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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
|
———————
Speed
——–————
|
|
15 feet |
20 feet |
30 feet |
40 feet |
One Round (Tactical)1
|
|
|
|
|
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)
|
|
|
|
|
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)
|
|
|
|
|
Walk |
1-1/2 miles |
2 miles |
3 miles |
4 miles |
Hustle |
3 miles |
4 miles |
6 miles |
8 miles |
Run |
— |
— |
— |
— |
One Day (Overland)
|
|
|
|
|
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
|
|
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.
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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 |
|
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
|
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.
|
|
|
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 |
|
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.
|
Ability Drained
Ability Drained: The character
has permanently lost 1 or more ability
score points.
The character can regain these points
only through magical means.
A character with Strength 0 falls to the
ground and is
helpless.
A character with Dexterity 0 is
paralyzed.
A character with Constitution 0 is
dead.
A character with Intelligence, Wisdom,
or Charisma 0 is
unconscious.
Also see
Ability Score Loss.
|
Blinded
Blinded: The character cannot
see.
He takes a –2 penalty to Armor
Class,
loses his Dexterity bonus to AC (if
any),
moves at half speed,
and takes a –4 penalty on
Search
checks and on most Strength- and
Dexterity-based skill checks.
All checks and activities that rely on
vision (such as reading and
Spot
checks) automatically fail.
All opponents are considered to have
total concealment (50% miss chance) to
the blinded character.
Characters who remain blinded for a long
time grow accustomed to these drawbacks
and can overcome some of them.
|
Blown Away
Blown Away: Depending on its
size, a creature can be blown away by
winds of high velocity.
A creature on the ground that is blown
away is
knocked down
and rolls 1d4 x 10 feet, taking 1d4
points of nonlethal damage per 10 feet.
A flying creature that is blown away is
blown back 2d6 x 10 feet and takes 2d6
points of nonlethal damage due to
battering and buffering.
|
Checked
Checked: Prevented from
achievingforward motion by an applied
force, such as wind.
Checked creatures on the ground merely
stop.
Checked flying creatures move back a
distance specified in the description of
the effect.
|
Confused
Confused: A confused
character’s actions are determined
by rolling d% at the beginning of his
turn:
01–10, attack caster with melee or
ranged weapons (or close with caster if
attacking is not possible);
11–20, act normally;
21–50, do nothing but babble
incoherently;
51–70, flee away from caster at
top possible speed;
71–100, attack nearest creature
(for this purpose, a familiar counts as
part of the subject’s self ).
A confused character who can’t
carry out the indicated action does
nothing but babble incoherently.
Attackers are not at any special
advantage when attacking a confused
character.
Any confused character who is attacked
automatically attacks its attackers on
its next turn, as long as it is still
confused when its turn comes.
A confused character does not make
attacks of opportunity against any
creature that it is not already devoted
to attacking (either because of its most
recent action or because it has just
been attacked).
|
Cowering
Cowering: The character is frozen
in fear and can take no actions.
A cowering character takes a –2
penalty to Armor Class and loses her
Dexterity bonus (if any).
|
Dazed
Dazed: The creature is unable to
act normally. A dazed creature can take
no actions, but has no penalty to AC.
A dazed condition typically lasts 1
round.
|
Dazzled
Dazzled: The creature is unable
to see well because of overstimulation
of the eyes.
A dazzled creature takes a –1
penalty on attack rolls,
Search checks, and
Spot
checks.
|
Dead
Dead: The character’s hit
points are reduced to –10, his
Constitution drops to 0, or he is killed
outright by a spell or effect.
The character’s soul leaves his
body.
Dead characters cannot benefit from
normal or magical healing, but they can
be restored to life via magic.
A dead body decays normally unless
magically preserved, but magic that
restores a dead character to life also
restores the body either to full health
or to its condition at the time of death
(depending on the spell or device).
Either way, resurrected characters need
not worry about rigor mortis,
decomposition, and other conditions that
affect dead bodies.
|
|
Deafened
Deafened: A deafened
charactercannot hear.
She takes a –4 penalty on
initiative checks,
automatically fails
Listenchecks,
and has a 20% chance of spell failure
when castingspells with verbal
components.
Characters who remain deafened for along
time grow accustomed to these drawbacks
and can overcome some ofthem.
|
Disabled
Disabled: A character with 0 hit
points, or one who has negative hit
points but has become
stable
and conscious, is disabled.
A disabled character may take a single
move action or standard action each
round (but not both, nor can she take
full-round actions).
She moves at half speed.
Taking move actions doesn’t risk
further injury, but performing any
standard action (or any other action the
DM deems strenuous, including some free
actions such as casting a quickened
spell) deals 1 point of damage after the
completion of the act. Unless the action
increased the disabled character’s
hit points, she is now in negative hit
points and
dying.
A disabled character with negative hit
points recovers hitpoints naturally if
she is being helped. Otherwise, each day
she has a 10% chance to start recovering
hit points naturally (starting with
thatday); otherwise, she loses 1 hit
point.
Once an unaided character starts
recovering hit points naturally, she is
no longer in danger oflosing hit points
(even if her current hit points are
negative).
|
Dying
Dying: A dying character is
unconscious
and near death.
She has –1 to –9 current hit
points.
A dying character can take no actions
and is unconscious.
At the end of each round (starting with
the round in which the character dropped
below 0 hit points), the character rolls
d% to see whether she becomes stable.
She has a 10% chance to become stable.
If she does not, she loses 1 hit point.
If a dying character reaches –10
hit points, she is
dead.
|
Energy Drained
Energy Drained: The character
gains one or more negative levels, which
might permanentlydrain the
character’s levels.
If the subject has at least as many
negative levels as Hit Dice, he dies.
Each negative level gives a creature the
following penalties:
–1 penalty on attack rolls, saving
throws, skill checks, ability checks;
loss of 5 hit points; and
–1 to effective level (for
determining the power, duration, DC, and
other details of spells or special
abilities).
In addition, a spellcasterloses one
spell or spell slot from the highest
spell level castable.
Also see
Energy Drain and Negative Levels.
|
Entangled
Entangled: The character is
ensnared.
Being entangled impedes movement, but
does not entirely prevent it unless the
bonds are anchored to an immobile object
or tethered by an opposing force.
An entangled creature moves at half
speed,
cannot run or
charge,
and takes a –2 penalty on all
attack rolls
and a –4 penalty to Dexterity.
An entangled character who attempts to
cast a spell must make a
Concentration
check (DC 15 + the spell’s level)
or lose the spell.
|
Exhausted
Exhausted: An exhausted character
moves at half speed
and takes a –6 penalty to Strength
and Dexterity.
After 1 hour of complete rest, an
exhausted character becomes
fatigued.
A fatigued character becomes exhausted
by doing something else that would
normally cause fatigue.
|
Fascinated
Fascinated: A fascinated creature
is entranced by a supernatural or spell
effect.
The creature stands or sits quietly,
taking no actions other than to pay
attention to the fascinating effect, for
as long as the effect lasts.
It takes a –4 penalty on skill
checks made as reactions, such as
Listen
and
Spotchecks.
Any potential threat, such as a hostile
creature approaching, allows the
fascinated creature a new saving throw
against the fascinating effect.
Any obvious threat, such as someone
drawing a weapon, casting a spell, or
aiming a ranged weapon at the fascinated
creature, automatically breaks the
effect.
A fascinated creature’s ally may
shake it free of the spell as a standard
action.
|
Fatigued
Fatigued: A fatigued character
can neither run nor
charge
and takes a –2 penalty to Strength
and Dexterity.
Doing anything that would normally cause
fatigue causes the fatigued character to
become
exhausted.
After 8 hours of complete rest,fatigued
characters are no longer fatigued.
|
Flat-footed
Frightened
Frightened: A frightened creature
flees from the source of its fear as
best it can.
If unable to flee, it may fight.
A frightened creature takes a –2
penalty on all attack rolls, saving
throws, skill checks, and ability
checks.
A frightened creature can use special
abilities, including spells, to flee;
indeed, the creature must use such means
if they are the only way to escape.
Frightened is like
shaken, except that the creature must flee if
possible.
Panicked
is a more extreme state of fear.
|
|
Grappling
Grappling: Engaged in wrestling
or some other form of hand-to-hand
struggle with one or more attackers.
A grappling character can undertake only
a limited number of actions.
He does not threaten any squares, and
loses his Dexterity bonus to AC (if any)
against opponents he isn’t
grappling.
Also see the
grapple
rules.
|
Helpless
Helpless: A helpless character is
paralyzed, held, bound, sleeping,
unconscious, or otherwise completely at an
opponent’s mercy.
A helpless target is treated as having a
Dexterity of 0 (–5 modifier).
Melee attacks against a helpless target
get a +4 bonus (equivalent to attacking
a
prone
target).
Ranged attacks gets no special bonus
against helpless targets.
Rogues can sneak attack helpless
targets.
As a full-round action, an enemy can use
a melee weapon to deliver a coup de
grace to a helpless foe.
An enemy can also use a bow or crossbow,
provided he is adjacent to the target.
The attacker automatically hits and
scores a critical hit. (A rogue also
gets her sneak attack damage bonus
against a helpless foe when delivering a
coup de grace.)
If the defender survives, he must make a
Fortitude save (DC 10 + damage dealt) or
die.
Delivering a coup de grace provokes
attacks of opportunity.
Creatures that are immune to critical
hits do not take critical damage, nor do
they need to make Fortitude saves to
avoid being killed by a coup de grace.
|
Incorporeal
Incorporeal: Having no physical
body.
Incorporeal creatures are immune to all
nonmagical attack forms.
They can be harmed only by other
incorporeal creatures, +1 or better
magic weapons, spells, spell-like
effects, or supernatural effects.
Also see
Incorporeality.
|
Invisible
Invisible: Visually undetectable.
An invisible creature gains a +2 bonus
on attack rolls against sighted
opponents, and ignores its
opponents’ Dexterity bonuses to AC
(if any).
Also See
Invisibility, under Special Abilities.)
|
Knocked Down
Knocked Down: Depending on their
size, creatures can be knocked down by
winds of high velocity.
Creatures on the ground are knocked
prone
by the force of the wind.
Flying creatures are instead blown back
1d6 x 10 feet.
|
Nauseated
Nauseated: Experiencing stomach
distress.
Nauseated creatures are unable to
attack, cast spells, concentrate on
spells, or do anything else requiring
attention.
The only action such a character can
take is a single move action per turn.
|
Panicked
Panicked: A panicked creature
must drop anything it holds and flee at
top speed from the source of its fear,
as well as any other dangers it
encounters, along a random path.
It can’t take any other actions.
In addition, the creature takes a
–2 penalty on all saving throws,
skill checks, and ability checks.
If cornered, a panicked creature
cowers
and does not attack, typically using the
total defense action in combat.
A panicked creature can use special
abilities, including spells, to flee;
indeed, the creature must use such means
if they are the only way to escape.
Panicked is a more extreme state of fear
than
shaken
or
frightened.
|
Paralyzed
Paralyzed: A paralyzed character
is frozen in place and unable to move or
act.
A paralyzed character has effective
Dexterity and Strength scores of 0 and
is
helpless, but can take purely mental actions.
A winged creature flying in the air at
the time that it becomes paralyzed
cannot flap its wings and falls.
A paralyzed swimmer can’t swim and
may drown.
A creature can move through a space
occupied by a paralyzed creature - ally
or not. Each square occupied by a
paralyzed creature, however, counts as 2
squares.
|
Petrified
Petrified: A petrified character
has been turned to stone and is
considered
unconscious.
If a petrified character cracks or
breaks, but the broken pieces are joined
with the body as he returns to flesh, he
is unharmed.
If the character’s petrified body
is incomplete when it returns to flesh,
the body is likewise incomplete and
there is some amount of permanent hit
point loss and/or debilitation.
|
Pinned
|
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.
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|
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).
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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.
|
|
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.
|
|
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
|
|
|
|
|
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.
|
|
|
|
|
|