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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.
                           | 
                         
                      
                     
                   | 
                   | 
                  
                     
                      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.
                           | 
                         
                      
                     
                   | 
                 
              
             
             
            
              
                
                  | 
                     
                      Table: TERRAIN AND OVERLAND MOVEMENT
                     
                    
                     
                   | 
                   | 
                  
                     
                      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.
                           | 
                         
                        
                          | 
                            2
                            Rafts, barges, keelboats, and rowboats are used
                              on lakes and rivers. If going downstream, add the
                              speed of the current (typically 3 miles per hour)
                              to the speed of the vehicle. In addition to 10
                              hours of being rowed, the vehicle can also float
                              an additional 14 hours, if someone can guide it,
                              so add an additional 42 miles to the daily
                              distance traveled. These vehicles can’t be
                              rowed against any significant current, but they
                              can be pulled upstream by draft animals on the
                              shores.
                           | 
                         
                      
                     
                   | 
                   | 
                  
                     
                      Table: CARRYING CAPACITY
                     
                    
                      
                        
                          
                            Strength 
                            Score
                           | 
                          Light Load | 
                          Medium Load | 
                          Heavy Load | 
                         
                        
                          | 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
                     
                    
                      
                        
                          
  | 
                          
  | 
                          
  | 
                          
                            –—— 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.
                   | 
                   | 
                  
                    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. 
                               
                             | 
                           
                        
                       
                     
                   | 
                  
                    Cave-Ins and
                    
                     
                     
                    Slimes, Molds, and Fungi
                     
                    Green Slime (CR 4)
                    
                      
                        
                          
                            | 
                               
                                Green Slime (CR 4): This dungeon peril is
                                a dangerous variety of normal slime. Green slime
                                devours flesh and organic materials on contact
                                and is even capable of dissolving metal. Bright
                                green, wet, and sticky, it clings to walls,
                                floors, and ceilings in patches, reproducing as
                                it consumes organic matter. It drops from walls
                                and ceilings when it detects movement (and
                                possible food) below.
                               
                              
                                A single 5-foot square of green slime deals 1d6
                                points of Constitution damage per round while it
                                devours flesh. On the first round of contact,
                                the slime can be scraped off a creature (most
                                likely destroying the scraping device), but
                                after that it must be frozen, burned, or cut
                                away (dealing damage to the victim as well).
                                Anything that deals cold or fire damage,
                                sunlight, or a
                                remove disease
                                spell destroys a patch of green slime. Against
                                wood or metal, green slime deals 2d6 points of
                                damage per round, ignoring metal’s
                                hardness but not that of wood. It does not harm
                                stone.
                               
                             | 
                           
                        
                       
                     
                     
                    Yellow Mold (CR 6)
                    
                      
                        
                          
                            | 
                               
                                Yellow Mold (CR 6): If disturbed, a
                                5-foot square of this mold bursts forth with a
                                cloud of poisonous spores. All within 10 feet of
                                the mold must make a DC 15 Fortitude save or
                                take 1d6 points of Constitution damage. Another
                                DC 15 Fortitude save is required 1 minute
                                later-even by those who succeeded on the first
                                save-to avoid taking 2d6 points of Constitution
                                damage. Fire destroys yellow mold, and sunlight
                                renders it dormant.
                               
                             | 
                           
                        
                       
                     
                     
                    Brown Mold (CR 6)
                    
                      
                        
                          
                            | 
                               
                                Brown Mold (CR 2): Brown mold feeds on
                                warmth, drawing heat from anything around it. It
                                normally comes in patches 5 feet in diameter,
                                and the temperature is always cold in a 30-foot
                                radius around it. Living creatures within 5 feet
                                of it take 3d6 points of nonlethal cold damage.
                                Fire brought within 5 feet of brown mold causes
                                it to instantly double in size. Cold damage,
                                such as from a
                                cone of cold, instantly destroys it.
                               
                             | 
                           
                        
                       
                     
                     
                    Phosphorescent Fungus (no CR)
                    
                      
                        
                          
                            | 
                               
                                Phosphorescent Fungus (No CR): This
                                strange underground fungus grows in clumps that
                                look almost like stunted shrubbery. Drow elves
                                cultivate it for food and light. It gives off a
                                soft violet glow that illuminates underground
                                caverns and passages as well as a candle does.
                                Rare patches of fungus illuminate as well as a
                                torch does.
                               
                             | 
                           
                        
                       
                     
                     
                     
                    Urban
                     Typical House
                    
                      
                        
                          | 
                             
                              A typical lower-story wall is 1 foot thick, with
                              AC 3, hardness 8, 90 hp, and a
                              Climb
                              DC of 25. Upper-story walls are 6 inches thick,
                              with AC 3, hardness 5, 60 hp, and a Climb DC of
                              21. Exterior doors on most buildings are good
                              wooden doors that are usually kept locked, except
                              on public buildings such as shops and taverns.
                             
                            
                              Most city buildings are made of a combination of
                              stone or clay brick (on the lower one or two
                              stories) and timbers (for the upper stories,
                              interior walls, and floors). Roofs are a mixture
                              of boards, thatch, and slates, sealed with pitch.
                             
                           | 
                         
                       
                     
                     
                    Rooftops
                    
                      
                        
                          | 
                             
                              Rooftops: Getting to a roof usually
                              requires climbing a wall (see the Walls section),
                              unless the character can reach a roof by jumping
                              down from a higher window, balcony, or bridge.
                              Flat roofs, common only in warm climates
                              (accumulated snow can cause a flat roof to
                              collapse), are easy to run across. Moving along
                              the peak of a roof requires a DC 20
                              Balance
                              check. Moving on an angled roof surface without
                              changing altitude (moving parallel to the peak, in
                              other words) requires a DC 15 Balance check.
                              Moving up and down across the peak of a roof
                              requires a DC 10 Balance check.
                             
                            
                              Eventually a character runs out of roof, requiring
                              a long jump across to the next roof or down to the
                              ground. The distance to the next closest roof is
                              usually 1d3×5 feet horizontally, but the
                              roof across the gap is equally likely to be 5 feet
                              higher, 5 feet lower, or the same height. Use the
                              guidelines in the
                              Jump
                              skill (a horizontal jump’s peak height is
                              one-fourth of the horizontal distance) to
                              determine whether a character can make a jump.
                             
                           | 
                         
                       
                     
                     
                    Crowds
                    
                      
                        
                          | 
                             
                              Crowds: Urban streets are often full of
                              people going about their daily lives. In most
                              cases, it isn’t necessary to put every
                              1st-level commoner on the map when a fight breaks
                              out on the city’s main thoroughfare. Instead
                              just indicate which squares on the map contain
                              crowds. If crowds see something obviously
                              dangerous, they’ll move away at 30 feet per
                              round at initiative count 0. It takes 2 squares of
                              movement to enter a square with crowds. The crowds
                              provide cover for anyone who does so, enabling a
                              Hide
                              check and providing a bonus to Armor Class and on
                              Reflex saves.
                             
                           | 
                         
                       
                     
                     
                    Directing Crowds
                    
                      
                        
                          | 
                             
                              Directing Crowds: It takes a DC 15
                              Diplomacy
                              check or DC 20
                              Intimidate
                              check to convince a crowd to move in a particular
                              direction, and the crowd must be able to hear or
                              see the character making the attempt. It takes a
                              full-round action to make the Diplomacy check, but
                              only a free action to make the Intimidate check.
                             
                            
                              If two or more characters are trying to direct a
                              crowd in different directions, they make opposed
                              Diplomacy or Intimidate checks to determine whom
                              the crowd listens to. The crowd ignores everyone
                              if none of the characters’ check results
                              beat the DCs given above.
                             
                           | 
                         
                       
                     
                   | 
                  
                    Environmental Hazards
                     Acid
                    
                      
                        
                          | 
                             
                              Corrosive acids deals 1d6 points of damage per
                              round of exposure except in the case of total
                              immersion (such as into a vat of acid), which
                              deals 10d6 points of damage per round. An attack
                              with acid, such as from a hurled vial or a
                              monster’s spittle, counts as a round of
                              exposure.
                             
                           | 
                         
                       
                     
                     
                    Acid Fumes
                    
                      
                        
                          | 
                             
                              The fumes from most acids are inhaled poisons.
                              Those who come close enough to a large body of
                              acid to dunk a creature in it must make a DC 13
                              Fortitude save or take 1 point of Constitution
                              damage. All such characters must make a second
                              save 1 minute later or take another 1d4 points of
                              Constitution damage.
                             
                           | 
                         
                       
                     
                     
                    Cold
                    
                      
                        
                          | 
                             
                              Cold and exposure deal nonlethal damage to the
                              victim. This nonlethal damage cannot be recovered
                              until the character gets out of the cold and warms
                              up again. Once a character is rendered
                              unconscious
                              through the accumulation of nonlethal damage, the
                              cold and exposure begins to deal lethal damage at
                              the same rate.
                             
                            
                              An unprotected character in cold weather (below
                              40° F) must make a Fortitude save each hour
                              (DC 15, + 1 per previous check) or take 1d6 points
                              of nonlethal damage. A character who has the
                              Survival
                              skill may receive a bonus on this saving throw and
                              may be able to apply this bonus to other
                              characters as well (see the skill Description).
                             
                            
                              A character who takes any nonlethal damage from
                              cold or exposure is beset by frostbite or
                              hypothermia (treat her as
                              fatigued). These penalties end when the character
                              recovers the nonlethal damage she took from the
                              cold and exposure.
                             
                           | 
                         
                       
                     
                     
                    Severe Cold
                    
                      
                        
                          | 
                             
                              In conditions of severe cold or exposure (below
                              0° F), an unprotected character must make a
                              Fortitude save once every 10 minutes (DC 15, +1
                              per previous check), taking 1d6 points of
                              nonlethal damage on each failed save. A character
                              who has the Survival skill may receive a bonus on
                              this saving throw and may be able to apply this
                              bonus to other characters as well (see the skill
                              description). Characters wearing winter clothing
                              only need check once per hour for cold and
                              exposure damage.
                             
                           | 
                         
                       
                     
                     
                    Extreme Cold
                    
                      
                        
                          | 
                             
                              Extreme cold (below –20° F) deals 1d6
                              points of lethal damage per minute (no save). In
                              addition, a character must make a Fortitude save
                              (DC 15, +1 per previous check) or take 1d4 points
                              of nonlethal damage. Those wearing metal armor or
                              coming into contact with very cold metal are
                              affected as if by a chill metal spell.
                             
                           | 
                         
                       
                     
                     
                    Falling
                    
                      
                        
                          | 
                             
                              Falling Damage: The basic rule is simple:
                              1d6 points of damage per 10 feet fallen, to a
                              maximum of 20d6.
                             
                            
                              If a character deliberately jumps instead of
                              merely slipping or falling, the damage is the same
                              but the first 1d6 is nonlethal damage. A DC 15
                              Jump
                              check or DC 15
                              Tumble
                              check allows the character to avoid any damage
                              from the first 10 feet fallen and converts any
                              damage from the second 10 feet to nonlethal
                              damage. Thus, a character who slips from a ledge
                              30 feet up takes 3d6 damage. If the same character
                              deliberately jumped, he takes 1d6 points of
                              nonlethal damage and 2d6 points of lethal damage.
                              And if the character leaps down with a successful
                              Jump or Tumble check, he takes only 1d6 points of
                              nonlethal damage and 1d6 points of lethal damage
                              from the plunge.
                             
                            
                              Falls onto yielding surfaces (soft ground, mud)
                              also convert the first 1d6 of damage to nonlethal
                              damage. This reduction is cumulative with reduced
                              damage due to deliberate jumps and the Jump skill.
                             
                           | 
                         
                       
                     
                     
                    Falling Into Water
                    
                      
                        
                          | 
                             
                              Falling into Water: Falls into water are
                              handled somewhat differently. If the water is at
                              least 10 feet deep, the first 20 feet of falling
                              do no damage. The next 20 feet do nonlethal damage
                              (1d3 per 10-foot increment). Beyond that, falling
                              damage is lethal damage (1d6 per additional
                              10-foot increment).
                             
                            
                              Characters who deliberately dive into water take
                              no damage on a successful DC 15
                              Swim
                              check or DC 15 Tumble check, so long as the water
                              is at least 10 feet deep for every 30 feet fallen.
                              However, the DC of the check increases by 5 for
                              every 50 feet of the dive.
                             
                           | 
                         
                       
                     
                     
                    Falling Objects
                    
                      
                        
                          | 
                             
                              Just as characters take damage when they fall more
                              than 10 feet, so too do they take damage when they
                              are hit by falling objects.
                             
                            
                              Objects that fall upon characters deal damage
                              based on their weight and the distance they have
                              fallen.
                             
                            
                              For each 200 pounds of an object’s weight,
                              the object deals 1d6 points of damage, provided it
                              falls at least 10 feet. Distance also comes into
                              play, adding an additional 1d6 points of damage
                              for every 10-foot increment it falls beyond the
                              first (to a maximum of 20d6 points of damage).
                             
                            
                              Objects smaller than 200 pounds also deal damage
                              when dropped, but they must fall farther to deal
                              the same damage. Use Table: Damage from Falling
                              Objects to see how far an object of a given weight
                              must drop to deal 1d6 points of damage.
                             
                            
                              
                                
                                  | Object Weight | 
                                  Falling Distance | 
                                 
                                
                                  | 200–101 lb. | 
                                  20 ft. | 
                                 
                                
                                  | 100–51 lb. | 
                                  30 ft. | 
                                 
                                
                                  | 50–31 lb. | 
                                  40 ft. | 
                                 
                                
                                  | 30–11 lb. | 
                                  50 ft. | 
                                 
                                
                                  | 10–6 lb. | 
                                  60 ft. | 
                                 
                                
                                  | 5–1 lb. | 
                                  70 ft. | 
                                 
                              
                             
                            
                              For each additional increment an object falls, it
                              deals an additional 1d6 points of damage. Objects
                              weighing less than 1 pound do not deal damage to
                              those they land upon, no matter how far they have
                              fallen.
                             
                           | 
                         
                       
                     
                     
                    Heat
                    
                      
                        
                          | 
                             
                              Heat deals nonlethal damage that cannot be
                              recovered until the character gets cooled off
                              (reaches shade, survives until nightfall, gets
                              doused in water, is targeted by endure elements,
                              and so forth). Once rendered
                              unconscious
                              through the accumulation of nonlethal damage, the
                              character begins to take lethal damage at the same
                              rate.
                             
                            
                              A character in very hot conditions (above 90°
                              F) must make a Fortitude saving throw each hour
                              (DC 15, +1 for each previous check) or take 1d4
                              points of nonlethal damage. Characters wearing
                              heavy clothing or armor of any sort take a
                              –4 penalty on their saves. A character with
                              the
                              Survival
                              skill may receive a bonus on this saving throw and
                              may be able to apply this bonus to other
                              characters as well (see the skill description).
                              Characters reduced to unconsciousness begin taking
                              lethal damage (1d4 points per hour).
                             
                            
                              A character who takes any nonlethal damage from
                              heat exposure now suffers from heatstroke and is
                              fatigued. These penalties end when the character recovers
                              the nonlethal damage she took from the heat.
                             
                           | 
                         
                       
                     
                     
                    Severe Heat
                    
                      
                        
                          | 
                             
                              In severe heat (above 110° F), a character
                              must make a Fortitude save once every 10 minutes
                              (DC 15, +1 for each previous check) or take 1d4
                              points of nonlethal damage. Characters wearing
                              heavy clothing or armor of any sort take a
                              –4 penalty on their saves. A character with
                              the Survival skill may receive a bonus on this
                              saving throw and may be able to apply this bonus
                              to other characters as well. Characters reduced to
                              unconsciousness begin taking lethal damage (1d4
                              points per each 10-minute period).
                             
                           | 
                         
                       
                     
                     
                    Extreme Heat
                    
                      
                        
                          | 
                             
                              Extreme heat (air temperature over 140° F,
                              fire, boiling water, lava) deals lethal damage.
                              Breathing air in these temperatures deals 1d6
                              points of damage per minute (no save). In
                              addition, a character must make a Fortitude save
                              every 5 minutes (DC 15, +1 per previous check) or
                              take 1d4 points of nonlethal damage. Those wearing
                              heavy clothing or any sort of armor take a
                              –4 penalty on their saves. In addition,
                              those wearing metal armor or coming into contact
                              with very hot metal are affected as if by a
                              heat metal
                              spell.
                             
                           | 
                         
                       
                     
                     
                    Boliling Water
                    
                      
                        
                          | 
                             
                              Boiling water deals 1d6 points of scalding damage,
                              unless the character is fully immersed, in which
                              case it deals 10d6 points of damage per round of
                              exposure.
                             
                           | 
                         
                       
                     
                     
                    Catching on Fire
                    
                      
                        
                          | 
                            Catching on Fire
                             
                              Characters exposed to burning oil, bonfires, and
                              noninstantaneous magic fires might find their
                              clothes, hair, or equipment on fire. Spells with
                              an instantaneous duration don’t normally set
                              a character on fire, since the heat and flame from
                              these come and go in a flash.
                             
                            
                              Characters at risk of catching fire are allowed a
                              DC 15 Reflex save to avoid this fate. If a
                              character’s clothes or hair catch fire, he
                              takes 1d6 points of damage immediately. In each
                              subsequent round, the burning character must make
                              another Reflex saving throw. Failure means he
                              takes another 1d6 points of damage that round.
                              Success means that the fire has gone out. (That
                              is, once he succeeds on his saving throw,
                              he’s no longer on fire.)
                             
                            
                              A character on fire may automatically extinguish
                              the flames by jumping into enough water to douse
                              himself. If no body of water is at hand, rolling
                              on the ground or smothering the fire with cloaks
                              or the like permits the character another save
                              with a +4 bonus.
                             
                            
                              Those unlucky enough to have their clothes or
                              equipment catch fire must make DC 15 Reflex saves
                              for each item. Flammable items that fail take the
                              same amount of damage as the character.
                             
                           | 
                         
                       
                     
                     
                    Lava
                    
                      
                        
                          | 
                            Lava Effects
                             
                              Lava or magma deals 2d6 points of damage per round
                              of exposure, except in the case of total immersion
                              (such as when a character falls into the crater of
                              an active volcano), which deals 20d6 points of
                              damage per round.
                             
                            
                              Damage from magma continues for 1d3 rounds after
                              exposure ceases, but this additional damage is
                              only half of that dealt during actual contact
                              (that is, 1d6 or 10d6 points per round).
                             
                            
                              An immunity or resistance to fire serves as an
                              immunity to lava or magma. However, a creature
                              immune to fire might still drown if completely
                              immersed in lava (see Drowning, below).
                             
                           | 
                         
                       
                     
                     
                    Smoke
                    
                      
                        
                          | 
                             
                              Smoke: A character who breathes heavy smoke
                              must make a Fortitude save each round (DC 15, +1
                              per previous check) or spend that round choking
                              and coughing. A character who chokes for 2
                              consecutive rounds takes 1d6 points of nonlethal
                              damage.
                             
                            
                              Smoke obscures vision, giving concealment (20%
                              miss chance) to characters within it.
                             
                           | 
                         
                       
                     
                     
                    Starvation and Thirst
                    
                      
                        
                          | 
                            Starvation and Thrist
                             
                              Characters might find themselves without food or
                              water and with no means to obtain them. In normal
                              climates, Medium characters need at least a gallon
                              of fluids and about a pound of decent food per day
                              to avoid starvation. (Small characters need half
                              as much.) In very hot climates, characters need
                              two or three times as much water to avoid
                              dehydration.
                             
                            
                              A character can go without water for 1 day plus a
                              number of hours equal to his Constitution score.
                              After this time, the character must make a
                              Constitution check each hour (DC 10, +1 for each
                              previous check) or take 1d6 points of nonlethal
                              damage.
                             
                            
                              A character can go without food for 3 days, in
                              growing discomfort. After this time, the character
                              must make a Constitution check each day (DC 10, +1
                              for each previous check) or take 1d6 points of
                              nonlethal damage.
                             
                            
                              Characters who have taken nonlethal damage from
                              lack of food or water are
                              fatigued. Nonlethal damage from thirst or starvation
                              cannot be recovered until the character gets food
                              or water, as needed—not even magic that
                              restores hit points heals this damage.
                             
                           | 
                         
                       
                     
                     
                    Suffocation
                    
                      
                        
                          | 
                             
                              Suffocation: A character who has no air to
                              breathe can hold her breath for 2 rounds per point
                              of Constitution. After this period of time, the
                              character must make a DC 10 Constitution check in
                              order to continue holding her breath. The save
                              must be repeated each round, with the DC
                              increasing by +1 for each previous success.
                             
                            
                              When the character fails one of these Constitution
                              checks, she begins to suffocate. In the first
                              round, she falls
                              unconscious
                              (0 hit points). In the following round, she drops
                              to –1 hit points and is
                              dying. In the third round, she suffocates.
                             
                           | 
                         
                       
                     
                     
                    Slow Suffocation
                    
                      
                        
                          | 
                             
                              Slow Suffocation: A Medium character can
                              breathe easily for 6 hours in a sealed chamber
                              measuring 10 feet on a side. After that time, the
                              character takes 1d6 points of nonlethal damage
                              every 15 minutes. Each additional Medium character
                              or significant fire source (a torch, for example)
                              proportionally reduces the time the air will last.
                              When a character falls unconscious from this
                              nonlethal damage, she drops to –1 hit points
                              and is dying. In the next round, she suffocates.
                             
                            
                              Small characters consume half as much air as
                              Medium characters. A larger volume of air, of
                              course, lasts for a longer time.
                             
                           | 
                         
                       
                     
                     
                    Water Dangers
                    
                      
                        
                          | 
                            Water Dangers
                             
                              Any character can wade in relatively calm water
                              that isn’t over his head, no check required.
                              Similarly, swimming in calm water only requires
                              skill checks with a DC of 10. Trained swimmers can
                              just take 10. (Remember, however, that armor or
                              heavy gear makes any attempt at swimming much more
                              difficult. See the
                              Swim
                              skill description.)
                             
                            
                              By contrast, fast-moving water is much more
                              dangerous. On a successful DC 15 Swim check or a
                              DC 15 Strength check, it deals 1d3 points of
                              nonlethal damage per round (1d6 points of lethal
                              damage if flowing over rocks and cascades). On a
                              failed check, the character must make another
                              check that round to avoid going under.
                             
                            
                              Very deep water is not only generally pitch black,
                              posing a navigational hazard, but worse, it deals
                              water pressure damage of 1d6 points per minute for
                              every 100 feet the character is below the surface.
                              A successful Fortitude save (DC 15, +1 for each
                              previous check) means the diver takes no damage in
                              that minute.
                             
                            
                              Very cold water deals 1d6 points of nonlethal
                              damage from hypothermia per minute of exposure.
                             
                           | 
                         
                       
                     
                     
                    Drowning
                    
                      
                        
                          | 
                            Drowning
                             
                              Any character can hold her breath for a number of
                              rounds equal to twice her Constitution score.
                              After this period of time, the character must make
                              a DC 10 Constitution check every round in order to
                              continue holding her breath. Each round, the DC
                              increases by 1.
                             
                            
                              When the character finally fails her Constitution
                              check, she begins to drown. In the first round,
                              she falls
                              unconscious
                              (0 hp). In the following round, she drops to
                              –1 hit points and is
                              dying. In the third round, she drowns.
                             
                            
                              It is possible to drown in substances other than
                              water, such as sand, quicksand, fine dust, and
                              silos full of grain.
                             
                           | 
                         
                       
                     
                   | 
                   | 
                 
              
             
             
             
            AIRBORNE, AQUATIC, AND WEATHER
            
            
              
                
                  | 
                     
                      Airborne
                        Maneuverability
                     
                    
                      
                        
                          
  | 
                          Maneuverability | 
                         
                        
                          
  | 
                          Perfect | 
                          Good | 
                          Average | 
                          Poor | 
                          Clumsy | 
                         
                        
                          
                            Minimum Forward 
                              Speed
                            
                              
                                
                                  | 
                                     
                                      Minimum Forward Speed: If a flying
                                      creature fails to maintain its minimum
                                      forward speed, it must land at the end of
                                      its movement. If it is too high above the
                                      ground to land, it falls straight down,
                                      descending 150 feet in the first round of
                                      falling. If this distance brings it to the
                                      ground, it takes falling damage. If the
                                      fall doesn’t bring the creature to
                                      the ground, it must spend its next turn
                                      recovering from the stall. It must succeed
                                      on a DC 20 Reflex save to recover.
                                      Otherwise it falls another 300 feet. If it
                                      hits the ground, it takes falling damage.
                                      Otherwise, it has another chance to
                                      recover on its next turn.
                                     
                                   | 
                                 
                               
                             
                           | 
                          None | 
                          None | 
                          Half | 
                          Half | 
                          Half | 
                         
                        
                          
                            Hover
                            
                              
                                
                                  | 
                                     
                                      Hover: The ability to stay in one
                                      place while airborne.
                                     
                                   | 
                                 
                               
                             
                           | 
                          Yes | 
                          Yes | 
                          No | 
                          No | 
                          No | 
                         
                        
                          
                            Move Backward
                            
                              
                                
                                  | 
                                     
                                      Move Backward: The ability to move
                                      backward without turning around.
                                     
                                   | 
                                 
                               
                             
                           | 
                          Yes | 
                          Yes | 
                          No | 
                          No | 
                          No | 
                         
                        
                          
                            Reverse
                            
                              
                                
                                  | 
                                     
                                      Reverse: A creature with good
                                      maneuverability uses up 5 feet of its
                                      speed to start flying backward.
                                     
                                   | 
                                 
                               
                             
                           | 
                          Free | 
                          –5 ft. | 
                          No | 
                          No | 
                          No | 
                         
                        
                          
                            Turn
                            
                              
                                
                                  | 
                                     
                                      Turn: How much the creature can
                                      turn after covering the stated distance.
                                     
                                   | 
                                 
                               
                             
                           | 
                          Any | 
                          90º/5 ft. | 
                          45º/5 ft. | 
                          45º/5 ft. | 
                          45º/10 ft. | 
                         
                        
                          
                            Turn in place
                            
                              
                                
                                  | 
                                     
                                      Turn in Place: A creature with good
                                      or average maneuverability can use some of
                                      its speed to turn in place.
                                     
                                   | 
                                 
                               
                             
                           | 
                          Any | 
                          +90º/–5 ft. | 
                          +45º/–5 ft. | 
                          No | 
                          No | 
                         
                        
                          
                            Maximum turn
                            
                              
                                
                                  | 
                                     
                                      Maximum Turn: How much the creature
                                      can turn in any one space.
                                     
                                   | 
                                 
                               
                             
                           | 
                          Any | 
                          Any | 
                          90º | 
                          45º | 
                          45º | 
                         
                        
                          
                            Up angle
                            
                              
                                
                                  | 
                                     
                                      Up Angle: The angle at which the
                                      creature can climb.
                                     
                                   | 
                                 
                               
                             
                           | 
                          Any | 
                          Any | 
                          60º | 
                          45º | 
                          45º | 
                         
                        
                          
                            Up speed
                            
                              
                                
                                  | 
                                     
                                      Up Speed: How fast the creature can
                                      climb.
                                     
                                   | 
                                 
                               
                             
                           | 
                          Full | 
                          Half | 
                          Half | 
                          Half | 
                          Half | 
                         
                        
                          
                            Down angle
                            
                              
                                
                                  | 
                                     
                                      Down Angle: The angle at which the
                                      creature can descend.
                                     
                                   | 
                                 
                               
                             
                           | 
                          Any | 
                          Any | 
                          Any | 
                          45º | 
                          45º | 
                         
                        
                          
                            Down speed
                            
                              
                                
                                  | 
                                     
                                      Down Speed: A flying creature can
                                      fly down at twice its normal flying speed.
                                     
                                   | 
                                 
                               
                             
                           | 
                          Double | 
                          Double | 
                          Double | 
                          Double | 
                          Double | 
                         
                        
                          
                            Between down 
                              and up
                            
                              
                                
                                  | 
                                     
                                      Between Down and Up: An average,
                                      poor, or clumsy flier must fly level for a
                                      minimum distance after descending and
                                      before climbing. Any flier can begin
                                      descending after a climb without an
                                      intervening distance of level flight.
                                     
                                   | 
                                 
                               
                             
                           | 
                          0 | 
                          0 | 
                          5 ft. | 
                          10 ft. | 
                          20 ft. | 
                         
                      
                     
                   | 
                   | 
                  
                     Random Weather 
                    
                      
                        
                          | d% | 
                          Weather | 
                          Cold Climate | 
                          
                            Temperate Climate1
                           | 
                          Desert | 
                         
                        
                          | 01–70 | 
                          Normal weather | 
                          Cold, calm | 
                          Normal for season2 | 
                          Hot, calm | 
                         
                        
                          | 71–80 | 
                          Abnormal weather | 
                          
                            Heat wave (01–30) or cold snap (31–100)
                           | 
                          
                            Heat wave (01–50) or cold snap (51–100)
                           | 
                          Hot, windy | 
                         
                        
                          | 81–90 | 
                          Inclement weather | 
                          Precipitation (snow) | 
                          Precipitation (normal for season) | 
                          Hot, windy | 
                         
                        
                          | 91–99 | 
                          Storm | 
                          Snowstorm | 
                          Thunderstorm, snowstorm3 | 
                          Duststorm | 
                         
                        
                          | 100 | 
                          Powerful storm | 
                          Blizzard | 
                          
                            Windstorm, blizzard4, hurricane, tornado
                           | 
                          Downpour | 
                         
                        
                          | 
                            1
                            Temperate includes forest, hills, marsh,
                              mountains, plains, and warm aquatic.
                           | 
                         
                        
                          | 
                            2
                            Winter is cold, summer is warm, spring and autumn
                              are temperate. Marsh regions are slightly warmer
                              in winter.
                           | 
                         
                      
                     
                   | 
                 
              
             
            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.
                             
                           | 
                         
                       
                     
                     
                   | 
                   | 
                   | 
                   | 
                 
              
             
            
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  
            
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  
            
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
  
            
 
 
 
 
 
 
 
 
  
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