ABILITY SCORES
Every character has six basic Ability Scores:
- Strength (STR)
- Dexterity (DEX)
- Constitution (CON)
- Intelligence (INT)
- Wisdom (WIS)
- Charisma (CHA)
The Score of these Abilities ranges from 0 to
infinity. A limit, if any, will be specified in the rules. The
normal human range is 3 to 18. It is possible for a creature to
have a score of "none". A score of "none" is
not the same as a score of "0". A score of
"none" means that the creature does not possess the
ability at all. The modifier for a score of "none" is
+0.
- STR 0 means that the character
cannot move at all. He lies helpless on the ground.
- DEX 0 means that the character
cannot move at all. He stands motionless, rigid, and
helpless.
- CON 0 means that the character is
dead.
- INT 0 means that the character
cannot think and is unconscious in a coma like stupor,
helpless.
- WIS 0 means that the character is
withdrawn into a deep sleep filled with nightmares,
helpless.
- CHA 0 means that the character is
withdrawn into a catatonic, coma like stupor, helpless.
Keeping track of negative ability score points
is never necessary. A character’s ability score can’t drop
below 0.
ABILITY MODIFIERS
Each ability will have a modifier. The
modifier can be calculated using this formula:
(ability/2) -5 [round result
down]
The modifier is the number you add to or
subtract from the die roll when your character tries to do
something related to that ability. A positive modifier is called
a bonus, and a negative modifier is called a penalty.
USE OF ABILITY SCORES
Strength
Any creature that can physically manipulate
other objects has at least 1 point of Strength.
A creature with no Strength score can't exert
force, usually because it has no physical body or because it
doesn't move. The creature automatically fails Strength checks.
If the creature can attack, it applies its Dexterity modifier to
its base attack instead of a Strength modifier.
Dexterity
Any creature that can move has at least 1
point of Dexterity.
A creature with no Dexterity score can't move.
If it can act, it applies its Intelligence modifier to
initiative checks instead of a Dexterity modifier. The creature
fails all Reflex saves and Dexterity checks.
Constitution
If a character's Constitution changes enough
to alter his or her Constitution modifier, his or her hit points
also increase or decrease accordingly at the same time.
Any living creature has at least 1 point of
Constitution.
A creature with no Constitution has no body or
no metabolism. It is immune to any effect that requires a
Fortitude save unless the effect works on objects. The creature
is also immune to ability damage, ability drain, and energy
drain, and always fails Constitution checks.
Intelligence
Any creature that can think, learn, or
remember has at least 1 point of Intelligence.
A creature with no Intelligence score is an
automaton, operating on simple instincts or programmed
instructions. It is immune to all mind-influencing effects
(charms, compulsions, phantasms, patterns and morale effects)
and automatically fails Intelligence checks.
Wisdom
Any creature that can perceive its environment
in any fashion has at least 1 point of Wisdom.
Anything with no Wisdom score is an object,
not a creature. Anything without a Wisdom score also has no
Charisma score, and vice versa.
Charisma
Any creature capable of telling the difference
between itself and things that are not itself has at least 1
point of Charisma.
Anything with no Charisma score is an object,
not a creature. Anything without a Charisma score also has no
Wisdom score, and vice versa.
CHANGING ABILITY SCORES
Ability scores can increase with no limit.
- Poisons, diseases, and other effects can
temporarily harm an ability (temporary ability damage).
Ability points lost to damage return on their own, typically
at a rate of 1 point per day.
- Some effects drain abilities, resulting in
a permanent loss (permanent ability drain). Points lost this
way don't return on their own.
- As a character ages, some ability scores go
up and others go down.
When an ability score changes, the modifier
associated with that score also changes.
ALIGNMENT
A character's or
creature's general moral and personal attitudes are
represented by its alignment: lawful good, neutral good,
chaotic good, lawful neutral, neutral, chaotic neutral,
lawful evil, neutral evil, and chaotic evil.
Good vs. Evil
Good characters and
creatures protect innocent life. Evil characters and
creatures debase or destroy innocent life, whether for
fun or profit.
"Good" implies
altruism, respect for life, and a concern for the
dignity of sentient beings. Good characters make
personal sacrifices to help others.
"Evil" implies
hurting, oppressing, and killing others. Some evil
creatures simply have no compassion for others and kill
without qualms if doing so is convenient. Others
actively pursue evil, killing for sport or out of duty
to some evil deity or master.
People who are neutral
with respect to good and evil have compunctions against
killing the innocent but lack the commitment to make
sacrifices to protect or help others. Neutral people are
committed to others by personal relationships. A neutral
person may sacrifice himself to protect his family or
even his homeland, but he would not do so for strangers
who are not related to him.
Animals and other
creatures incapable of moral action are neutral rather
than good or evil.
Law and Chaos
Lawful characters tell
the truth, keep their word, respect authority, honor
tradition, and judge those who fall short of their
duties. Chaotic characters follow their consciences,
resent being told what to do, favor new ideas over
tradition, and do what they promise if they feel like
it.
"Law" implies
honor, trustworthiness, obedience to authority, and
reliability. On the downside, lawfulness can include
close-mindedness, reactionary adherence to tradition,
and a lack of adaptability.
"Chaos" implies
freedom, adaptability, and flexibility. On the downside,
chaos can include recklessness, resentment toward
legitimate authority, arbitrary actions, and
irresponsibility.
People who are neutral
with respect to law and chaos have a normal respect for
authority and feel neither a compulsion to obey nor to
rebel. They are honest, but can be tempted into lying or
deceiving others.
Animals and other
creatures incapable of moral action are neutral.
ARMOUR CLASS
Every character (and
items in some circumstances) have an Armour Class (AC).
The base AC for a medium-sized character or item is 10.
Bonuses and penalties are applied to this basic Armour
Class to reflect the effects of armor, dexterity, etc.
Armour Class is an
indication of how difficult it is to hit and do damage
to a target.
Dexterity Modifier
Apply a character's
Dexterity modifier to the character's Armour Class any
time that character can physically react to an attack.
Characters lose their Dexterity modifier when they are
flat-footed, unaware of an attacker, or when they are
restrained or otherwise rendered immobile.
Size Modifier
A character's size
generates a standard Armour Class modifier, per this
table:
Size |
AC/Attack Modifier |
---- |
------------------ |
Fine |
+8 |
Diminutive |
+4 |
Tiny |
+2 |
Small |
+1 |
Medium |
0 |
Large |
-1 |
Huge |
-2 |
Gargantuan |
-4 |
Colossal |
-8 |
Stacking Modifiers
AC modifiers of the same
type do not stack, except:
THE BASICS
DICE NOTATION
These rules use the
following die notations:
-
d4 = four
sided die
-
d6 = six
sided die
-
d8 = eight
sided die
-
d10 = ten
sided die
-
d12 = twelve
sided die
-
d20 = twenty
sided die
-
d% =
percentile dice
Die rolls are expressed
in the format:
[#] die type [+/-
modifiers]
Example: 3d6+2
means: "Roll 3 six sided dice. Add the result of
the three dice together. Add 2."
ROUNDING FRACTIONS
In general, if you wind
up with a fraction, round down, even if the fraction is
one-half or larger.
Exception:
Certain rolls, such as damage and hit points, have a
minimum of 1.
MULTIPLYING
Sometimes a special rule
makes you multiply a number or a die roll. As long as
you’re applying a single multiplier, multiply the
number normally. When two or more multipliers apply,
however, combine them into a single multiple, with each
extra multiple adding 1 less than its value to the first
multiple. Thus, a double (x2) and a double (x2) applied
to the same number results in a triple (x3, because 2 +
1 = 3).
BASIC TASK RESOLUTION
SYSTEM
These rules assume a
standardized system for determining the success or
failure of any given task. That system is:
d20 + Modifiers vs.
Target Number
The Modifiers and Target
Number are determined by the type of task.
If the result of the d20
roll + the Modifiers equals or exceeds the Target
Number, the test is successful. Any other result is a
failure.
A "natural 20"
on the die roll is not an automatic success. A
"natural 1" on the die roll is not an
automatic failure.
CONDITION SUMMARY
If more than one
condition affects a character, apply them all. If
certain effects can't combine, apply the most severe
effect.
Ability Damaged
The character has
temporarily lost 1 or more ability score points. These
points return at a rate of 1 per day. Ability damage is
different from effective ability loss, which is an
effect that goes away when the condition causing it goes
away. 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 Drained
The character has
permanently lost 1 or more ability score points. The
character cannot regain these points through natural
healing or the passage of time. 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.
Blinded
The character cannot see
at all, and thus everything has full concealment to him.
He has a 50% chance to miss in combat, loses his
positive Dexterity bonus to AC (if any), and grants a +2
bonus on attack rolls to enemies that attack him, just
as if all his enemies were invisible. He moves at half
speed and suffers a -4 penalty on most Strength and
Dexterity-based skills. He cannot make Spot skill checks
or perform any other activity (such as reading) that
requires vision.
Blown Away
Depending on their size,
creatures can be blown away by winds of high velocity.
Creatures on the ground that are blown away are knocked
down and rolled 1d4x10 feet, sustaining 1d4 points of
subdual damage per 10 feet. Flying creatures that are
blown away are blown back 2d6x10 feet and sustain 2d6
points of subdual damage due to battering and buffering.
Checked
Prevented from achieving
forward 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 specific effect.
Confused
A confused character's
actions are determined by a 1d10 roll, rerolled each
round: 1: wander away (unless prevented) for 1 minute
(and don't roll for another random action until the
minute is up); 2-6: do nothing for 1 round; 7-9: attack
the nearest creature for 1 round; 10: act normally for 1
round. Any confused creature who is attacked
automatically attacks her attackers on her next turn.
Cowering
The character is frozen
in fear, loses her Dexterity bonus to AC (if any), and
can take no actions. Foes gain a +2 bonus to hit
cowering characters.
Dazed
A dazed creature can take
no actions (but defends itself normally). A dazed
condition typically lasts 1 round.
Dazzled
Unable to see well
because of over stimulation of the eyes. A dazzled
creature suffers a -1 penalty on attack rolls until the
effect ends.
Dead
The character's soul
leaves his body permanently, or until he is raised or
resurrected. A dead body decays, but magic that allows a
dead character to come back to life 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 similar sorts of
unpleasantness. A dead character cannot regain hit
points.
Deafened
A deafened character
cannot hear, suffers a -4 penalty to initiative checks,
and has a 20% chance of spell failure when casting
spells with verbal components. He cannot make Listen
skill checks.
Disabled
A character with 0 hit
points, or one who has negative hit points but has
stabilized and then improved, is disabled. He is
conscious and able to act but horribly wounded. He can
take only a partial action each round, and if he
performs any strenuous action, he takes 1 point of
damage after the completing the act. Strenuous actions
include running, attacking, casting a spell, or using
any ability that requires physical exertion or mental
concentration. Unless the strenuous action increased the
character's hit points, he is now dying.
A disabled character with
negative hit points recovers hit points naturally if he
is being helped. Otherwise, each day he has a 10% chance
to start recovering hit points naturally (starting with
that day); otherwise, he loses 1 hit point. Once an
unaided character starts recovering hit points
naturally, he is no longer in danger of losing hit
points (even if his current hit points are negative).
Dying: A dying character
has negative hit points. She is unconscious and near
death. At the end of each round (starting with the round
in which the character dropped below 0 hit points), her
player rolls d% to see whether she stabilizes. She has a
10% chance to become stable. If she doesn't stabilize,
she loses 1 hit point.
Dying
When a character's
current hit points drop to between -1 and -9 inclusive,
the character is dying. The character immediately falls
unconscious and can take no actions.
At the end of each round
(starting with the round in which the character dropped
below 0), roll d% to see whether the character
stabilizes. The character has a 10% chance to become
stable. If the character doesn't, the character loses 1
hit point.
Energy Drained
The character gains one
or more negative 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
competence penalty on attack rolls, saving throws, skill
checks, ability checks, and effective level (for
determining the power, duration, DC, and other details
of spells or special abilities). Additionally, a
spellcaster loses one spell or spell slot from her
highest available level. Negative levels stack. Negative
levels remain for 24 hours or until removed with a
spell. After 24 hours, the afflicted character must
attempt a Fortitude save. The DC is 10 + one-half the
attacker's Hit Dice + the attacker's Charisma modifier.
If the DC succeeds, the negative level dissipates. If
not, the negative level is removed, but the character's
level is permanently reduced by 1. The afflicted
character makes a separate saving throw for each
negative level it is has gained.
Entangled
An entangled creature
suffers a -2 penalty to attack rolls and a -4 penalty to
effective Dexterity. If the bonds are anchored to an
immobile object, the entangled character cannot move.
Otherwise, he can move at half speed, but can't run or
charge. An entangled character who attempts to cast a
spell must make a Concentration check (DC usually 15) or
lose the spell.
Exhausted
Characters who are
exhausted move at half normal speed and suffer an
effective penalty of -6 to Strength and Dexterity. A
fatigued character becomes exhausted by doing something
else that would normally cause fatigue. After 1 hour of
complete rest, exhausted characters become fatigued.
Fatigued
Characters who are
fatigued cannot run or charge and suffer an effective
penalty of -2 to Strength and Dexterity. A fatigued
character becomes exhausted by doing something else that
would normally cause fatigue. After 8 hours of complete
rest, fatigued characters are no longer fatigued.
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).
Frightened
A creature that is
frightened flees as well as it can. If unable to flee,
the creature may fight. It suffers a -2 morale penalty
on attack rolls, checks, and saving throws. 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 condition of fear.
Grappled
Engaged in wrestling or
some other form of hand-to-hand struggle with one or
more attackers. A grappled character cannot move, cast a
spell, fire a missile, or undertake any action more
complicated than making a barehanded attack, attacking
with a Small weapon, or attempting to break free from
the opponent. In addition, grappled characters do not
threaten any area and lose any Dexterity bonuses to AC
against opponents they aren't grappling.
Held
Held characters are
subject to enchantments that make them unable to move.
They are helpless. They can perform no physical actions
(but they continue to breathe and can take purely mental
actions).
Helpless
Bound, held, sleeping,
paralyzed, or unconscious characters are helpless.
Enemies can make advantageous attacks against helpless
characters, or even deliver a usually lethal coup de
grace.
A melee attack against a
helpless character is at a +4 bonus on the attack roll
(equivalent to attacking a prone target). A ranged
attack gets no special bonus. A helpless defender can't
use any Dexterity bonus to AC. In fact, his Dexterity
score is treated as if it were 0 and his Dexterity
modifier to AC were -5 (and a rogue can sneak attack
him).
Incapacitated
Characters who are
incapacitated are treated as helpless.
Incorporeal
Having no physical body.
Incorporeal creatures are immune to all non-magical
attack forms. They can be harmed only by other
incorporeal creatures, +1 or better magical weapons,
spells, spell-like effects, or supernatural effects.
Invisible
Visually undetectable.
Invisible creatures gain a +2 bonus to attack rolls and
negate Dexterity bonuses to their opponents' AC.
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
1d6x10 feet.
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 (or move-equivalent action)
per turn.
Normal
The character is unharmed
(except, possibly, for hit points that have been lost)
and unafflicted. She acts normally.
Panicked
A panicked creature
suffers a -2 morale penalty on saving throws and must
flee. A panicked creature has a 50% chance to drop what
he's holding, chooses his path randomly (as long as he
is getting away from immediate danger), and flees any
other dangers that confront him. If cornered, a panicked
creature cowers. A creature may use a special ability or
spell to escape.
Panicked is a more
extreme state of fear than shaken or frightened.
Paralyzed
A paralyzed character
stands rigid and helpless, unable to move or act
physically. He has effective Strength and Dexterity
scores of 0 but may take purely mental actions.
Petrified
A petrified character is
not dead as long as a majority of his body remains
intact. He cannot move or take actions of any kind, not
even purely mental ones. His Strength and Dexterity
scores are effectively (but not actually) 0. He is
unaware of what occurs around him, since all of his
senses have ceased operating. If a petrified character
cracks or breaks but the broken pieces are joined with
him 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.
Pinned
Held immobile (but not
helpless) in a grapple.
Prone
The character is on the
ground. He suffers a -4 penalty on melee attack rolls,
and the only ranged weapon he can effectively use is a
crossbow, which he may use without penalty. Opponents
receive +4 bonuses on melee attack against him but -4
penalties on ranged attacks. Standing up is a
move-equivalent action.
Shaken
A shaken character
suffers a -2 morale penalty on attack rolls, checks, and
saving throws. Shaken is a less severe fear condition
than frightened or panicked.
Stable
A character who was dying
but who has stabilized 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, then the
character no longer loses hit points. He has a 10%
chance each hour to become conscious and be disabled
(even though his hit points are still negative).
If the character
stabilized on his own and hasn't had help, he is still
at risk of losing hit points. Each hour, he has a 10%
chance to become conscious and be disabled. Otherwise he
loses 1 hit point.
Staggered
A character whose subdual
damage exactly equals his current hit points is
staggered. He so badly weakened or roughed up that he
can only take a partial action when he would normally be
able to take a standard action.
Stunned
The character loses her
Dexterity bonus to AC (if any) and can take no actions.
Foes gain a +2 bonus to hit stunned characters.
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
Knocked out and helpless.
HIT POINTS
All characters (and some
items) have a certain number of hit points. Hit points
represent a character's luck, health, and basic physical
condition.
If a character's
Constitution changes, modify that character's hit point
total immediately.
DEATH, DYING &
HEALING
As a character takes
damage, subtract that damage from the character's hit
points.
Effects of Hit Point
Damage:
-
At 1+ hit points, a
character is able to act normally
-
At 0 hit points, a
character is disabled.
-
At from -1 to -9 hit
points, a character is dying.
-
At -10 or lower, a
character is dead.
Massive Damage
If a character ever
sustains damage so massive that 50 points of damage or
more are inflicted in one deduction, and the character
isn't killed outright, the character must make a
Fortitude save (DC 15). If this saving throw fails, the
character dies regardless of current hit points.
Disabled (0 Hit Points)
When a character's
current hit points drop to exactly 0, the character is
disabled. The character is not unconscious, but is close
to it. The character can only take a partial action each
round, and if the character performs any strenuous
activity, the character takes 1 point of damage after
the completing the act. Strenuous activities include
running, attacking, or using any ability that requires
physical exertion or mental concentration. If the
character takes a strenuous action, the character's hit
points drop to -1, and the character is dying.
Dying (-1 to -9 Hit
Points)
When a character's
current hit points drop to between -1 and -9 inclusive,
the character is dying. The character immediately falls
unconscious and can take no actions.
At the end of each round
(starting with the round in which the character dropped
below 0), roll d% to see whether the character
stabilizes. The character has a 10% chance to become
stable. If the character doesn't, the character loses 1
hit point.
If the character's hit
points drop to -10 (or lower), the character is dead.
A character can keep a
dying character from losing any more hit points and make
the dying character stable with a successful Heal check
(DC 15).
If any sort of healing
cures the dying character of even 1 point of damage, the
dying character stops losing hit points and becomes
stable.
Healing that raises the
dying character's hit points to 0 makes the character
conscious and disabled. Healing that raises the
character's hit points to 1 or more makes the character
fully functional again, just as if the character had
never been reduced to 0 or less.
Dead (–10 hit points or
lower)
When a character's
current hit points drop to –10 or lower, or if the
character takes massive damage and fails the saving
throw (see above), the character is dead. A character
can also die from taking ability damage or suffering an
ability drain that reduces Constitution to 0.
Stable characters and
Recovery
An hour after a tended,
dying character becomes stable, roll d%. The character
has a 10% chance of becoming conscious, at which point
the character is disabled (as if the character had 0 hit
points). If the character remains unconscious, the
character has the same chance to revive and become
disabled every hour. Even if unconscious, the character
recovers hit points naturally. The character is back to
normal when its hit points rise to 1 or higher.
A character who
stabilizes on its own (by making the 10% roll while
dying) and who has no one to tend for it still loses hit
points, just at a slower rate. The character has a 10%
chance each hour of becoming conscious. Each time the
character misses the hourly roll to become conscious,
the character loses 1 hit point. The character also does
not recover hit points through natural healing.
Even once the character
becomes conscious and is disabled, an unaided character
still does not recover hit points naturally. Instead,
each day he has a 10% chance to start recovering hit
points naturally (starting with that day); otherwise,
the character loses 1 hit point.
Once an unaided character
starts recovering hit points naturally, the character is
no longer in danger of losing hit points (even if the
character's current hit point total is negative).
Healing
A character can never get
back more hit points than the character lost.
Natural Healing
A character recovers 1
hit point per character level per day of rest. If the
character undergoes complete bed rest (doing nothing for
an entire day), the character recovers one and one half
times the character's character level in hit points.
Magical Healing
Various abilities and
spells, can give a character back hit points. Each use
of the spell or ability restores a different amount of
hit points. Magical healing won't raise a character's
current hit points higher than a character's hit point
total.
Healing Ability Damage
Temporary ability damage
returns at the rate of 1 point per day of rest (light
activity, no combat or spellcasting). Complete bed rest
restores 2 points per day.
Temporary Hit Points
Certain effects give a
character temporary hit points. When a character gains
temporary hit points, note the character's current hit
points. When the temporary hit points go away, the
character's hit points drop to that score. If the
character's hit points are already below that score at
that time, all the temporary hit points have already
been lost and the character's hit point score does not
drop.
When temporary hit points
are lost, they cannot be restored as real hit points can
be.
SUBDUAL DAMAGE
Sometimes a character
gets roughed up or weakened. This sort of stress won't
kill a character, but it can knock a character out or
make a character faint.
Nonlethal damage is
subdual damage. If a character takes sufficient subdual
damage, the character falls unconscious, but the
character doesn't die.
Dealing Subdual Damage
Certain attacks deal
subdual damage. Other stresses, such as heat or
exhaustion, also deal subdual damage. When a character
takes subdual damage, keep a running total of how much a
has accumulated. Do not deduct the subdual damage number
from a character's current hit points. It is not
"real" damage. Instead, when a character's
subdual damage equals a character's current hit points,
the character is staggered, and when it exceeds a
character's current hit points, the character goes
unconscious. It doesn't matter whether the subdual
damage equals or exceeds a character's current hit
points because the subdual damage has gone up or because
a character's current hit points have gone down.
A character can use a
melee weapon that deals normal damage to deal subdual
damage instead, but the character suffer a -4 penalty on
the attack roll.
A character can use a
weapon that deals subdual damage, including an unarmed
strike, to deal normal damage instead, but the character
suffers a -4 penalty on the attack roll.
Staggered and Unconscious
When a character's
subdual damage exactly equals a character's current hit
points, the character is staggered. The character is so
badly weakened or roughed up that the character can only
take a partial action each round. A character ceases
being staggered when the character's hit points exceed
the character's subdual damage again.
When a character's
subdual damage exceeds the character's current hit
points, the character falls unconscious. While
unconscious, a character is helpless.
Each full minute that a
character is unconscious, a character has a 10% chance
to wake up and be staggered until the character's hit
points exceed a character's subdual damage again.
Nothing bad happens to a character if the character
misses this roll.
Spellcasters who are
rendered unconscious retain any spellcasting ability
they had before going unconscious.
Healing Subdual Damage
A character heals subdual
damage at the rate of 1 hit point per hour per character
level. When a spell or a magical power cures hit point
damage, it also removes an equal amount of subdual
damage, if any.
WATER
Any character can wade in relatively
calm water that isn’t over his head, no check
required.
Swimming in calm water only requires
skill checks with a DC of 10. Trained swimmers can just
take 10.
Fast-moving water is much more
dangerous. On a successful Swim or Strength check (DC
15), it deals 1d3 points of subdual damage per round
(1d6 points of normal damage if flowing over rocks and
cascades). On a failed check, the character must make
another check that round to avoid going under. If the
character goes under, the character is drowning.
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 saving throw (DC 15, +1 for each
previous check) means the diver takes no damage in that
minute.
Very cold water deals 1d6 points of
subdual damage from hypothermia per minute of exposure.
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 Constitution check (DC 10) 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 dies.
It is possible to drown in substances
other than water, such as sand, quicksand, fine dust,
and silos full of grain.
STARVATION AND THIRST
In normal climates, Medium-size
characters need at least a gallon of fluids and about a
pound of decent food 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 sustain 1d6 points of subdual 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 sustain 1d6 points of
subdual damage.
Characters who have taken subdual
damage from lack of food or water are fatigued. Subdual
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.
HEAT
Heat deals subdual damage that cannot
be recovered until the character gets cooled off. Once
rendered unconscious through the accumulation of subdual
damage, the character begins to take normal 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 sustain 1d4
points of subdual damage. Characters wearing heavy
clothing or armor of any sort have a –4 penalty to
their saves. A character with the Wilderness Lore skill
may receive a bonus to this saving throw and may be able
to apply this bonus to other characters as well.
Characters reduced to unconsciousness begin taking
normal damage (1d4 points per hour).
In extreme heat (above 110° F), a
character must make a Fortitude save once every 10
minutes (DC 15, +1 for each previous check) or sustain
1d4 points of subdual damage. Characters wearing heavy
clothing or armor of any sort have a –4 penalty to
their saving throws. A character with the Wilderness
Lore skill may receive a bonus to this saving throw and
may be able to apply this bonus to other characters as
well. Characters reduced to unconsciousness begin taking
normal damage (1d4 points per each 10-minute period).
A character who sustains any subdual
damage from heat exposure now suffers from heatstroke
and is fatigued. These penalties end when the character
recovers the subdual damage she took from the heat.
Abysmal heat (air temperature over
140° F, fire, boiling water, lava) deals normal 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 sustain 1d4 points of subdual
damage. Those wearing heavy clothing or any sort of
armor have a –4 penalty to their saving throws. In
addition, those wearing metal armor or coming into
contact with very hot metal are affected as if by a heat
metal spell.
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
Characters at risk of catching fire
are allowed a Reflex saving throw (DC 15) 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
at 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 Reflex saving
throws (DC 15) for each item. Flammable items that fail
sustain the same amount of damage as the character.
COLD
Cold and exposure deal subdual damage
to the victim. This subdual 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 subdual damage, the cold and
exposure begins to deal normal damage at the same rate.
An unprotected character in cold
weather (below 40° F) must make a Fortitude saving
throw each hour (DC 15, + 1 per previous check) or
sustain 1d6 points of subdual damage. A character who
has the Wilderness Lore skill may receive a bonus to
this saving throw and may be able to apply this bonus to
other characters as well.
In conditions of extreme 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 subdual damage
on each failed save. A character who has the Wilderness
Lore skill may receive a bonus to this saving throw and
may be able to apply this bonus to other characters as
well. Characters wearing winter clothing only need check
once per hour for cold and exposure damage.
A character who sustains any subdual
damage from cold or exposure suffers from frostbite or
hypothermia and is fatigued. These penalties end when
the character recovers the subdual damage she took from
the cold and exposure.
WEATHER HAZARDS
Winds: Winds can create a
stinging spray of sand or dust, fan a large fire, heel
over a small boat, and blow gases or vapors away. If
powerful enough, they can even knock characters down
(Table: Wind Effects), interfere with ranged attacks, or
impose penalties on some skill checks.
Light Wind: A gentle breeze,
having little or no game effect.
Moderate Wind: A steady wind
with a 50% chance of extinguishing small unprotected
flames, such as candles.
Strong Wind: Gusts that
automatically extinguish unprotected flames (candles,
torches, and the like). Such gusts impose a –2 penalty
to ranged attacks and to Listen checks.
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 the gust of wind spell.
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 to attack.
Listen checks are at a –8 penalty due to the howling
of the wind.
Hurricane-Force Wind: All
flames are extinguished. Ranged attacks are impossible
(except with siege weapons, which have a –8 penalty to
attack). Listen checks are impossible: All characters
can hear is the roaring of the wind. Hurricane-force
winds often fell trees.
Tornado: 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. A tornado
uproots trees, destroys buildings, and causes other
similar forms of major destruction.
Precipitation: Most
precipitation is in the form of rain, but in cold
conditions it can manifest as snow, sleet, or hail.
Precipitation of any kind followed by a cold snap in
which the temperature dips from above freezing to 30° F
or below may produce ice.
Rain: Rain reduces visibility
ranges by half, resulting in a –4 penalty to Spot and
Search checks. It has the same effect on flames, ranged
weapon attacks, and Listen checks as severe wind (see
above).
Snow: While falling, snow
reduces visibility as rain (–4 penalty to ranged
weapon attacks, Spot checks, and Search checks). Once on
the ground, it reduces movement by half. Snow has the
same effect on flames as moderate wind (see above).
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 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
damage (per storm) to anything in the open. Once on the
ground, hail has the same effect on movement as snow.
Storms: The combined effects of
precipitation (or dust) and wind that accompany all
storms reduce visibility ranges by three quarters,
imposing a –8 penalty to all Spot, Search, and Listen
checks. Storms make ranged weapon attacks impossible,
except for with siege weapons, which have a –4 penalty
to attack. 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:
Dust storm: These desert storms
differ from other storms in that they have no
precipitation. Instead, a dust storm blows fine grains
of sand that obscure vision, smother unprotected flames,
and can even choke protected flames (50% chance). Most
dust storms are accompanied by severe winds (see above)
and leave behind a deposit of 1d6 inches of sand.
However, there is a 10% chance of a greater dust storm
accompanied by windstorm-magnitude winds (see above and
Table: Wind Effects). These greater dust storms deal 1d3
points of subdual damage each round on anyone caught out
in the open without shelter and also pose a choking
hazard (see The Drowning Rule—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 ten times her Constitution score).
Greater dust storms leave 2d3–1 feet of fine sand in
their wake.
Snowstorm: In addition to the
wind and precipitation common to other storms,
snowstorms leave 1d6 inches of snow on the ground
afterward.
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 electrical damage
equal to 1d10 eight-sided dice. One in ten thunderstorms
is accompanied by a tornado (see below).
Powerful Storms: Very high
winds and torrential precipitation reduce visibility to
zero, making Spot and Search rolls, Listen checks, and
all ranged weapon attacks impossible. Unprotected flames
are automatically extinguished, and even protected
flames have a 75% chance of being doused. Creatures
caught in the area can make a Fortitude saving throw (DC
20) or face the following effects based on the size of
the creature. Powerful storms are divided into the
following four types:
Windstorm: While accompanied by
little or no precipitation, windstorms can cause
considerable damage simply through the force of their
wind (see Table: Wind Effects).
Blizzard: The combination of
high winds (see Table: Wind Effects), heavy snow
(typically 1d3 feet), and bitter cold make blizzards
deadly for all who are unprepared for them.
Hurricane: In addition to very
high winds (see Table: Wind Effects) and heavy rain,
hurricanes are accompanied by flash floods (see below).
Most adventuring activity is impossible under such
conditions.
Tornado: One in ten
thunderstorms is accompanied by a tornado (see Table:
Wind Effects).
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 within 5 feet have one-half concealment
(attacks by or against them have a 20% miss chance).
Flash Floods: Runoff
from heavy rain forces creatures in its path to make a
Fortitude save (DC 15). Large or smaller creatures who
fail the save are swept away by the rushing water,
taking 1d6 points of subdual damage per round (1d3
points on a successful Swim check). Huge creatures who
fail are knocked down and face potential drowning.
Gargantuan and Colossal creatures are checked, but they
only drown if the waters rise above their heads.
Table: Wind Effects
Wind Force |
Wind Speed |
Ranged Attacks (Normal/Siege Weapons*) |
Creature Size** |
Wind Effect on Creatures |
Fort Save DC |
----- |
----- |
--------------------- |
-------- |
--------- |
---- |
Light |
0–10 mph |
—/— |
Any |
None |
— |
Moderate |
11–20 mph |
—/— |
Any |
None |
— |
Strong |
21–30 mph |
–2/— |
Tiny or smaller |
Knocked down |
10 |
|
|
|
Small or larger |
None |
|
Severe |
31–50 mph |
–4/— |
Tiny |
Blown away |
15 |
|
|
|
Small |
Knocked down |
|
|
|
|
Medium-size |
Checked |
|
|
|
|
Large or larger |
None |
|
Windstorm |
51–74 mph |
Impossible/–4 |
Small or smaller |
Blown away |
18 |
|
|
|
Medium-size |
Knocked down |
|
|
|
|
Large or Huge |
Checked |
|
|
|
|
Gargantuan or Colossal |
None |
|
Hurricane |
75–174 mph |
Impossible/–8 |
Medium-size or smaller |
Blown away |
20 |
|
|
|
Large |
Knocked down |
|
|
|
|
Huge |
Checked |
|
|
|
|
Gargantuan or Colossal |
None |
|
Tornado |
175–300 mph |
Impossible/impossible |
Large or smaller |
Blown away |
30 |
|
|
|
Huge |
Knocked down |
|
|
|
|
Gargantuan or Colossal |
Checked |
|
*The siege weapon category includes
ballista and catapult attacks as well as boulders tossed
by giants.
**Flying or airborne creatures are
treated as one size class smaller than their actual
size, so an airborne Gargantuan dragon is treated as
Huge for purposes of wind effects.
Checked: Creatures are unable
to move forward against the force of the wind. Flying
creatures are blown back 1d6x5 feet.
Knocked Down: Creatures are
knocked prone by the force of the wind. Flying creatures
are instead blown back 1d6x10 feet.
Blown Away: Creatures on the
ground are knocked prone and rolled 1d4?10 feet,
sustaining 1d4 points of subdual damage per 10 feet.
Flying creatures are blown back 2d6?10 feet and sustain
2d6 points of subdual damage due to battering and
buffering.
OTHER DANGERS
Use the following guidelines to cover
the other sorts of dangers a character can face.
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.
The fumes from most acids are inhalant
poisons. Those who come close enough to a large body of
acid to dunk a creature in it must make a Fortitude save
(DC 13) or take 1 point of temporary Constitution
damage. All such characters must make a second save 1
minute later or take another 1d4 points of temporary
Constitution damage.
Creatures immune to acid’s caustic
properties might still drown in it if they are totally
immersed.
Ice
Characters walking on ice must make
Balance checks (DC 15) to avoid slipping and falling.
Over long distances, a character must make a check each
minute. Characters in prolonged contact with ice may run
the risk of cold damage.
Lack of Air/High Altitude
Characters in conditions of low
oxygen, such as on top of a mountain, must roll a
Fortitude saving throw each hour (DC 15, +1 per previous
check), taking 1d6 points of subdual damage each time
they fail.
A character who sustains any subdual
damage from lack of oxygen is automatically fatigued.
These penalties end when the character recovers the
subdual damage he took from low oxygen.
Altitude Sickness: Long-term oxygen
deprivation due to high altitude affects mental and
physical ability scores. After each 6-hour period a
character spends at an altitude of over 20,000 feet, he
must make a Fortitude save (DC 15, +1 per previous
check) or take 1 point of temporary damage to all
ability scores.
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 Constitution check (DC 10) 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 hp). In the
following round, she drops to –1 hit points and is
dying. In the third round, she suffocates.
Slow Suffocation: A Medium-size
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 subdual damage every
15 minutes. Each additional Medium-size character or
significant fire source (a torch, for example)
proportionally reduces the time the air will last. Thus,
two people can last for 3 hours, after which they each
take 1d6 points per 15 minutes. If they have a torch
(equivalent to another Medium-size character in terms of
the air it uses), the air runs out in only 2 hours.
Small characters consume half as much
air as Medium-size characters. A larger volume of air,
of course, lasts for a longer time. So, for instance, if
two humans and a gnome are in a sealed chamber measuring
20 feet by 20 feet by 10 feet, and they have a torch,
the air will last almost 7 hours (6 hours/3.5 people and
torches x 4 10-ft. cubes = 6.86 hours).
Lava
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 heat or
fire serves as an immunity to lava or magma. However, a
creature immune to heat might still drown if completely
immersed in lava.
Smoke
A character who breathes heavy smoke
must make a Fortitude saving throw each round (DC 15, +1
per previous check) or spend that round choking and
coughing. A character who chokes for two consecutive
rounds takes 1d6 points of subdual damage.
Smoke obscures vision, giving one-half
concealment (20% miss chance) to characters within it.
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.
Table: Damage from Falling Objects
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. For example, since a 30-pound metal sphere must
fall 50 feet to deal damage (1d6 points of damage), such
a sphere that fell 150 feet would deal 3d6 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.
SAVING THROWS
A saving throw roll is:
d20 + Base save bonus +
other modifiers due to equipment, active effects,
environment, circumstance, etc. + ability modifier vs.
DC of Save
The Saving Throw succeeds
if the total of the die roll plus modifiers equals or
exceeds the DC.
The three different kinds
of saving throws are these:
Fortitude:
These saves measure a combatant's ability to stand up to
massive physical punishment or attacks against a
combatant's vitality and health. Apply a combatant's
Constitution modifier to a combatant's Fortitude saving
throws.
Reflex:
These saves test a combatant's ability to dodge attacks.
Apply a combatant's Dexterity modifier to a combatant's
Reflex saving throws.
Will:
These saves reflect a combatant's resistance to mental
influence and domination. Apply a combatant's Wisdom
modifier to a combatant's Will saving throws.
Saving Throw Difficulty
Class
The DC for a save is
determined by the effect that triggered the save
attempt. Any effect that allows a save will indicate the
necessary DC, and the effects of saving.
LEGAL INFORMATION
Permission to copy, modify and
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use of the Open Gaming License, Version 1.0a.
This document provides an interface to
the basic rules and materials needed to create content
compatible with the best-selling tabletop RPG system in
the world.
This material is being released using
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and understand the terms of that license before using
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document is Open Game Content as described in Section
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The terms of the Open Gaming License
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Game Material so affected.
13. Termination: This License will
terminate automatically if You fail to comply with all
terms herein and fail to cure such breach within 30 days
of becoming aware of the breach. All sublicenses shall
survive the termination of this License.
14. Reformation: If any provision of
this License is held to be unenforceable, such provision
shall be reformed only to the extent necessary to make
it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright
2000, Wizards of the Coast, Inc.
System Rules Document Copyright 2000,
Wizards of the Coast, Inc.; Authors Jonathan Tweet,
Monte Cook, Skip Williams, based on original material by
E. Gary Gygax and Dave Arneson.
END OF LICENSE
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