Supplement - Ref Sheets
Supplement - Ref Sheets
MISCELLANEOUS EQUIPMENT
Cost Weight Cost Weight Cost Weight
Backpack 2 gp 2 lbs. Fishing net (10’ sq) 4 gp 5 lbs. Perfume (vial) 5 gp *
Barrel, small 2 gp 30 lbs. Flint and steel 1 gp * Piton 3 cp ½ lb.
Basket -- -- Glass bottle 10 gp * Quiver 12 sp 1 lb.
Large 3 sp 1 lb. Grappling hook 8 sp 4 lbs. Rope (per 50 ft.) -- --
Small 5 cp * Holy symbol (silver) 25 gp * Hemp 4 sp 20 lbs.
Bell 1 gp -- Holy water (vial) 25 gp * Silk 10 gp 8 lbs.
Belt pouch -- -- Hourglass 25 gp 1 lb. Sack -- --
Large 1 gp 1 lb. Iron pot 5 sp 2 lbs. Large 2 sp ½ lb.
Small 15 sp ½ lb. Ladder, 10 ft. 5 cp 20 lbs. Small 10 cp *
Block & tackle 5 gp 5 lbs. Lantern -- -- Sealing wax 1 gp 1 lb.
Bolt case 1 gp 1 lb. Beacon 150 gp 50 lbs. Sewing needle 5 sp **
Bucket 5 sp 3 lbs. Bull’s-eye 12 gp 3 lbs. Signal whistle 8 sp *
Chain (per ft.) -- -- Hooded 7 gp 2 lbs. Signet ring 5 gp *
Heavy 4 gp 3 lbs. Lock -- -- Soap 5 sp 1 lb.
Light 3 gp 1 lb. Good 100 gp 1 lb. Spellbook (blank) 25 gp 5 lb.
Chest -- -- Poor 20 gp 1 lb. Spyglass 1,000 gp 1 lb.
Large 2 gp 25 lbs. Magnifying glass 100 gp * Tent -- --
Small 1 gp 10 lbs. Map or scroll case 8 sp ½ lb. Large 25 gp 20 lbs.
Cloth (10 sq. yds.) -- -- Merchant's scale 2 gp 1 lb. Pavilion 100 gp 50 lbs.
Common 7 gp 10 lbs. Mirror, small silver 20 gp * Small 5 gp 10 lbs.
Fine 50 gp 10 lbs. Musical Instrument 5-100 gp ½-3 lbs. Thieves' picks 30 gp 1 lb.
Rich 100 gp 10 lbs. Oil (per flask) -- -- Torch 1 cp 1 lb.
Candle 1 cp * Greek fire 10 gp 2 lbs. Water clock 1,000 gp 200 lbs.
Canvas (sq. yd) 4 sp 1 lb. Lamp 6 cp 1 lb. Whetstone 2 cp 1 lb.
Chalk 1 cp * Paper (sheet) 2 gp ** Wineskin 15 sp 1 lb.
Climbing Gear 25 gp 5 lbs. Papyrus (sheet) 8 sp ** Winter blanket 5 sp 3 lbs.
Fishhook 1 sp ** Parchment (sheet) 1 gp ** Writing ink (vial) 8 gp *
MOVEMENT
distance traveled per:
Movement
day
Rate round minute hour
(8 hours)
5’ (1”) 5’ 30’ ¼ mile 2 miles
10’ (2”) 10’ 60’ ½ mile 4 miles
15’ (3”) 15’ 90’ ¾ mile 6 miles
30’ (6”) 30’ 180’ 1 ½ miles 12 miles
45’ (9”) 45’ 270’ 2 ¼ miles 18 miles
60’ (12”) 60’ 360’ 3 miles 24 miles
75’ (15”) 75’ 450’ 3 ¾ miles 30 miles
90’ (18”) 90’ 540’ 4 ½ miles 36 miles
Generally a character can jump a number of feet equal to their Movement Rate divided by 5, by making a strength check. For every 2 feet
beyond this increase the check penalty by 5.
Without a running start of at least 20’ the base distance jumped is halved and each additional foot of jumping distance increases the check
penalty by 5.
For high jumps, characters may jump number of feet equal to their Movement Rate (in feet) divided by 10 with a successful strength check, with
every foot beyond this increasing the penalty by 5.
Characters trying to swim may move at ¼ of their Movement Rate.
EFFECTS OF ENCUMBRANCE
Encumbrance Penalties
Light Load None
-3 penalty to all dexterity checks. –6 to swimming checks. -1/4 movement rate penalty (rounding down to the
Medium Load
nearest 5’ increment)
-6 penalty to all dexterity checks. –12 to swimming checks. Halve dexterity bonus to armor class.
Heavy Load
-1/2 movement rate penalty (rounding down to the nearest 5’ increment).
All dexterity checks automatically fail. No dexterity bonus to armor class. -2 to armor class.
Overloaded*
Maximum movement rate of 5’ per round.
* up to 120% of the character’s maximum heavy load.
ENCOUNTER REACTIONS
Attitude Means Possible Actions
Hatred Will take risks to hurt you Attack, interfere, berate, flee
Antipathy Wishes you ill Mislead, gossip, avoid, scrutinize, insult and cheat
Neutral Doesn’t much care Socially expected interaction.
Goodwill Wishes you well Chat, advise, offer limited help, advocate
Preferred Will take risks to help you Protect, back up, heal, aid
The effects of these initial attitudes on the opposed charisma check are:
Initial Attitude Target’s Modifier
Hatred +5 bonus to charisma check
Antipathy +2 bonus to charisma check
Neutral ± 0 to charisma check
Goodwill -2 penalty to charisma check
Preferred -5 penalty to charisma check
Once the opposed checks are made, the check results are compared and the degree of success or failure determines the result of the
interaction:
Opposed Check Result Encounter Reaction
Failed The target’s attitude is unchanged and no further attempts may be made to alter the target’s attitude.
Succeeded by 4 or less The target’s attitude is unchanged but the character may make another attempt at parleying.
Succeeded by 5 or more The target’s attitude improves by one category (“Hatred” to “Antipathy”)
Succeeded by 10 or more The target’s attitude improves by two categories (“Hatred” to “Neutral”)
Succeeded by 15 or more The target’s attitude improves by three categories (“Hatred” to “Goodwill”)
Succeeded by 20 or more The target’s attitude improves by four categories (“Hatred” to “Preferred”)
THE COMBAT ROUND creature is providing cover for another character and the attack roll
If an encounter escalates into a combat situation, the time scale of exceeds the armor class of the covering creature, the covering
the game automatically goes to rounds (also called melee rounds or creature takes the damage intended for the target.
combat rounds). Rounds are used to measure the actions of Flank Attacks: Attacks against an opponent’s flank gain a +1 bonus to
characters in combat (or other intensive actions in which time is hit. Attacks from the flank receive no bonus to hit against a character
important). with combat sense. See Number of Opponents & Facing on page 55
As stated above, a round is 10 seconds long. Six combat rounds equal for details on the number of foes who may effectively flank a creature.
1 minute and sixty combat rounds equal a turn. This is particularly
important to remember for spells that last for turns or minutes, rather Fumbles: On a natural "1" you automatically miss, even if you would
than rounds. The progression of a typical combat usually follows the normally hit with the resulting attack roll total. An attacker who has
following steps: fumbled is considered stunned until his next action.
1. Determine if a party or creature is surprised. Higher Ground: In melee, those fighting from higher ground (this
2. Resolve the surprise round. includes mounted combatants fighting those on foot) have an
3. Determine initiative for the combatants. advantage over their opponents. Those with this tactical advantage
gain a +1 on their melee attack rolls.
4. Resolve combat in initiative order, repeating actions in this same
order from round-to-round. Incapacitated Opponents: During melee combat opponents who are
magically sleeping, held, unconscious or otherwise helpless are
GRENADE-LIKE MISSILES
automatically struck for a critical hit (see above) by any attack made
If a missile is off-target, it is important to know where it landed - an errant against them. Outside of melee such opponents may be automatically
grenade-like missile could present a hazard to other characters, start a
slain, or bound as appropriate to materials at hand, in one round. Note
fire, or eat a hole in the floor. The process of finding where it lands is
that this does not include normally sleeping or grappled opponents.
known as "scatter." First, determine the direction that the missing missile
takes in relation to its intended target. Roll a d8 and consult the Invisible or Unseen Opponents: Invisible or unseen opponents are always
following table: at an advantage. They can only be attacked if they are attacking or
otherwise detected somehow (typically through a perception check to
hear them). Invisible opponents always cause their attacker to attack
at a -4 on “to hit” rolls because their location cannot be accurately
pinpointed. At the same time unseen attackers gain a +2 bonus to hit
opponents and, in the case of a thieves or assassins, may sneak attack
their foe even if that foe is aware of the their presence. Spellcasters
cannot directly target invisible or unseen opponents with spells, though
they may use “area of affect” spells to strike them.
Next determine how far off the mark the throw is. Roll a 4-sided die. The
number rolled is the number of 5’ squares away from the intended Mounted Combat: Fighting while mounted is a difficult undertaking.
target the missile lands. The damage taken from a grenade-like attack Untrained riders suffer a -2 to all attack rolls while mounted, -4 if the
depends on whether a direct hit was scored or the target was in the mount is moving. Those with the profession (animal handler: horses)
splash area, 5’ (1”) from the intended target. skill, do not suffer these penalties.
Grenade-Like Missile Effects Parry: A character may forego their attack for the round in order to
parry an oncoming melee attack. In order to parry an attack, the
type of missile direct hit damage splash damage character adds their attack bonus with the melee weapon they are
acid 2d4 hp 2 hp parrying with (totaling their BtH and any other modifiers they have to
holy water 2d4 hp 2 hp attack rolls with that weapon) to their armor class against one, specified
oil (lit) 2d6/1d6 hp 2 hp attack. If the character may make more than one attack per round
poison special special they may elect to parry additional attacks that round. Only monks may
SPECIAL ATTACK MANUEVERS & MODIFIERS parry melee attacks while unarmed.
Charge: This special combat action allows a character to move and A combatant who has made all of his attacks in a given round may not
make one attack in a single melee round. When a combatant charges parry, as parrying attempts are made in place of melee attacks. A
they must run in a straight line towards their opponent for at least 10’ combatant may parry before his turn in the initiative order, so long as he
(2”) but no more than their movement rate and make a single attack. is not surprised or unaware of his opponent.
A charging combatant gains a +2 bonus to their melee attack rolls, and Prone or Stunned Opponents: Prone or stunned combatants suffer a -2
gains a +2 bonus to their opposed strength check for overbear attacks, penalty to their armor class. Prone combatants suffer a -2 penalty to
but takes a –2 penalty to their armor class (this penalty lasts until their their attack rolls, except with crossbows.
next round’s action). A charging combatant draws attacks from all
Ranged Attacks in Melee: A combatant engaged in melee combat will
combat-ready (e.g. not surprised or incapacitated) opponents they run
find it difficult to use ranged weapons against opponents. Because of
past because those opponents may take advantage of the runner’s
their need to dodge incoming attacks, a combatant employing a
lowered defenses.
ranged weapon in melee suffers a -2 penalty to their attack rolls in
In order to charge a combatant must be able to easily traverse the
addition to the penalties imposed by firing at foes engaged in melee
ground they are covering to get to their opponent. An uneven or debris
combatant (see Firing into Melee above).
strewn patch of ground could easily prevent a character from charging
unless the character makes a balance check with the penalty Rear Attacks: Opponents attacking a defender’s rear facing gain a +2
determined by the DM. bonus to their attack roll. In addition a defender does not gain any
armor class bonus for using a shield when defending against rear
Critical Hits: On a natural "20" you automatically hit, even if you would
attack. Thieves and assassins may backtstab when making rear attacks.
normally miss with the resulting attack roll total. So long as a natural "20"
was not required for you to hit your target rolling a natural “20” indicates Run: A character who attempts to run during combat (moving up to
a critical hit has been scored. A critical hit always deals maximum double their movement rate per round) suffers the usual –2 penalty to
damage. armor class when doing so. A combatant fleeing from opponents
draws a parting shot from all combat-ready (e.g. not surprised or
Firing into Melee: Combatants may make ranged weapon attacks
incapacitated) opponents within striking distance because those
against creatures engaged in melee. When doing so, they suffer
opponents may take advantage of the runner’s lowered defenses.
cover penalties to their attack rolls (see COVER AND CONCEALMENT
on the previous page) and may strike their allies by mistake. Surprised or Unaware Opponents: Surprised or unaware opponents lose
In ranged combat against a target that has another combatant as their dexterity bonus and shield bonus to armor class. Thieves and
cover, it may be important to know whether the cover was actually assassins may backstab and sneak attack surprised and unaware
struck by an incoming attack that misses the intended target. opponents. Assassins have the option of making death attacks against
First, determine if the attack roll would have hit the protected target unaware opponents.
without the cover. If the attack roll falls within a range low enough to
miss the target with cover but high enough to strike the target if there Two-Handed Weapon Fighting: Characters using a melee weapon two-
had been no cover, the object used for cover was struck. If a handed gain a +1 bonus to their damage rolls.
Two-Weapon Fighting: A character using two weapons receives a -6 attack roll. If the attacker hits, he must win an opposed strength
penalty to hit with each weapon wielded. If at least one weapon is a check to hold his opponent fast.
light weapon (one that is at least one size category smaller than the An attacker may only attempt to grapple opponents up to double
character wielding it) these penalties are reduced by 1. Characters their height or weight and are at a disadvantage against larger foes.
with an exceptional dexterity may reduce the two-weapon fighting The larger grappler gains a +4 bonus to their opposed strength for
penalties by their ability modifier, so long as they are not heavily each size category difference between them and their opponent. If
encumbered. These penalty reductions stack, so that a character using the attacker wins the strength check, he is able to hold his opponent
a light weapon in his off-hand (+1 modifier) and with a dexterity of 18 in place and, in the following rounds, may damage his opponent
(+3 modifier) has his two-weapon fighting penalties reduced by 4, to -2/- (dealing 1d2 points of non-lethal damage).
2. Note that these bonuses only serve to offset the penalties for two- A held grappler may attempt to break out of a grapple each round
weapon fighting and may never improve the character’s attack rolls. by winning an opposed strength check. Otherwise such a character
Underwater Combat: Land-based creatures can have considerable is unable to effectively attack. All grappling combatants lose their
difficulty when fighting in water. All attacks made with slashing or dexterity and shield bonuses to armor class. Note that monks are
bludgeoning weapons suffer a -2 attack penalty and deal ½ damage able to conduct unarmed attacks against an opponent who has
(rounding fractions down). Thrown weapons are ineffective grappled them, though they suffer a -4 penalty to such rolls. They
underwater, even when launched from land. Attacks with other ranged may not make unarmed strikes while grappling an opponent.
weapons take a -2 penalty on attack rolls for every 5 feet of water they
pass through, in addition to the normal penalties for range. Non-aquatic
creatures also suffer a -2 penalty to their Armor Class so long as they are
not drowning or sinking (they have failed a strength check in order to
swim). Drowning or sinking characters suffer twice the usual penalties to
Armor Class and attack rolls.
All non-aquatic creatures may swim at ¼ of their movement rate,
rounded to the nearest 5’ increment. Sinking characters fall through the
water at 10’ per round if lightly encumbered, 20’ per round if
moderately encumbered and 30’ per round if heavily encumbered.
When walking beneath the surface of the water, a submerged
character may move ¼ of their normal movement rate, rounded to the
nearest 5’ increment. Moderately or heavily encumbered characters
may move ½ of their normal movement rate, rounded to the nearest 5’
increment, because their load minimizes the effects of their natural
buoyancy. Characters with freedom of movement do not suffer any of
Non-lethal Damage: Certain attacks, such as unarmed strikes,
the penalties listed for underwater combat.
deal non-lethal damage that heals at a rate of 1 hit point per hour.
• Attacks from Land: Characters swimming, floating, or treading When you take non-lethal damage, keep a running total of how
water on the surface, or wading in water at least chest deep, have much you’ve accumulated but do not deduct the non-
50% cover from opponents on land. Landbound opponents who lethal damage number from your current hit points. Instead, when
have freedom of movement effects ignore this cover when your non-lethal damage equals your current hit points, you
making melee attacks against targets in the water. A completely fall unconscious. It doesn’t matter whether the non-lethal damage
submerged creature has total cover against opponents on land equals or exceeds your current hit points because you’ve taken more
unless those opponents have freedom of movement effects. non-lethal damage or because your current hit points have gone
Magical effects are unaffected except for those that require down.
attack rolls (which are treated like any other effects) and fire You can use a melee weapon that deals lethal damage to deal non-
effects. lethal damage instead, but you take a -2 penalty on your attack roll.
• Fire: Non-magical fire does not burn underwater. Spells or spell-like Overbear or Trip: This attack form aims at quickly taking the opponent
effects with the fiery effects are ineffective underwater unless the to a prone position while incidentally inflicting damage. The attacker
caster makes a concentration check with a -10 penalty. If the can have either or both hands otherwise employed (carrying a shield,
check succeeds, the spell creates a bubble of steam instead of its weapon, etc) when making an overbear attack. Such an attack is
usual fiery effect, but otherwise the spell works as described. handled much like a grapple attack. The attacker ignores the
defender’s armor bonus (but not his shield bonus) to armor class,
NON-LETHAL COMBAT because armor does not make the defender harder to overbear,
Bull Rush or Push: You can make a bull rush attack as part of a when making his attack roll. If the attacker hits, he must make an
charge (see Charge on page 57) or simply attempt to shove an opposed strength check to knock his opponent prone.
opponent away. When you make a bull rush or push attack, you An attacker may only attempt to overbear opponents up to double
attempt to push an opponent back instead of damaging him. their height or weight and are at a disadvantage against larger foes
Bull rush or push attacks are resolved just as overbear attacks (see and creatures with greater stability (typically those with more legs or
Overbear or Trip below) except that if the attacker wins the opposed creatures with serpent-like bodies). The larger combatant gains a +4
strength check, he is able to push his opponent 5’ away from him plus bonus to their opposed strength for each size category difference
5’ for every 5 points that his strength check exceeds his target’s. If the between them and their opponent. Another +2 bonus is given to a
attacker fails this opposed strength check by 5 or more, he is knocked creature with greater stability (i.e. a creature with more legs than its
prone. opponent or one with a serpentine body). A charging character
Disarming: A disarm attack is made when a combatant attempts to gains a +2 bonus to his attack roll and strength check when
knock an opponent’s weapon from his hands. Disarming inflicts no attempting to overbear an opponent.
damage, but if a successful hit is made, the defender must win an If the attacker wins the strength check, he is able to trip or knock his
opposed strength check or lose the weapon they have in hand opponent prone, dealing non-lethal damage in the process. If the
(superior swordplay has torn the weapon from the opponent’s grasp). attacker fails this opposed strength check by 5 or more, he is knocked
If the attacker fails this opposed strength check by 5 or more, he is prone. Damage sustained from this attack is non-lethal damage.
disarmed. Trip attacks may be attempted against mounted foes, provided that
The combatant with a larger weapon gains a +4 bonus to their the character can reach that foe. Polearms such as guisarmes and
military hooks are designed for this very purpose and grant their
opposed strength check. A disarmed weapon will fall at the owner’s
feet if that weapon is of the same size as the attacker’s or larger, or bearer a +2 bonus on their opposed strength check.
1d10 feet away if of a smaller size than the weapon that did the
disarming.
Grapple: This attack form is aimed at holding an opponent and
rendering him unable to attack. The attacker ignores the defender’s
armor bonus (but not his shield bonus) to armor class, because armor
does not make the defender harder to grapple when making his
SPECIAL ATTACKS
Ability Damage & Ability Drain: Ability damage typically results from
the ravages of disease, the ill-effects of poison, or through the baleful
powers of monstrous creatures and spellcasters. As the PLAYER’S
HANDBOOK notes ability damage is temporary, healing at the rate of
1 point per night of rest, or by 2 points for every 24 hours of complete
bedrest.
Ability drain, on the other hand, permanently lowers one or more of
the target’s ability scores. Nothing short of a restoration spell reverses
such ability loss. Permanent ability drain results from the attacks of
undead creatures, such as vampires and wraiths, and other dreadful
creatures, such as lamias.
The feeblemind spell permanently lowers the target’s intelligence,
wisdom and charisma scores but, unlike ability drain attacks, cannot
be reversed through the use of restoration spells. Only a heal, limited
wish, miracle or wish spell may be used to cancel the effect of
feeblemind.
Characters who lose points of constitution after being raised or
resurrected cannot restore that ability loss through any means short
of divine intervention.
No ability scores can be damaged or drained to a value below 0. If A poisoned character in the care of a skilled healer can use the
a character’s constitution is reduced to a score of zero that healer’s skill check in place of his saving throw when fighting off a
character is slain. If any other ability score is reduced to a score of poison’s secondary effects.
zero the character is rendered immobile (in the case of strength or The base cost for a lethal poison is 500 gold pieces. Poisons that
dexterity) or comatose (in the case of intelligence, wisdom or incapacitate (i.e. sleep, blindness, or paralysis poisons) their target
charisma). also have a base cost of 250 gold pieces. This cost is modified by the
potency of the poison. Each point’s worth of check penalty
increases the cost by 100 gold pieces. As such a lethal poison with a
check penalty of -5 would cost 1000 gold pieces.