[Combat] Armor Class Modifiers ►
See
Combat 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 | +01 | +01 |
Grappling (but the attacker is not) | +0 | +0 |
Helpless | -43 | +03 |
Kneeling or sitting | -2 | +2 |
Pinned | -43 | +03 |
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 The defender is flat-footed and cannot add his Dex bonus to AC.
[Combat] Attack Roll modifiers ►
See
Combat 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.
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.
[Combat] Combat Maneuvers ►
See
Combat Maneuvers CMB = BAB + Str modifier + special size modifier |
CMD = BAB + Str modifier + Dex modifier + special size modifier +10 |
Bull Rush Push target 5 ft., +5 ft. for every 5 by which check exceeds CMD |
Dirty Trick Inflict a temporary negative condition |
Disarm Target drops 1 item or 2 items if check exceeds CMD by 10 |
Drag Pull target 5 ft., +5 ft. for every 5 by which check exceeds CMD |
Grapple Both target and attacker gain grappled condition |
Overrun Move through target, knocked prone if check exceeds CMD by 5 |
Reposition Move target 5 ft. within reach, +5 ft. for every 5 by which check exceeds CMD |
Steal Take a worn item from the target |
Sunder Deal damage to item held or worn by target |
Trip Knock target prone, attacker knocked prone if check fails by 10 or more |
[Combat] Concentration Checks ►
See
Concentration Situation | Concentration Check DC |
Cast defensively | 15 + double spell level |
Injured while casting | 10 + damage dealt + spell level |
Continuous damage while casting | 10 + 1/2 damage dealt + spell level |
Affected by a non-damaging spell while casting | DC of the spell + spell level |
Grappled or pinned while casting | 10 + grappler's CMB + spell level |
Vigorous motion while casting | 10 + spell level |
Violent motion while casting | 15 + spell level |
Extremely violent motion while casting | 20 + spell level |
Wind with rain or sleet while casting | 5 + spell level |
Wind with hail and debris while casting | 10 + spell level |
Weather caused by spell | see spell |
Entangled while casting | 15 + spell level |
[Combat] Two-Weapon Fighting Penalties ►
See
Two-Weapon Fighting 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 |
[Conditions] Common Conditions ►
See
ConditionsBlinded: Creature takes a –2 penalty to AC, loses Dex bonus to AC, and takes a –4 penalty on most Str- and Dex-based skill checks and on opposed Perception skill checks. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Creatures must make a DC 10 Acrobatics skill check to move faster than half speed or fall prone.
Broken: Weapons suffer a –2 penalty on attack and damage rolls and only score a critical hit on a natural 20 and only deal ×2 damage. Armor and shields grant half AC bonus and double armor check penalty. Broken wands or staves use twice as many charges.
Confused: 01–25: Act normally, 26–50: Babble for one round, 51–75: Deal 1d8 + Str damage to self, 76–100: Attack nearest creature.
Entangled: No movement if bonds are anchored, otherwise move at half speed. Creature takes a –2 penalty on all attack rolls and a –4 penalty to Dex. Must make concentration check to cast spells.
Exhausted: Creature moves at half speed. –6 penalty to Str and Dex. Rest 1 hour to become fatigued.
Fatigued: Creature cannot run or charge. –2 penalty to Str and Dex. Rest 8 hours to remove.
Frightened: As shaken, except creature must f lee from source.
Grappled: Creature cannot move or take action that requires 2 hands. –4 penalty to Dex. –2 penalty to attacks and combat maneuvers (except checks made to escape). Must make concentration check to cast spells. Cannot take attacks of opportunity.
Nauseated: Creature can only take a move action and cannot attack, cast spells, or concentrate.
Panicked: As frightened, except creature drops held items.
Paralyzed: Creature's Str and Dex reduced to 0. Fliers using wings fall. Creature is helpless.
Pinned: As grappled, except creature is f lat-footed, takes a –4 penalty to AC, and can only take verbal or mental actions (except checks made to escape).
Shaken: Creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks.
Sickened: Creature takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.
Staggered: Creature can only take a move action or standard action (plus swift and immediate).
Stunned: Creature cannot take actions, drops everything held, takes a –2 penalty to AC, and loses its Dex bonus to AC (if any).
[Equipment] Armor/Weapon Hardness & Hit Points ►
See
Smashing an Object Weapon or Shield | Hardness1 | Hit Points2, 3 |
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 | Special4 | armor bonus × 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 Add +2 for each +1 enhancement bonus of magic items.
2 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.
3 Add 10 hp for each +1 enhancement bonus of magic items.
4 Varies by material; see Table 7–13: Substance Hardness and Hit Points.
[Equipment] Breaking Items ►
See
Breaking Items 7-15: 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 Adjustment* |
Hold portal | +5 |
Arcane lock | +10 |
*If both apply, use the larger number.
[Equipment] Object Hardness & Hit Points ►
See
Smashing an Object Object | Hardness | Hit Points | DC |
Rope (1 in. diameter) | 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 |
[Equipment] Substance Hardness & Hit Points ►
See
Smashing an Object Substance | Hardness | Hit Points |
Glass | 1 | 1/in. of thickness |
Paper or cloth | 0 | 2/in. of thickness |
Rope | 0 | 2/in. of thickness |
Ice | 0 | 3/in. of thickness |
Leather or hide | 2 | 5/in. of thickness |
Wood | 5 | 10/in. of thickness |
Stone | 8 | 15/in. of thickness |
Iron or steel | 10 | 30/in. of thickness |
Mithral | 15 | 30/in. of thickness |
Adamantine | 20 | 40/in. of thickness |
[Gamemastering] Experience Point Awards ►
See
Designing Encounters | Individual XP |
CR | Total XP | 1-3 | 4-5 | 6+ |
1/8 | 50 | 15 | 15 | 10 |
1/6 | 65 | 20 | 15 | 10 |
1/4 | 100 | 35 | 25 | 15 |
1/3 | 135 | 45 | 35 | 25 |
1/2 | 200 | 65 | 50 | 35 |
1 | 400 | 135 | 100 | 65 |
2 | 600 | 200 | 150 | 100 |
3 | 800 | 265 | 200 | 135 |
4 | 1,200 | 400 | 300 | 200 |
5 | 1,600 | 535 | 400 | 265 |
6 | 2,400 | 800 | 600 | 400 |
7 | 3,200 | 1,070 | 800 | 535 | 8 | 4,800 | 1,600 | 1,200 | 800 |
9 | 6,400 | 2,130 | 1,600 | 1,070 |
10 | 9,600 | 3,200 | 2,400 | 1,600 |
11 | 12,800 | 4,270 | 3,200 | 2,130 |
12 | 19,200 | 6,400 | 4,800 | 3,200 |
13 | 25,600 | 8,530 | 6,400 | 4,270 |
14 | 38,400 | 12,800 | 9,600 | 6,400 |
15 | 51,200 | 17,100 | 12,800 | 8,530 |
16 | 76,800 | 25,600 | 19,200 | 12,800 |
17 | 102,400 | 34,100 | 25,600 | 17,100 |
18 | 153,600 | 51,200 | 38,400 | 25,600 |
19 | 204,800 | 68,300 | 51,200 | 34,100 |
20 | 307,200 | 102,000 | 76,800 | 51,200 |
21 | 409,600 | 137,000 | 102,400 | 68,300 |
22 | 614,400 | 205,000 | 153,600 | 102,400 |
23 | 819,200 | 273,000 | 204,800 | 137,000 |
24 | 1,228,800 | 410,000 | 307,200 | 204,800 |
25 | 1,638,400 | 546,000 | 409,600 | 273,000 |
[Gamemastering] Treasure Values per Encounter ►
See
Placing Treasure | Treasure per Encounter |
Average Party Level | Slow | Medium | Fast |
1 | 170 gp | 260 gp | 400 gp |
2 | 350 gp | 550 gp | 800 gp |
3 | 550 gp | 800 gp | 1,200 gp |
4 | 750 gp | 1,150 gp | 1,700 gp |
5 | 1,000 gp | 1,550 gp | 2,300 gp |
6 | 1,350 gp | 2,000 gp | 3,000 gp |
7 | 1,750 gp | 2,600 gp | 3,900 gp |
8 | 2,200 gp | 3,350 gp | 6,000 gp |
9 | 2,850 gp | 4,250 gp | 6,400 gp |
10 | 3,650 gp | 5,450 gp | 8,200 gp |
11 | 4,650 gp | 7,000 gp | 10,500 gp |
12 | 6,000 gp | 9,000 gp | 13,500 gp |
13 | 7,750 gp | 11,600 gp | 17,500 gp |
14 | 10,000 gp | 15,000 gp | 22,000 gp |
15 | 13,000 gp | 19,500 gp | 29,000 gp |
16 | 16,500 gp | 25,000 gp | 38,000 gp |
17 | 22,000 gp | 32,000 gp | 48,000 gp |
18 | 28,000 gp | 41,000 gp | 72,000 gp |
19 | 35,000 gp | 53,000 gp | 79,000 gp |
20 | 44,000 gp | 67,000 gp | 100,000 gp |
[Gamemastering] Wealth by Level ►
See
Placing Treasure PC Level* | Wealth |
2 | 1,000 gp |
3 | 3,000 gp |
4 | 6,000 gp |
5 | 10,500 gp |
6 | 16,000 gp |
7 | 23,500 gp |
8 | 33,000 gp |
9 | 46,000 gp |
10 | 62,000 gp |
11 | 82,000 gp |
12 | 108,000 gp |
13 | 140,000 gp |
14 | 185,000 gp |
15 | 240,000 gp |
16 | 315,000 gp |
17 | 410,000 gp |
18 | 530,000 gp |
19 | 685,000 gp |
20 | 880,000 gp |
*For 1st-level PCs, see table 6-1 in Chapter 6.
[Skills] Acrobatics ►
See
Acrobatics.
Move Across a Narrow Surface | Acrobatics DC |
Greater than 3 feet wide | 01 |
1–3 feet wide | 51 |
7–11 inches wide | 10 |
2–6 inches wide | 15 |
Less than 2 inches wide | 20 |
Move Through a Threatened Area | Acrobatics DC2 |
Move through a threatened area | Opponent’s CMD |
Move through an enemy’s space | 5 + opponent’s CMD |
Long Jump | Acrobatics DC |
5 feet | 5 |
10 feet | 10 |
15 feet | 15 |
20 feet | 20 |
Greater than 20 feet | +5 per 5 feet |
High Jump | Acrobatics DC |
1 foot | 4 |
2 feet | 8 |
3 feet | 12 |
4 feet | 16 |
Greater than 4 feet | +4 per foot |
Acrobatics Modifiers | DC Modifier |
Slightly obstructed (gravel, sand) | +2 |
Severely obstructed (cavern, rubble) | +5 |
Slightly slippery (wet) | +2 |
Severely slippery (icy) | +5 |
Slightly sloped (<45°) | +2 |
Severely sloped (>45°) | +5 |
Slightly unsteady (boat in rough water) | +2 |
Moderately unsteady (boat in a storm) | +5 |
Severely unsteady (earthquake) | +10 |
Move at full speed on narrow or uneven surfaces | +53 |
1 No check needed unless modifiers increase the DC to 10 or higher.
2 Increase the DC by 2 for each additional opp. avoided in 1 round.
3 This does not apply to checks made to jump.
[Skills] Bluff ►
See
Bluff. Opposed by
Sense Motive.
Circumstances | Bluff Modifier |
The target wants to believe you | +5 |
The lie is believable | +0 |
The lie is unlikely | –5 |
The lie is far-fetched | –10 |
The lie is impossible | –20 |
The target is drunk or impaired | +5 |
You possess convincing proof | up to +10 |
Feint DC: Bluff check vs. "10 + your opponent’s base attack bonus + your opponent’s Wisdom modifier" or "10 + your opponent’s Sense Motive bonus", whichever is higher. For more information on feinting in combat, see
Combat.
[Skills] Climb ►
See
Climb.
Example Surface or Activity | Climb DC |
A steep slope, or a knotted rope next to a wall | 0 |
A rope next to a wall or a knotted rope | 5 |
A surface with ledges, rough wall, or ship rigging | 10 |
Any surface with handholds, a tree, or an unknotted rope | 15 |
An uneven surface with narrow handholds | 20 |
A rough surface, such as a rock or brick wall | 25 |
An overhang or ceiling with handholds only | 30 |
A perfectly smooth vertical (or inverted) surface cannot be climbed. |
Climb Modifiers | DC Modifiers |
Brace against two opposite walls | –10 |
Brace against two perpendicular walls | –5 |
Surface is slippery | +5 |
[Skills] Diplomacy ►
See
Diplomacy.
Starting Attitude | Diplomacy DC |
Hostile | 25 + creature's Cha modifier |
Unfriendly | 20 + creature's Cha modifier |
Indifferent | 15 + creature's Cha modifier |
Friendly | 10 + creature's Cha modifier |
Helpful | 0 + creature's Cha modifier |
Request | DC Modifier |
Give simple advice or directions | –5 |
Give detailed advice | +0 |
Give simple aid | +0 |
Reveal an unimportant secret | +5 |
Give lengthy or complicated aid | +5 |
Give dangerous aid | +10 |
Reveal an important secret | +10 or more |
Give aid that could result in punishment | +15 or more |
Additional requests | +5 per request |
[Skills] Disable Device ►
See
Disable Device.
Device | Time | Disable Device DC* | Example |
Simple | 1 round | 10 | Jam a lock |
Tricky | 1d4 rounds | 15 | Sabotage a wagon wheel |
Difficult | 2d4 rounds | 20 | Disarm a trap, reset a trap |
Extreme | 2d4 rounds | 25 | Disarm a complex trap, cleverly sabotage a clockwork device |
* If you attempt to leave behind no trace of your tampering, add 5 to the DC.[Skills] Fly ►
See
Fly.
Flying Maneuver | Fly DC |
Move less than half speed and remain flying | 10 |
Hover | 15 |
Turn greater than 45° by spending 5 feet of movement | 15 |
Turn 180° by spending 10 feet of movement | 20 |
Fly up at greater than 45° angle | 20 |
[Skills] Heal ►
See
Heal.
Task | DC |
First aid | 15 |
Long-term care | 15 |
Treat wounds from caltrops, spike growth, or spike stones | 15 |
Treat deadly wounds | 20 |
Treat poison | Poison’s save DC |
Treat disease | Disease’s save DC |
[Skills] Knowledge ►
See
Knowledge.
Task | Knowledge DC |
Easy question | 10 |
Basic question | 15 |
Hard question | 20+ |
Identify auras using detect magic (arcana) | 15 + spell level |
Identify a spell effect that is in place (arcana) | 20 + spell level |
Identify underground hazard (dungeoneering) | 15 + hazard's CR |
Identify dangerous construction (engineering) | 10 |
Recognize regional terrain features (geography) | 15 |
Know obscure or ancient event (history) | 20 |
Know local laws, rulers, and popular locations (local) | 10 |
Identify a common plant or animal (nature) | 10 |
Know proper etiquette (nobility) | 15 |
Identify a creature's planar origin (planes) | 20 |
Recognize a common deity's symbol or clergy (religion) | 10 |
Know a monster's abilities or weaknesses (varies) | 10 + monster's CR |
[Skills] Perception ►
See
Perception.
Detail | Perception DC |
Hear the sound of battle | –10 |
Notice the stench of rotting garbage | –10 |
Detect the smell of smoke | 0 |
Hear the details of a conversation | 0 |
Notice a visible creature | 0 |
Determine if food is spoiled | 5 |
Hear the sound of a creature walking | 10 |
Hear the details of a whispered conversation | 15 |
Find the average concealed door | 15 |
Hear the sound of a key being turned in a lock | 20 |
Find the average secret door | 20 |
Hear a bow being drawn | 25 |
Sense a burrowing creature underneath you | 25 |
Notice a pickpocket | Opposed by Sleight of Hand |
Notice a creature using Stealth | Opposed by Stealth |
Find a hidden trap | Varies by trap |
Identify the powers of a potion through taste | 15 + the potion’s caster level |
Perception Modifiers | DC Modifier |
Distance to the source, object, or creature | +1/10 feet |
Through a closed door | +5 |
Through a wall | +10/foot of thickness |
Favorable conditions1 | –2 |
Unfavorable conditions1 | +2 |
Terrible conditions2 | +5 |
Creature making the check is distracted | +5 |
Creature making the check is asleep | +10 |
Creature or object is invisible | +20 |
1 Favorable and unfavorable conditions depend upon the sense being used to make the check.
2 As for unfavorable conditions, but more extreme.
[Skills] Ride ►
See
Ride.
Task | Ride DC |
Guide with knees | 5 |
Stay in saddle | 5 |
Fight with a combat-trained mount | 10 |
Cover | 15 |
Soft fall | 15 |
Leap | 15 |
Spur mount | 15 |
Control mount in battle | 20 |
Fast mount or dismount | 20 |
[Skills] Spellcraft ►
See
Spellcraft.
Task | Spellcraft DC |
Identify a spell as it is being cast | 15 + spell level |
Learn a spell from a spellbook or scroll | 15 + spell level |
Prepare a spell from a borrowed spellbook | 15 + spell level |
Identify the properties of a magic item using detect magic | 15 + item’s caster level |
Decipher a scroll | 20 + spell level |
Craft a magic item | Varies by item |
[Skills] Survival ►
See
Survival.
Track Creatures over Listed Surface | Survival DC |
Very soft ground | 5 |
Soft ground | 10 |
Firm ground | 15 |
Hard ground | 20 |
Condition | Survival DC Modifier |
Every three creatures in the group being tracked | –1 |
Size of creature or creatures being tracked:1 | |
-Fine | +8 |
-Diminutive | +4 |
-Tiny | +2 |
-Small | +1 |
-Medium | +0 |
-Large | –1 |
-Huge | –2 |
-Gargantuan | –4 |
-Colossal | –8 |
Every 24 hours since the trail was made | +1 |
Every hour of rain since the trail was made | +1 |
Fresh snow since the trail was made | +10 |
Poor visibility:1 | |
-Overcast or moonless night | +6 |
-Moonlight | +3 |
-Fog or precipitation | +3 |
Tracked party hides trail (and moves at half speed) | +5 |
1 Apply only the largest modifier from this category.
[Skills] Swim ►
See
Swim. Move at quarter speed.
Water Condition | Swim DC |
Calm water | 10 |
Rough water | 15 |
Stormy water | 201 |
1 You can’t take 10 on a Swim check in stormy water, even if you aren’t otherwise being threatened or distracted.
[Skills] Wind Effects on Flight ►
See
Fly.
Wind Force | Wind Speed | Checked Size | Blown Away Size | Fly Penalty |
Light | 0–10 mph | — | — | — |
Moderate | 11–20 mph | — | — | — |
Strong | 21–30 mph | Tiny | — | –2 |
Severe | 31–50 mph | Small | Tiny | –4 |
Windstorm | 51–74 mph | Medium | Small | –8 |
Hurricane | 75–174 mph | Large | Medium | –12 |
Tornado | 175+ mph | Huge | Large | –16 |