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System Reference Document v3.5



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

MOVEMENT AND TRAVEL

Table: LIGHT SOURCES AND ILLUMINATION

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

Terrain Highway Road or Trail Trackless
Desert, sandy x1 x1/2 x1/2
Forest x1 x1 x1/2
Hills x1 x3/4 x1/2
Jungle x1 x3/4 x1/4
Moor x1 x1 x3/4
Mountains x3/4 x3/4 x1/2
Plains x1 x1 x3/4
Swamp x1 x3/4 x1/2
Tundra, frozen x1 x3/4 x3/4

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
Action Type Attack of
Opportunity1
5-ft. Step No Action No
Activate a magic item (not potion/oil) Standard No
Aid Another Standard Maybe2
Attack (melee) Standard No
Attack (ranged) Standard Yes
Attack (unarmed) Standard Yes
Bull rush Standard No
Cast a quickened spell Free No
Cast a spell (CT=1 standard action ) Standard Yes
Cease concentration on a spell Free No
Charge5 Full-round No
Concentrate to maintain an active spell Standard No
Control a frightened mount Move Yes
Delay No Action No
Deliver coup de grace Full-round Yes
Direct or redirect an active spell Move No
Disarm7 Varies Yes
Dismiss a spell Standard No
Draw a weapon4 Move No
Draw a hidden weapon (Sleight of Hand) Standard No
Drink a potion or apply an oil Standard Yes
Drop and item Free No
Drop to the floor Free No
Escape a grapple Standard No
Escape from a net Full-round Yes
Extinguish flames Full-round No
Feint Standard No
Full Attack Full-round No
Grapple7 Varies Yes
Light a torch Full-round Yes
Light a torch with a tindertwig Standard Yes
Load a hand or light crossbow Move Yes
Load a heavy or repeating crossbow Full-round Yes
(Un)lock weapon in locked gauntlet Full-round Yes
Action Type Attack of
Opportunity1
Lower spell resistance Standard No
Manifest a quickened power Swift No
Manifest a Power (MT = 1 standard action Standard Yes
Manifest a Power (MT = 1 immediate action) Immediate No
Make dying friend stable (Heal) Standard Yes
Mount a horse or dismount Move No
Move Move Yes
Move a heavy object Move Yes
Open or close a door Move No
Overrun Standard No
Pick up an item Move Yes
Prepare components to cast a spell6 Free No
Prepare to throw splash weapon Full-round Yes
Read a scroll Standard Yes
Ready (triggers a standard action) Standard No
Ready or loose a shield4 Move No
Retrieve a stored item Move Yes
Run Full-round Yes
Sheathe a weapon Move Yes
Speak Free No
Stand up from prone Move Yes
Sunder a weapon (attack) Standard Yes
Sunder an object (attack) Standard Maybe3
Total defense Standard No
Trip an opponent7 Varies No
Turn or rebuke undead Standard No
Use extraordinary ability Standard No
Use feat8 Varies Varies
Use skill that takes 1 action Standard Usually
Use skill that takes 1 round Full-round Usually
Use spell-like ability Standard Yes
Use supernatural ability Standard No
Use touch spell on up to 6 friends Full-round Yes
Withdraw5 Full-round No
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

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

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

Frightened

    Frightened: A frightened creature flees from the source of its fear as best it can.

    If unable to flee, it may fight.

    A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks.

    A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.


    Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.

Grappling

    Grappling: Engaged in wrestlin