fire might still drown if
completely immersed in lava (see Drowning, below).
|
Smoke
Smoke: A character who breathes heavy smoke must make
a Fortitude save each round (DC 15, +1 per previous check) 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.
|
Starvation and Thirst
Starvation and Thrist
Characters might find themselves without food
or water and with no means to obtain them. In normal climates, Medium
characters need at least a gallon of fluids and about a pound of decent
food per day to avoid starvation. (Small characters need half as much.)
In very hot climates, characters need two or three times as much water
to avoid dehydration.
A character can go without water for 1 day plus a number of
hours equal to his Constitution score. After this time, the character
must make a Constitution check each hour (DC 10, +1 for each previous
check) or take 1d6 points of nonlethal damage.
A character can go without food for 3 days, in growing
discomfort. After this time, the character must make a Constitution
check each day (DC 10, +1 for each previous check) or take 1d6 points
of nonlethal damage.
Characters who have taken nonlethal damage from lack of food
or water are fatigued. Nonlethal damage from
thirst or starvation
cannot be recovered until the character gets food or water, as
needed—not even magic that restores hit points heals this damage.
|
Suffocation
Suffocation: A character who has no air to breathe can hold
her breath for 2 rounds per point of Constitution. After this period of
time, the character must make a DC 10 Constitution check in order to
continue holding her breath. The save must be repeated each round, with
the DC increasing by +1 for each previous success.
When the character fails one of these Constitution checks, she
begins to suffocate. In the first round, she falls unconscious (0 hit
points). In the following round, she drops to –1 hit points and
is dying. In the third round, she
suffocates.
|
Slow Suffocation
Slow Suffocation: A Medium character can breathe easily
for 6 hours in a sealed chamber measuring 10 feet on a side. After that
time, the character takes 1d6 points of nonlethal damage every 15
minutes. Each additional Medium character or significant fire source (a
torch, for example) proportionally reduces the time the air will last.
When a character falls unconscious from this nonlethal damage, she
drops to –1 hit points and is dying. In the next round, she
suffocates.
Small characters consume half as much air as Medium
characters. A larger volume of air, of course, lasts for a longer time.
|
Water Dangers
Water Dangers
Any character can wade in relatively calm
water that isn’t over his head, no check required. Similarly,
swimming
in calm water only requires skill checks with a DC of 10. Trained
swimmers can just take 10. (Remember, however, that armor or heavy gear
makes any attempt at swimming much more difficult. See the Swim
skill
description.)
By contrast, fast-moving water is much more dangerous. On a
successful DC 15 Swim check or a DC 15 Strength check, it deals 1d3
points of nonlethal damage per round (1d6 points of lethal damage if
flowing over rocks and cascades). On a failed check, the character must
make another check that round to avoid going under.
Very deep water is not only generally pitch black, posing a
navigational hazard, but worse, it deals water pressure damage of 1d6
points per minute for every 100 feet the character is below the
surface. A successful Fortitude save (DC 15, +1 for each previous
check) means the diver takes no damage in that minute.
Very cold water deals 1d6 points of nonlethal damage from
hypothermia per minute of exposure.
|
Drowning
Drowning
Any character can hold her breath for a number
of rounds equal to twice her Constitution score. After this period of
time, the character must make a DC 10 Constitution check every round in
order to continue holding her breath. Each round, the DC increases by
1.
When the character finally fails her Constitution check, she
begins to drown. In the first round, she falls unconscious (0 hp). In
the following round, she drops to –1 hit points and is dying. In the
third round, she drowns.
It is possible to drown in substances other than water, such
as sand, quicksand, fine dust, and silos full of grain.
|
|
|
AIRBORNE, AQUATIC, AND WEATHER
Airborne Maneuverability
|
Maneuverability |
|
Perfect |
Good |
Average |
Poor |
Clumsy |
Minimum Forward Speed
Minimum Forward Speed: If a flying creature fails to
maintain its minimum forward speed, it must land at the end of its
movement. If it is too high above the ground to land, it falls straight
down, descending 150 feet in the first round of falling. If this
distance brings it to the ground, it takes falling damage. If the fall
doesn’t bring the creature to the ground, it must spend its next turn
recovering from the stall. It must succeed on a DC 20 Reflex save to
recover. Otherwise it falls another 300 feet. If it hits the ground, it
takes falling damage. Otherwise, it has another chance to recover on
its next turn.
|
|
None |
None |
Half |
Half |
Half |
Hover
Hover: The ability to stay in one place while airborne.
|
|
Yes |
Yes |
No |
No |
No |
Move Backward
Move Backward: The ability to move backward without turning around.
|
|
Yes |
Yes |
No |
No |
No |
Reverse
Reverse: A creature with good maneuverability uses up 5 feet of its speed to start flying backward.
|
|
Free |
–5 ft. |
No |
No |
No |
Turn
Turn: How much the creature can turn after covering the stated distance.
|
|
Any |
90º/5 ft. |
45º/5 ft. |
45º/5 ft. |
45º/10 ft. |
Turn in place
Turn in Place: A creature with good or average
maneuverability can use some of its speed to turn in place.
|
|
Any |
+90º/–5 ft. |
+45º/–5 ft. |
No |
No |
Maximum turn
Maximum Turn: How much the creature can turn in any one space.
|
|
Any |
Any |
90º |
45º |
45º |
Up angle
Up Angle: The angle at which the creature can climb.
|
|
Any |
Any |
60º |
45º |
45º |
Up speed
Up Speed: How fast the creature can climb.
|
|
Full |
Half |
Half |
Half |
Half |
Down angle
Down Angle: The angle at which the creature can descend.
|
|
Any |
Any |
Any |
45º |
45º |
Down speed
Down Speed: A flying creature can fly down at twice its
normal flying speed.
|
|
Double |
Double |
Double |
Double |
Double |
Between down and up
Between Down and Up: An average, poor, or clumsy flier
must fly level for a minimum distance after descending and before
climbing. Any flier can begin descending after a climb without an
intervening distance of level flight.
|
|
0 |
0 |
5 ft. |
10 ft. |
20 ft. |
|
|
Random Weather
d% |
Weather |
Cold Climate |
Temperate Climate1 |
Desert |
01–70 |
Normal weather |
Cold, calm |
Normal for season2 |
Hot, calm |
71–80 |
Abnormal weather |
Heat wave (01–30) or cold snap (31–100) |
Heat wave (01–50) or cold snap (51–100) |
Hot, windy |
81–90 |
Inclement weather |
Precipitation (snow) |
Precipitation (normal for season) |
Hot, windy |
91–99 |
Storm |
Snowstorm |
Thunderstorm, snowstorm3 |
Duststorm |
100 |
Powerful storm |
Blizzard |
Windstorm, blizzard4, hurricane, tornado |
Downpour |
1 Temperate includes forest, hills,
marsh, mountains, plains, and warm aquatic. |
2 Winter is cold, summer is warm,
spring and autumn are temperate. Marsh regions are slightly warmer in
winter. |
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Wind Effects
Wind Force |
Wind Speed |
Ranged Attacks
Normal/Siege Weapons1 |
Creature Size2 |
Wind Effect on Creatures |
Fort Save DC |
Light
Light Wind: A gentle breeze, having little or no game effect.
|
|
0–10 mph |
—/— |
Any |
None |
— |
Moderate
Moderate Wind: A steady wind with a 50% chance of
extinguishing small, unprotected flames, such as candles.
|
|
11–20 mph |
—/— |
Any |
None |
— |
Strong
Strong Wind: Gusts that automatically extinguish
unprotected flames (candles, torches, and the like). Such gusts impose
a –2 penalty on ranged attack rolls and on Listen checks.
|
|
21–30 mph |
–2/— |
Tiny or smaller |
Knocked down |
10 |
|
|
|
Small or larger |
None |
|
Severe
Severe Wind: In addition to automatically extinguishing
any unprotected flames, winds of this magnitude cause protected flames
(such as those of lanterns) to dance wildly and have a 50% chance of
extinguishing these lights. Ranged weapon attacks and Listen checks are
at a –4 penalty. This is the velocity of wind produced by a
gust of wind spell.
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|
31–50 mph |
–4/— |
Tiny |
Blown away |
15 |
|
|
|
Small |
Knocked down |
|
|
|
|
Medium |
Checked |
|
|
|
|
Large or larger |
None |
|
Windstorm
Windstorm: Powerful enough to bring down branches if
not whole trees, windstorms automatically extinguish unprotected flames
and have a 75% chance of blowing out protected flames, such as those of
lanterns. Ranged weapon attacks are impossible, and even siege weapons
have a –4 penalty on attack rolls. Listen checks are at a
–8 penalty
due to the howling of the wind.
|
|
51–74 mph |
Impossible/–4 |
Small or smaller |
Blown away |
18 |
|
|
|
Medium |
Knocked down |
|
|
|
|
Large or Huge |
Checked |
|
|
|
|
Gargantuan or Colossal |
None |
|
Hurricane
Hurricane-Force Wind: All flames are extinguished.
Ranged attacks are impossible (except with siege weapons, which have a
–8 penalty on attack rolls). Listen checks are impossible: All
characters can hear is the roaring of the wind. Hurricane-force winds
often fell trees.
|
|
75–174 mph |
Impossible/–8 |
Medium or smaller |
Blown away |
20 |
|
|
|
Large |
Knocked down |
|
|
|
|
Huge |
Checked |
|
|
|
|
Gargantuan or Colossal |
None |
|
Tornado
Tornado (CR 10): All flames are extinguished. All
ranged attacks are impossible (even with siege weapons), as are Listen
checks. Instead of being blown away (see Table: Wind
Effects),
characters in close proximity to a tornado who fail their Fortitude
saves are sucked toward the tornado. Those who come in contact with the
actual funnel cloud are picked up and whirled around for 1d10 rounds,
taking 6d6 points of damage per round, before being violently expelled
(falling damage may apply). While a tornado’s rotational speed
can be
as great as 300 mph, the funnel itself moves forward at an average of
30 mph (roughly 250 feet per round). A tornado uproots trees, destroys
buildings, and causes other similar forms of major destruction.
|
|
175–300 mph |
Impossible/impossible |
Large or smaller |
Blown away |
30 |
|
|
|
Huge |
Knocked down |
|
|
|
|
Gargantuan or Colossal |
Checked |
|
1 The siege weapon category includes
ballista and catapult attacks as well as boulders tossed by giants. |
2 Flying or airborne creatures are
treated as one size category smaller than their actual size, so an
airborne Gargantuan dragon is treated as Huge for purposes of wind
effects. |
Underwater Combat
Underwater Combat
Land-based creatures can have considerable
difficulty when fighting in water. Water affects a creature’s
Armor
Class, attack rolls, damage, and movement. In some cases a
creature’s
opponents may get a bonus on attacks. The effects are summarized in the
accompanying table. They apply whenever a character is swimming,
walking in chestdeep water, or walking along the bottom.
Ranged Attacks Underwater: Thrown weapons are
ineffective underwater, even when launched from land. Attacks with
other ranged weapons take a –2 penalty on attack rolls for every
5 feet
of water they pass through, in addition to the normal penalties for
range.
Attacks from Land: Characters swimming, floating, or
treading water on the surface, or wading in water at least chest deep,
have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from
opponents on land. Landbound opponents who have freedom of movement
effects ignore this cover when making melee attacks against targets in
the water. A completely submerged creature has total cover against
opponents on land unless those opponents have freedom of movement
effects. Magical effects are unaffected except for those that require
attack rolls (which are treated like any other effects) and fire
effects.
Fire: Nonmagical fire (including alchemist’s
fire) does
not burn underwater. Spells or spell-like effects with the fire
descriptor are ineffective underwater unless the caster makes a Spellcraft
check (DC 20 + spell
level). If the check succeeds, the
spell creates a bubble of steam instead of its usual fiery effect, but
otherwise the spell works as described. A supernatural fire effect is
ineffective underwater unless its description states otherwise.
The surface of a body of water blocks line of effect for any
fire spell. If the caster has made a Spellcraft check to make the fire
spell usable underwater, the surface still blocks the spell’s
line of
effect.
|
|
—————
Attack/Damage ————— |
|
|
Condition |
Slashing or Bludgeoning |
Tail |
Movement |
Off Balance?4 |
Freedom of movement |
normal/normal |
normal/normal |
normal |
No |
Has a swim speed |
–2/half |
normal |
normal |
No |
Successful Swim check |
–2/half1 |
–2/half |
quarter or half2 |
No |
Firm footing3 |
–2/half |
–2/half |
half |
No |
None of the above |
–2/half |
–2/half |
normal |
Yes |
1 A creature without a freedom of
movement effects or a swim speed makes grapple
checks underwater at a
–2 penalty, but deals damage normally when grappling. |
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. |
3 Creatures have firm footing when
walking along the bottom, braced against a ship’s 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. |
4 Creatures flailing about in the water
(usually because they failed their Swim checks) have a hard time
fighting effectively. An off-balance creature loses its Dexterity bonus
to Armor Class, and opponents gain a +2 bonus on attacks against it. |
Weather Effects
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|
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Precipitation
Precipitation: Roll d% to determine whether the
precipitation is fog (01–30), rain/snow (31–90), or
sleet/hail (91–00).
Snow and sleet occur only when the temperature is 30° Fahrenheit or
below. Most precipitation lasts for 2d4 hours. By contrast, hail lasts
for only 1d20 minutes but usually accompanies 1d4 hours of rain.
|
Fog
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).
|
Rain
Rain: Rain reduces visibility ranges by half, resulting
in a –4 penalty on Spot and Search
checks. It has the same effect on
flames, ranged weapon attacks, and Listen checks as severe wind.
|
Snow
Snow: Falling snow has the same effects on visibility,
ranged weapon attacks, and skill checks as rain, and it costs 2 squares
of movement to enter a snow-covered square. A day of snowfall leaves
1d6 inches of snow on the ground.
|
Heavy snow
Heavy Snow: Heavy snow has the same effects as normal
snowfall, but also restricts visibility as fog does (see Fog, below). A
day of heavy snow leaves 1d4 feet of snow on the ground, and it costs 4
squares of movement to enter a square covered with heavy snow. Heavy
snow accompanied by strong or severe winds may result in snowdrifts
1d4×5 feet deep, especially in and around objects big enough to
deflect the wind—a cabin or a large tent, for instance. There is
a 10%
chance that a heavy snowfall is accompanied by lightning (see
Thunderstorm, below). Snow has the same effect on flames as moderate
wind.
|
Sleet
Sleet: Essentially frozen rain, sleet has the same
effect as rain while falling (except that its chance to extinguish
protected flames is 75%) and the same effect as snow once on the
ground.
|
Hail
Hail: Hail does not reduce visibility, but the sound of
falling hail makes Listen checks more difficult (–4 penalty).
Sometimes
(5% chance) hail can become large enough to deal 1 point of lethal
damage (per storm) to anything in the open. Once on the ground, hail
has the same effect on movement as snow.
|
|
Storms
Storms
The combined effects of precipitation (or
dust) and wind that accompany all storms reduce visibility ranges by
three quarters, imposing a –8 penalty on Spot,
Search,
and Listen
checks. Storms make ranged weapon attacks impossible, except
for those
using siege weapons, which have a –4 penalty on attack rolls.
They
automatically extinguish candles, torches, and similar unprotected
flames. They cause protected flames, such as those of lanterns, to
dance wildly and have a 50% chance to extinguish these lights. See
Table: Wind Effects for possible consequences to creatures caught
outside without shelter during such a storm. Storms are divided into
the following three types.
|
Duststorm (CR 3)
Duststorm (CR 3): These desert storms differ from other
storms in that they have no precipitation. Instead, a duststorm blows
fine grains of sand that obscure vision, smother unprotected flames,
and can even choke protected flames (50% chance). Most duststorms are
accompanied by severe winds and leave behind a deposit of 1d6 inches of
sand. However, there is a 10% chance for a greater duststorm to be
accompanied by windstorm-magnitude winds (see Table: Wind Effects).
These greater duststorms deal 1d3 points of nonlethal damage each round
to anyone caught out in the open without shelter and also pose a
choking hazard (see Drowning—except that a character with a scarf
or
similar protection across her mouth and nose does not begin to choke
until after a number of rounds equal to 10 × her Constitution
score). Greater duststorms leave 2d3–1 feet of fine sand in their
wake.
|
Snowstorm
Snowstorm: In addition to the wind and precipitation
common to other storms, snowstorms leave 1d6 inches of snow on the
ground afterward.
|
Thunderstorm
Thunderstorm: In addition to wind and precipitation
(usually rain, but sometimes also hail), thunderstorms are accompanied
by lightning that can pose a hazard to characters without proper
shelter (especially those in metal armor). As a rule of thumb, assume
one bolt per minute for a 1-hour period at the center of the storm.
Each bolt causes electricity damage equal to 1d10 eight-sided dice. One
in ten thunderstorms is accompanied by a tornado (see below).
|
Powerful Storms
Powerful Storms: Very high winds and torrential
precipitation reduce visibility to zero, making Spot, Search, and
Listen checks and all ranged weapon attacks impossible. Unprotected
flames are automatically extinguished, and protected flames have a 75%
chance of being doused. Creatures caught in the area must make a DC 20
Fortitude save or face the effects based on the size of the creature
(see Wind Effects). Powerful storms are divided into the following four types.
|
Windstorm
Windstorm: While accompanied by little or no
precipitation, windstorms can cause considerable damage simply through
the force of their wind.
|
Blizzard
Blizzard: The combination of high winds, heavy snow
(typically 1d3 feet), and bitter cold make blizzards deadly for all who
are unprepared for them.
|
Hurricane
Hurricane: In addition to very high winds and heavy
rain, hurricanes are accompanied by floods. Most adventuring activity
is impossible under such conditions.
|
Tornado
Tornado: One in ten thunderstorms is accompanied by a tornado.
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