Dim Light. Dim light is areas that are weakly illuminated, a cloudy night, in a fog, underwater, or in shadows outside of normal light.
Normal light. Normal light is considered to be somewhat shadowy—torch light, lantern light, forest light, light from a magical sword, the light spell, etc. Unobstructed strong moonlight may be considered normal light (out to 30-60 feet), per the GM.
Bright Light. This is considered to be outside in sunlight, without obstructions, or in the radius of a continual light spell. In certain cases, the GM may decide that multiple sources of strong normal light (3+ torches, multiple light spells) may be equivalent to bright light in the area of overlap particularly with respect to being able to see certain types of creatures (eg. shadows).
Darkness. This is a condition with an absence of normal light. Creatures that cannot see are typically considered to be blind. In the case of low moonlight, slow movement may be possible per the GM but anything past 10 feet is undetected using sight.
Other Considerations. Fog, mist or other conditions may offer concealment. See Cover and Concealment.
Infravision. Some creatures have the ability to detect infrared radiation called infravision. All objects emit some level of thermal radiation and the degrees of heat are noted by the creature with infravision as a glow detectable within 60 feet. The ability only works in darkness as visible light overrides the ability to detect the longer wavelength infrared. Thus, a creature cannot use it’s infravision while within the radius of a light source. If standing outside the radius of a light source, the creature can see into the light normally and 60 feet all around itself in the darkness with infravision. The ability has a high degree of precision and creatures born with the ability can “see” very well with it by interpreting the minute variations in heat or lack of heat (cold). However, unless metals are used in ink, visible light is required to read words on a page. Underground denizens have become adept at choosing materials for writing, artwork, and fashion that stand out when viewed with infravision. A large heat source (not emitting light) does have the ability to “hide” a smaller one but the smaller must have at least 50% cover/concealment behind the larger and the larger must be significantly hotter. The same goes for very cold things.
Creatures attempting to use darkness as cover, like thieves hiding in shadows, will find they are easily seen by creatures with infravision unless they are behind cover (100% cover is required if the cover is colder than the creature attempting to hide) or a light source is nearby.
All creatures that possess infravision also have normal night vision.
Infravision, Superior. Some creatures can detect infrared out to distances further than 60 feet. This is called superior infravision and allows these creatures to detect even longer wavelengths of infrared radiation (the further away the heat source, the longer the wavelength). This comes with some loss of clarity, but small objects can be seen and individuals can be recognized. Creatures with superior infravision can be noted in the darkness within 30 feet from their glowing red eyes. All creatures that possess infravision also have normal night vision.
Night Vision. Normal night vision allows good sight out to 100 yards outside.
Night Vision, Exceptional. Some creatures have sight organs that amplify available light, allowing it to see in low-light conditions like outdoors in the darkness or in deep forests. Exceptional night vision allows good sight out to 300 yards outdoors (or more if indicated).
Ultravision. Some creatures have the ability to detect ultraviolet radiation of various types which is normally invisible. Like infravision, when with the radius of visible light, UV light waves cannot be seen. The primary source of UV radiation is the sun and this radiation tends to become trapped in the atmosphere allowing vision when outdoors at night. Clouds or fog will block or absorb this radiation limiting the range of ultravision somewhat. Vision quality is much like night vision including the ability to see in color. Other sources of UV radiation will allow sight with ultravision including certain mineral deposits found underground. Depending on the make up of the material reflecting the UV radiation, new and broader variations of colors may be detected. Most insects have ultravision, as do birds, some mammals, and some humanoids or monsters as noted in their description. Ultravision allows sight out to 300 yards outside at night or 150 yards if conditions are cloudy.
Other Senses. Some creatures have other senses to detect foes, see the Vile Monsters, Attributes and Abilities.
Normally movement from the light of a torch to darkness nearby will not affect a creature's ability to see if using any of the special vision types given above. The GM may impose a small delay (up to 2 segments) for movement from very bright light to total darkness (ie. all light nearby is extinguished). In this case, during the delay, the creature affected cannot see.
When creatures move through obstructed spaces, through a partially blocked doorway or through heavy foliage, their speed of movement will be affected. If a creature finds itself in a space too small for it's size, it will be hindered and weapon use is limited.
Moving Through Obstructions. The GM will rate the level of obstruction. This may cost 10-ft. of movement for the round or more. In addition, the GM may determine once the obstruction has been cleared, no more movement is available. A charge attack cannot be executed through an obstruction.
Difficult Terrain. Any terrain that is more difficult to move through than level dry ground can be deemed difficult terrain. Typically, the effect will cause all movement to be at half speed through that area. For terrain that is particularly "difficult", the GM may rule that the movement cost is higher and/or other effects apply (Dexterity save vs. Petrify for slipperiness or the like). Similarly, engaging in melee in such areas could result in a loss of Dexterity bonuses to armor class. A charge attack cannot be executed through difficult terrain.
Operating in a "Small Space". A small space is one that is smaller than the space needed for normal activity based on creature size. The following concentrates primarily on the activities by humanoids and the GM will rule on a case-by-case basis for differently shaped creatures. A creature in a very restricted space cannot turn and, with regard to attacks against it's rear, it is considered immobile. To understand weapon space required, use the section detailing melee weapons ("SPC").
2-ft. diameter. Most Small sized humanoids of about 3-ft. high can crawl through this space. If combat occurs, the creature is hindered (at a minimum) and weapon space required is limited to 1-ft. Unarmored Man-sized humanoids of around 4-ft. to 6-ft. can worm their way through if all gear is removed and the humanoid is not deemed to bulky by the GM (a speed of 10-ft. per round). Such creatures cannot conduct combat unless the GM approves some sort of special attack. Large creatures cannot enter.
3-ft. diameter. Small sized humanoids of about 3-ft. tall can operate normally with normal restrictions for weapon space requirements. Man-sized humanoids can crawl (unarmored; at a speed of 10-ft. per round) or worm or be pulled through (if armored). If combat occurs and the creature is unarmored, the creature is hindered (at a minimum) and weapon space required is limited to 1-ft. Large creatures cannot enter.
5-ft. diameter. Small sized humanoids of about 3-ft. tall can operate normally with normal restrictions for weapon length. Man-sized humanoids can operate normally with normal restrictions for weapon length. Large-sized humanoids of up to 10-ft. tall can crouch (moves at half speed) or crawl through (a speed of 10-ft. per round). If combat occurs and the Large creature is not too bulky (per the GM), the creature is hindered (at a minimum) and melee is limited to natural weapons (typically bite attacks only).
5-ft. wide but taller than 5-ft. Small sized humanoids of about 3-ft. tall can operate normally with normal restrictions for weapon length. Man-sized humanoids can operate normally with normal restrictions for weapon length. Large-sized humanoids up to 12-ft. tall can move though at normal speed (unless very bulky). If combat occurs, the creature is hindered (at a minimum) and weapon space required is limited to 2-ft.
10-ft. wide. Man-sized or smaller creatures operate normally. Large-sized humanoids can attack normally with natural weapons or weapons requiring space of 4-ft. or shorter. Crouching creatures are hindered and move at half speed.
Other Considerations. Fog, mist or other conditions may offer concealment. See Cover and Concealment.
Most creatures have the ability to hear in some capacity. The act of "hearing noise" or a hear check, depends upon the creature's natural ability and training.
Ambient Noise. Ambient noise has a direct impact to hearing noise with or without a hear check. While GM will determine specific effects, some general guideline are:
No or Low Ambient Noise. No impact on hearing.
Medium Amounts of Ambient Noise. E.g. Others (few) talking at normal volume; Others moving about normally; On horse back outside; A light breeze; A burbling stream; Melee combat nearby; etc. Over 30-ft., ranges halved and no comprehension of speech unless the speaker is speaking directly.
High Amounts of Ambient Noise. E.g. Many creatures talking; Movement in a carriage; Near a flowing river; A strong wind; etc. Normal speech and movement is heard within 10-ft. All other ranges are at half to 1/3rd (per the GM).
Very High Amounts of Ambient Noise. Water fall; In a storm; etc. Hear checks required for typical conversation within 10-ft.; All other hearing is rendered in effective.
Head Gear. A typical helmet will not obstruct hearing. A great helm gives the wearer a base of Medium Ambient Noise in areas of Low Ambient Noise. You must take off any headgear (helmets, helms, or anything that obstructs the ear) in order to make a hear check.
Speech: Normal volume speech can be heard and comprehended within 30-ft. no matter the facing of the speaker and listener. A speaker facing a listener and speaking to them can be heard at double this range. Loud speech can double these ranges. Spell casting using a verbal component is always at normal volume.
Movement (or other activities): In areas of low ambient noise, moving creatures can automatically be heard if they come within 30 feet of a listener. If wearing armor or hard boots (including long claws on stone), the range of automatic detection is greater:
Hearing Through Portals. Ranges noted for movement above are halved through a closed portal. Loud speech can be detected without a hear check if listening at a closed portal (but without comprehension).
Hear Noise. [complex]
A creature that is not moving (but not immobile) can perform a hear check. This chance is typically 0% plus the creature's racial bonus. If a racial bonus is not given, the GM will use +10% as the value (unless the creature is noted as having poor hearing). If attempting a hear check beyond a closed portal, the listener must put their ear against the portal (or use a device like a cone pressed against the portal and held to their ear). Examples of hear checks of successful hear checks:
Listening at a Door. Success means you can hear creature activity on the other side of the portal. i.e. Talking will be heard as murmurs, movement in metal armor as jingling, large creatures moving as thumping steps, hard booted movement as clacking steps, loud snoring as.. snoring, etc. If your ability to hear noise is over 20%, you might be able to discern language (if familiar with it) and/or some actual words (per the GM). Creatures not engaged in noisy activity (behind a closed portal) cannot be heard even with a successful check.
Listening Across an Open Distance. Soft speech (not whispers) can be heard and comprehended within 30-ft. with a successful hear check. Whispers can be heard and comprehended within 10-ft. with a successful hear check. The ranges are 45-ft. and 15-ft. respectively to hear the activity without comprehension (with a successful check). Magic item command words can be softly spoken but not whispered.
Pinpointing an Invisible Creature. You can use a successful hear check to sense the location of an invisible creature. At the end of the round, you will pinpoint the location (or square) of an invisible creature (not in engaged in melee) and can communicate this to allies. You and your allies can then take this information in account during actions in the next round.
Moving Silently. A creature that makes a successful move silently check cannot be heard (moving) at any range.
A creature with exceptional hearing gains the following abilities:
Doubles ranges for hearing (with or without a hear check).
Lowers the creature's Surprise check by 5-10%
Gains a +20% racial bonus to hear checks.
Gains a bonus to Sense Invisible checks.
Some individuals have an especially good sense of hearing.
This chance is equal to the character's race's hear check chance and is determined when the character is created.
Roll a hear check for the character.
If successful, the character has keen hearing and adds 5% to the character's hear check.
If the result the check was 5% or lower, the character gains a bonus of 10% ("superior keen hearing") instead.
The individual is treated as if they had exceptional hearing with regard to checks.
Strong scents can be detected by typical humanoids within 30-ft. and pinpointed within 10-ft.
A creature with an exceptional sense of smell gains the following abilities:
Lowers the creature's Surprise check by 5-10%
Can detect (but not pinpoint) creatures via scent within 30-60-ft. (depending on alertness; double range if upwind) with a sense invisible check.
Gains a bonus to Sense Invisible checks.
Some races have an ability called keen senses, this relates to vision but includes detection of air flow, olfaction, thermal sensitivity, and the ability to discern details in color. These individuals can detect anomalies through passive observation, just by walking past them (in exploration mode, see Time & Movement). They also have a much better chance to find anomalies when taking the time to carefully search. See Scan Checks and Search Checks below.
Keen senses grant a bonus to Sense Invisible checks.
If an invisible creature does not make noise, the base chance of detection is 0%. Even if an invisible creature makes noise, it cannot normally be pinpointed at ranges beyond 10 feet (without a visual cue or special senses).
Some creatures possess superior senses that allow them to sense invisible creatures at range and pinpoint them. They do this by making a Sense Invisible check.
Sense Invisible Check. [innate] (minor) Some creatures, including character races, have the ability to sense invisible creatures based on hit dice and Intelligence. They notice a wavering in the air or notice air movement, etc. If an invisible creature is operating nearby, and there is a non-zero chance of detection, this check is made EACH round (once the round begins).
Range of Detection
This depends on the ambient conditions and alertness of the creatures in the area. Thus, will vary between 10-ft and around 60-ft. In typical combat situations, the range will be 15-ft to 30-ft.
Sense Invisible Chart
The base chance of detection represented in the chart is considered to be an over-arching chance utilizing the creature’s experience and intellect at awareness. Adjustments to this chart use a modifier to the creature’s Intelligence.
Special Ability. If the invisibile creature negates some or all of these abilities, the adjustments will not apply. Echolocation grants the ability, See Invisible (see below). Tremorsense will detect an invisible creature automatically if both creatures are in contact with the ground (solid surface).
Base Detection Chance. If the creature that has the listed special ability does not have a rating on the Sense Invisible Chart, the detection chance will be the sum of these percentages, otherwise the creature will use the better of the two chances (ie. this number vs. the number provided by the Sense Invisible chart).
Int Mod. If the creature with the special ability has a rating on the Sense Invisibility Chart, the creature will gain the listed adjustment to the Intelligence score rating.
Conditions. These adjustments apply in similar fashion to the special abilities. If noted in parenthesis, the listed condition will NOT stack with the special ability of the same sort.
Special Adjustments. The GM will adjust the base detection chance based on circumstance (typically +/- 5-50%). Examples are the invisible creature is carrying visible items, interacting with visible objects (doors, chairs, etc.), or the like. The GM may also assign higher numbers if the creature's senses are particularly powerful (eg. hell hounds).
When an invisible creature encounters others, and there is a chance of detection, the GM will roll a Surprise check.
Distance is determined normally but the range will be at the minimum needed for detection if the non-invisible creatures are not surprised.
If the non-invisible creatures are not surprised, they become aware of "something" nearby. They have Awareness of the invisible creature.
At the beginning of the first normal combat round (after the declare step), any creature that has a chance to detect the invisible creature will roll a Sense Invisible check as an immediate action. If attempting to use a Complex activity to sense the invisible creature, for example, listening for movement, the check is made at the end of the round. Such checks are not Sense Invisible checks, but tied to the sense itself, such as a Hear Noise check (ie. can be made in addition to the Sense Invisible check).
Once an invisible creature is detected, the individual that made the check can pinpoint their location while they remain in line of sight. If the invisible creature leaves line of sight for more than 1 round, it must be detected again.
Checks are made for every individual creature to detect every invisible creature.
If an invisible creature attacks a creature in melee and stays invisible, detection by the attacked creature is automatic. Other creatures in melee must roll Sense Invisible checks normally. See also Combat, Cover, Concealment, & Invisibility.
See Invisible. A creature with the see invisible ability can see invisible opponents normally and no adjustments are necessary.
Examine. [complex] (concentration)
Creatures with expert mining ability can spend one round observing nearby phenomena (within 10-ft.) and if successful, certain information is gleaned.
The individual with the ability declares it's use and spends 1 round in concentration and observation.
One check is made by the GM using a d% and, if successful, any observable phenomena in range is detected.
The type of phenomena that can be detected is a function of race. See Character Races or the description of the creature in Vile Monsters.
Scan. [simple]
Creatures with Keen Senses can scan for anomalies while moving in exploration mode. This takes no additional time on top of their normal exploration speed. Anomalies may include secret or concealed doors/passages, hidden compartments, cracks or seams, or even simple traps like trip wires or objects/plates on/in the floor ahead.
When an individual with keen senses moves throughout an area in exploration mode, the GM will roll one scan check to detect anomalies.
This ability works passively without the need to declare it's use.
The definition of an "area" is per the GM, but is typically a room or corridor.
One check is made by the GM (per individual) using a d6 and, if successful, any observable phenomena in range is detected.
Success is typically a result of 1 (d6; 1).
If successful, the GM will inform the player what has been detected (e.g. a seam or crack, etc.).
Details will be sparse unless a successful search check is executed.
Rolls are made in secret and results are not shared.
More than one individual can scan the same area, but no individual can scan the same area twice in the same 24 hour span.
An individual can declare a scan check to closely look over an object, such as a desk or open chest. A successful scan check may reveal anomalies with regard to the object.
Search. [complex] (concentration)
Any creature can perform a complex activity to search a 10-ft. square area for anomalies or, if an anomaly has been detected, more detailed information about a single anomaly. Thus, a wall can be searched for the presence of secret doors or a secret door, already detected due to a successful scan check, can be searched for a way to open it. When searching, all objects in the area are also considered to be searched.
An individual declares the search activity and indicates the area to the GM.
One check is made by the GM using a d6 and, if successful, any observable phenomena in range is detected.
Success is typically a result of 1 (d6; 1) for those without keen senses.
Otherwise, success is typically a result of 1 or 2 (d6; 1-2) for those with Keen Senses. Finding things simply concealed will increase the chance to 50% (d6; 1-3).
If successful, the GM will inform the player what has been detected (e.g. a seam or crack, a mechanism for opening a portal, etc.).
Rolls are made in secret and results are not shared.
More than one individual can search the same area, but no individual can search the same area twice in the same 24 hour span.
Players can overcome a failed check by giving the GM a detailed set of instructions regarding their activity (ie. chopping into something with an axe or placing a piece of wood in a depression and turning it clockwise, etc.). This activity could span more than one round.
If the GM determines the activity would result in a discovery without a dice roll, the GM will impart the (sometimes vague) information as deemed appropriate.
Find Traps. [complex] (concentration)
Any creature can declare an intent to search for traps.
For individuals without the ability to find traps, this is treated as a failed search check. i.e. The individual must provide the GM with a detailed set of activities being performed.
If the GM determines the activity would result in a discovery without a dice roll, the GM will impart the (sometimes vague) information as deemed appropriate. The information may result in a chance to avoid the trap (or not; per the GM).
For individual with the ability to find traps, an individual declares the find traps activity and indicates the 10-ft. area to the GM.
The check is made by the GM using a d% and, if successful, up to one observable mechanism in range will be detected (determined by the GM). Details will be sparse until a successful remove traps check is rolled. See The Thief more more details.
Rolls are made in secret and results are not shared.
More than one individual can search the same area, but no individual can search the same area twice in the same 24 hour span.
Humanoid creatures have two primary methods of opening portals or bypassing certain barriers. The creature’s Strength score determines their ability to “open doors”, “bend bars”, or “lift gates”.
Minor Strength Check. [other] (major, 1 segment) This includes any tests of Strength related to opening stuck (or for very high Strength, locked) doors. It can also serve for similar feats, moving a stone lid, pulling a stuck lever, pushing a heavy table, etc. This check also includes the ability to break open a locked door (if the creature has a high Strength score, see Strength).
Major Strength Check. [complex] While this test of Strength includes bending bars and lifting gates, it will also serve for bending items or dead lifting objects (without moving) over the character’s maximum encumbrance.
Bending Bars. Typically, gates are constructed with crossbars. This means, for a typical door-sized gate, the opening made by bending bars is very small. A small humanoid over 2-ft. tall will take 1 round to squeeze through it. A man-sized humanoid, if slender, can squeeze through (if wearing no armor) in 1d4+1 rounds. A larger gate will support larger openings: a small humanoid can move through normally, a man-sized humanoid will squeeze through in 1 round and a large (under 10-ft.) humanoid can slowly squeeze through unarmored. Of course, larger gates typically have thicker bars (causing a penalty to a roll for bending—thus these are normally lifted).
Lifting Gates. Normally a creature that succeeds on this roll can lift a heavy gate for 1 round. If the gate is within the creatures encumbrance (unlikely for even very strong man-sized humanoids), it can be held up for much longer. Otherwise, each Strength bonus to melee attack will add 1 round to the time lifted.
Crowbars. A crowbar may be used to break an exposed locking mechanism like a large padlock. Locks built into a portal or container cannot be broken by a crowbar. For normal (pad)locks, make a minor Strength check to break open using the crowbar. Unless precautions are made, this will make substantial noise. A crowbar may add up to 5% to a major Strength check if it can provide proper leverage for the task. A crowbar can also be used as a weapon (use the proficiency and statistics for a club).
Damaging Structures
Using melee weapons against constructions is typically useless. However, some consideration is given based on the type of weapon and the material it is being used upon.
Typical barriers will have “structural hit points” ("shp") which are a type of hit point value for structures—a blow from an appropriate weapon that does 10 or more hit points of damage will do one-half of a “structural point” of damage to the structure. Values for common barriers are:
Wooden Door = 1 structural point (1 shp)
Wooden Door, Reinforced = 3 structural points (3 shp)
Metal Gates/Grates = 5 structural points (5 shp)
Iron Door (1 inch plates) = 10 structural points (cannot be harmed unless by siege engines or spells)
Adjustments to Damage Against Wooden Barriers (e.g. wood doors). Against doors made primarily of wood (no iron plating), an axe-type of weapon that does cutting/chopping damage will do 0.5 structural points of damage for every blow that does, at minimum, 10 hit points of damage. If damage done is less than this, no structural damage occurs (although cosmetic damage is done). Pole arms with axe-heads and battle axes receive a +4 bonus on this damage (A door’s AC is 10; No armor defense adjustment) and most doors will be treated as Large sized. Note that weapons must have the required space to operate effectively.
Soft Stone Barriers (e.g. bricked walls). Against barriers made primarily of soft stone and not more than about a 1 foot in thickness, a pick-type of weapon will do 0.5 structural points of damage for every blow that does, at minimum, 10 hit points of damage. If damage done is less than this, no structural damage occurs (although cosmetic damage is done). Military picks receive a +4 bonus on this damage (A wall’s AC is 10; No base armor rating) and most barriers will be treated as Large sized. Note that weapons must have the required space to operate effectively.
Item Saving Throws. Many times, it is necessary to destroy a container to get at what lies inside. Use the rules for Item Saving Throws.
Wooden Containers (e.g. wood chests). Against stout containers made primarily of wood (no iron plating), an axe-type of weapon that does cutting/chopping damage will require the item to save vs. Crushing Blow for every blow that does, at minimum, 10 hit points of damage. If damage done is less than this, then a save vs. Normal Blow is made. Pole arms with axe-heads and battle axes receive a +4 bonus on this damage (A container’s AC is 10; No armor defense adjustment; Damage by the weapon is based on the size of the object). Reinforced wooden containers (like chests) will receive a bonus of +3 on saving throws vs. blows by melee weapons. Note that weapons must have the required space to operate effectively.
Climbing creatures are off balance. Humanoids climbing must use two hands to move. If hanging and using one hand to attack, the climber is considered immobile as well as off balance. Furthermore, climbers suffer a -2 penalty to Dexterity based saves. If fighting on a severe slope, off balance attack and save penalties are half. See Conditions.
Characters can attempt to insure greater group security by roping together-tying the characters to a rope with 20 or 30 feet of slack between them. A party that is roped together insures that no single member will suffer a damaging fall; however, the group takes the risk of all members falling together.
Characters who are roped together must move at the rate of the slowest member. The order of characters on the rope (first, second, third, etc.) should be noted on paper or displayed with miniatures.
If one character falls, the characters on each side of him must make a Strength check (an Ability Score check against a DC indicated below). If the lead or end character falls, the next character must make a Strength check.
If both checks are successful, the fall is stopped immediately. If one character arrests the fall, but the other fails, the successful character must check again to arrest the fall of two characters (-10 modifier). In addition, the character next to the second character to fall must make a Strength Check to catch two characters.
Each time the weight of a new character is added to those who have fallen, the characters who have not fallen but are adjacent to those falling must make additional Strength Checks. This process is continued until a successful Strength Check is made to each side of the falling characters, or until the entire party falls.
If a character or characters on the end of the rope fall, only the single character next to the falling character must make a check.
Making Strength Checks to Hold Your Position
Adjustments are based on ability score. See the Ability Score Adjustments table.
Falls further than 20-ft. requires a DC 20 check.
Falls further than 10-ft. requires a DC 15 check.
Falls into liquid or less than 10-ft. require a DC 10 check.
Especially heavy characters or creatures will add a penalty (per GM) to the roll as will being Small (if attempting to roll a check to hold on).
Any creature that falls more than 5 feet will take 1d6 blunt/bludgeoning damage per 10-feet fallen—cumulative. Thus, a 30-ft. fall will cause 6d6 damage (1d6+2d6+3d6). This damage will never go beyond a maximum of a total of 20d6 damage (“terminal velocity”).
Very small creatures will take less damage from a fall. Creatures weighing 1-lb. to 3-lbs. will take 1d3-1 damage (minimum 1 per die) per 10 feet fallen (non-cumulative) and a maximum of 10d3-6 from any fall. Creatures weighing under 1-lb. will take 1d2-1 damage (minimum 0 per die) per 10 feet fallen (non-cumulative) and a maximum of 10d2-6 from any fall.
Very large creatures take more damage from falls. Creatures weighing 400-lbs. to 1,000-lbs. use the 1d6 method above but will take d10 damage instead. Creatures over this weight will take d20 damage instead of d6.
Jumping to avoid damage. If a character deliberately jumps instead of merely slipping or falling, the character receives no damage for the first 10 feet and if no damage is taken, lands on their feet.
Falling onto Soft Surface. Falls onto yielding surfaces (soft ground, mud) reduces the damage due to the fall as if the fall were 10-ft. less (and can be cumulative with jumping).
Falling into Water. If the water is at least 10 feet deep, you must succeed on a Dexterity save vs. Petrify to reduce the damage due to the fall as if the fall were 20-ft. less (and can be cumulative with jumping).
Diving into Water. Characters with the right background who deliberately dive into water take no damage on a successful DC 10 Dexterity check, so long as the water is at least 10 feet deep (or 20 feet deep if the dive is 100 feet or more). However, the DC of the check increases by 1 for every 10 feet of the dive beyond 20 feet. A failed check treats the diver as if falling into water.
Landing on Your Feet. You land prone unless you receive no damage from the fall.
Flammable materials are things like lamp oil or pitch. These catch fire with any application of open flame or heat (around 200+ degrees). If the flammable material is immobile (on the ground, etc.) a simple touch (no attack roll necessary; even at range) will light it.
Combustible materials are things like wood or cloth. Typically, lighting a combustible material will require a complex activity taking at least three rounds. This assumes flammable materials are used (tinder, oil, open flame, etc.). Cloth (but not leather) must begin making Item Saving Throws versus Normal Fire after two rounds being exposed to flame.
Very Hot Fires. These types of fire sources—dragon breath, fireball/lightning bolt or similar spells, or touching lava, will cause flammable materials in containers to explode and combustible material to immediately catch fire. Unattended items typically receive no saving throw (per the GM). Attended items will only be affected if the possessor misses their saving throw (and then the item must save). Uncovered flammable material (say, a creature doused in oil) will explode no matter the result of any save.
The term "explode" in this context means the flammable material will deliver all damage possible in an instant and is then consumed. For example, a creature doused in oil and hit by a lightning bolt will take an additional 3d6 damage due to the oil exploding around their body. A human with a readied flask of oil in their pouch misses their save vs. a fireball and then the pouch and glass container also misses their save, means the oil explodes for an additional 3d6 fire damage to the human. No mater how many oil flasks are carried, the maximum damage due to exploding oil is 6d6 fire damage—and only if these are in containers. Any creature doused in oil will take a maximum of 3d6 damage from the oil no mater how many flasks of oil they are covered with, unless special circumstances exist (e.g. a very large creature, one vulnerable to fire/flame, or a particularly flammable ignitable liquid).
Leaping Over Flames. A creature that can leap over a flame will take damage as if splashed (or 1/3rd damage) unless they make a Dexterity save vs. Petrify (save avoids).
Characters who don't eat or drink suffer the effects of fatigue. Fatigue or exhaustion caused by lack of food or water can't be removed until the character eats and drinks the full required amount.
Food. A human, dwarf, half-orc, or half-elf character needs to consume from one to two pounds of solid nourishment every day in order to maintain full strength and vitality. An elf needs three-fourths of a human-sized ration, while a gnome or a halfling can get along on half the amount of food that a human needs.
In general, meat and other foodstuffs containing animal protein are more nourishing than fruits, vegetables, and greenery, so that one pound of meat will provide the same degree of sustenance as two pounds of vegetables. When determining whether characters are maintaining a proper intake of food, the Game Master should consider what they consume as well as how much they eat.
A character should eat at least twice a day - one meal after a night's rest and before undertaking any strenuous activity, and another meal at the end of a day of work and/or travel. For any character who misses a meal, the GM may see fit to assign a small but appropriate penalty (-1 to attacks and -10% to Strength checks) to apply from the time the meal should have been eaten until the next time the character takes nourishment. A character with below-average Strength or Constitution is especially susceptible to this temporary weakness caused by failing to maintain a consistent intake of food.
Water. The amount of water a character needs is highly variable, depending mainly on where he is and what he does. The following figures are minimum daily requirements, in pints, for a human male of average size and weight.
Elves need one-fourth less (rounded up to nearest half-pint). Dwarves, gnomes, and halflings need one-third less (rounded up to nearest pint or half-pint).
Food with high water content accounts for one-fourth to one-third of a character's daily requirement of water.
One cubic foot of water = 7 gallons and 1 gallon = 8 pints. One gallon equals 5 lbs. of encumbrance plus 5 lbs. per 3 additional gallons held in a single container.
A character that does not consume enough water will become fatigued. If the character already has fatigue, the character becomes exhausted. An exhausted character will begin to take 2d4 damage for each incident (the GM may adjust for activity level).
A character's interaction with objects in an environment is often simple to resolve in the game. The player tells the GM that his or her character is doing something, such a moving a lever, and the GM describes what, if anything happens. See also, Activities and the Activities Table.
Unattended objects are those not carried by a creature and attended objects are those worn or carried by a creature. Environmental effects will impact either type equally. Attended objects are typically unaffected by effects allowing a saving throw by the one carrying it, should the carrier succeed the save. Otherwise, attended objects are subject to an effect where the carrier missed their save or an unattended object is subject to some force—each must make an appropriate saving throw or be affected by the whatever force is interacting with them.
Sometimes it's important to know the actual weight of common objects. Note these are NOT encumbrance weight, which would be higher, but the actual weight of the object for use with spells or effects.
Armchair. This entry assumes fine hardwood construction and a leather or cloth cover. The weight given is for a chair built for a Medium creature. Cut the weight in half for each size category below Medium and double the weight for each size category above Medium.
Chair, Standard. This is a plain chair made from inexpensive hardwood, and it has no arms. See the armchair entry to adjust the weight for larger or smaller creatures.
Doors. All doors are assumed to be 7 feet high and 4 feet wide. The listed weight includes hinges, handle, and lock appropriate for the door’s overall construction.
Footstool. This assumes a plain, wooden stool about 6 inches high, with a round top about 18 inches across.
Petrified Creature. To calculate a petrified creature’s weight, multiply the creature’s normal weight by 8 and add the weight of any gear the creature was carrying at the time of petrification. When a creature is magically turned to stone, it and all its gear turn to stone. This tends to make metal gear weigh a little less, but nonmetal gear gets heavier, so the two tend to average out.
Table, Banquet. This table is built to comfortably seat twelve Medium creatures (about 4-1/2 feet wide and 8 feet long). See the armchair entry to adjust the weight for a table built to seat larger or smaller creatures.
Table, Small. The represents a plain wooden table that might be found in a modest home or merchant’s shop. It’s big enough to seat six Medium creatures (about 3-1/2 feet wide and 7 feet long). See the armchair entry to adjust the weight for a table built to seat larger or smaller creatures.
Spirits. The spirits entry assumes a barrel-shaped container made from hardwood staves and iron hoops. A cask contains 2 gallons of liquid, a hogshead holds 88 gallons, a keg holds 10 gallons, and a barrel (in this example) holds 44 gallons. You can use these figures for any liquid-based contents. Containers with dry contents might weigh anywhere from one quarter to two-thirds as much.
Statues. The statues are assumed to be made of hollow metal construction (bronze) or of solid stone (marble). A statue of solid metal will weight 4 times this amount. A statue of the listed size could easily weigh anywhere from one half to twice the listed weight. All statue weights include an attached base or pedestal. For statues made of other materials adjust the weight based on the relative weight of that material.
Tapestry. Assumes a woven wool tapestry about 10 feet square and about 1/4 inch thick. You also can use this figure for carpets or rugs.
Workbench. This is a bench about 3 feet high, 3 feet wide, and 8 feet long, with sturdy legs and top and a shelf or footrest below.
Items or objects may sometimes be made of different materials. Included are a few helpful conversion charts.
* To calculate the weight a piece of armor or a weapon would be if made of one of these materials, look up the weight of that item in Equipment. Then find the material in the above table and look under the “Weapon or Armor weight” column. If it says “Same as steel” then it will weigh the same as the one in Equipment. Otherwise change the weight as indicated.
There are 1,728 cubic inches in a cubic foot. This has been rounded to 2,000 cubic inches.
To make a quick estimate of the weight of an item, it is often easier to work in cubic inches than it is to work in cubic feet. Divide the weight per cubic foot for the material (in the table above) by 2,000. Then multiply the resulting fraction by the number of cubic inches of material in the item. Round this down to an even pound.
For metals, you can get the value of the item by multiplying the weight of the item by the metal’s value per pound