Professional Documents
Culture Documents
Lingering Aura Duration (Detect Alignment, Magic, Undead): BARDIC KNOWLEDGE (PHB P28)
Strength HD Strength HD DC Type of Knowledge Examples
Faint 1d6 rounds Strong 1d6x10 minutes 10 Common, known by at least a substantial minority of the A local mayor’s reputation for
Moderate 1d6 minutes Overwhelming 1d6 days local population. drinking; common legends about
a powerful place of mystery.
20 Uncommon but available, known by only a few people in A local priest’s shady past;
USE MAGIC DEVICE CHECKS (PHB P85) the area. legends about a powerful magic
Task DC Task DC
item.
Activate blindly (+2 prev success) 25 Emulate class feature 20 (text)
25 Obscure, known by a few, hard to come by. A knight’s family history; legends
Decipher a written spell (I min) 25 + spell level Emulate ability score 15 (text)
about a minor place of mystery
Use a scroll 20 + caster level Emulate race 25
or a magic item.
Use a wand 20 Emulate alignment 30
30 Extremely obscure, known by very few, possibly A mighty wizard’s childhood
Activate blindly: Fail by 10 or more = 2d6 damage or affect wrong target forgotten by most who once knew it, possibly known only nickname; the history of a petty
For ability score, effective ability score = use magic device check – 15. to those who don’t understand the significance of the magic item.
For class feature, effective class = use magic device check – 20. knowledge.
Reference Sheet v3.5 (a) Psionics, Familiars, Magic Items Magic Sheet 2
METAPSIONIC COST (PSIHB P24-30) PSICRYSTAL SPECIAL ABILITIES (PSIHB P11, 1-5)
Feat Cost Feat Cost Psion Psicrystal
Enlarge +2 Maximize +6 Level Intelligence Special
Extend +2 Persistent +8 1-2 6 Sighted (40’, can sense in darkness and silence), Empathic Link (up to one
Heighten effective level Quicken +8 mile, owner can sense emotions from psicrystal)
Hide Display +2 Twin +8 3-4 7 Telepathic Link (owner can converse with Psicrystal, it knows all languages
its owner does)
PSIONIC COMBAT (PSIHB P42, 4-1, 4-2, 4-3) 5-6 8 Self-propulsion (owner pays 1 power point, psicrystal gets 30’ movement)
DC for powers is 1d20 + power’s key ability bonus + level of power 7-8 9 Speak with Other Creatures (60’, speaks mentally, creatures verbally)
Power Level(Cost): 0(0/1) 1(1) 2(3) 3(5) 4(7) 5(9) 6(11) 7(13) 8(15) 9(17) 9-10 10
11-12 11 Power resistance (psicrystal gets PR 5 + owner’s level)
Will Save DC vs. attack is 1d20 + attack’s ability modifier + DC modifier 13-14 12 Sight Link (Once per day, owner sees what psicrystal sees, lasts 1 hour)
Ego Id Mind Mind Psychic 15-16 13 Channel Power (manifest power through psicrystal, must be within 1 mile)
Whip Insin. Blast Thrust Crush Sec. 17-18 14
(Dex) (Str) (Cha) (Int) (Wis) Prot. PP 19-20 15
Empty Mind +1 -2 +3 -3 -5 none 1
Intellect Fortress -2 +1 0 +6 +4 3 mh 5
Mental Barrier -1 +4 -3 +1 +3 2 mh 3 FAMILIAR SPECIAL ABILITIES (PHB P53)
Thought Shield -4 -1 -2 +4 +2 1 mh 1 Master Natural
Tower of Iron Will +3 0 -1 +5 -3 2 mh 5 Level Armor Int Special
Nonpsionic buffer -8 -9 +4 -8 -8 stun na 1-2 +1 6 Alertness, Improved Evasion, Share Spells (if familiar is within 5’, spells
Flat-footed/no PP +8 +7 +8 +8 +8 master casts on herself may also affect familiar). Empathic Link (up to
Ability Damage 1d4 Dex 1d2 Str 1d4 Cha 1d2 Int 2d4 Wis one mile)
Power Points 3 3 9 1 5 3-4 +2 7 Touch (familiar can deliver touch spells)
-Defenders who fail save against Id Insinuation ignore mental hardness 5-6 +3 8 Speak with Master (can communicate verbally with Master)
-Mind Blast affects all creatures in 60’ cone, nonpsionics are stunned for 3d4 rounds 7-8 +4 9 Speak with Animals of Its Type
-All other attacks have range of 25’ + 5’ per 2 levels 9-10 +5 10 -
-Tower of Iron Will applies to all in 10’ radius, mental hardness stacks, save does not 11-12 +6 11 Spell resistance (familiar gets SR 5 + owner’s level)
13-14 +7 12 Scry (once per day, master can Scry on familiar as a spell-like ability)
15-16 +8 13 -
PSION POWER POINTS PER DAY 17-18 +9 14 -
Level Ability
19-20 +10 15 -
10-11 12-13 14-15 16-17 18-19 20-21 22-23 24-25 26-27
1 2 3 3 3 3 5 5 5 5
2 3 4 4 4 4 6 6 6 6 MAGIC ITEMS
3 4 5 8 8 8 10 12 12 12 ARMOR AND SHIELDS
4 7 8 11 11 11 13 15 15 15 Cost, in 1000s of gp:
5 10 11 14 19 19 21 23 25 25 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10
6 15 16 19 24 24 26 28 30 30 1 4 9 16 25 36 49 64 81 100
7 20 21 24 29 36 38 40 42 44
8 27 28 31 36 43 45 47 49 51 Cost/Bonus Ability
9 34 35 38 43 50 61 63 67 67 +2,700 Glamered
10 43 44 47 52 59 70 72 76 76 +1 Fortification, light
11 52 53 56 61 68 79 92 96 96 +3,750 Slick, Shadow, Silent moves
12 63 64 67 72 79 90 103 107 107 +2 SR 13
13 74 75 78 83 90 101 114 131 131 +15,000 Slick, improved, Shadow, improved, Silent moves, improved
14 87 88 91 96 103 114 127 144 144 +18,000 Acid, Cold, Electricity, Fire, Sonic resistance
15 100 101 104 109 116 127 140 157 172 +3 Ghost touch, invulnerability, Fortification, moderate, SR 15, Wild
16 115 116 119 124 131 142 155 172 187 +33,750 Slick, greater, Shadow, greater, Silent moves, greater
17 130 131 134 139 146 157 170 187 202 +42,000 Acid, Cold, Electricity, Fire, Sonic resistance, improved
18 147 148 151 156 163 174 187 204 219 +4 SR 17
19 164 165 168 173 180 191 204 221 236 +49,000 Etherealness, undead controlling
20 183 184 187 192 199 210 223 240 255 +5 Fortification, heavy, SR 19
+66,000 Acid, Cold, Electricity, Fire, Sonic resistance, greater
CHECKS: CONCENTRATION, PSICRAFT, USE PSIONIC DEVICE
WEAPONS
Use Concentration, Spellcraft, and Use Magic Device tables, respectively
Cost, in 1000s of gp:
+1 +2 +3 +4 +5 +6 +7 +8 +9 +10
AUTOHYPNOSIS CHECKS (PSIHB P18) 2 8 18 32 50 72 98 128 162 200
Task DC Effect
Resist Fear 15 Second saving throw at +4 Bonus Ability
Memorize 13 Memorize or recall up to 800 words +1 Bane, Defending, Distance, Flaming, Frost, Shock, Ghost touch, Keen, Ki Focus, Merciful,
Ignore caltrop wound 13 Ignore movement penalty for 10 min. Mighty cleaving, Seeking, Spell storing, Throwing, Thundering, Vicious
Tolerate poison Poison’s DC +4 for save against secondary damage +2 Anarchic, Axiomatic, Disruption, Holy, Unholy, Wounding, Flaming, Icy, and Shocking burst
Willpower 15 Take normal actions while at 0 hit points +3 Speed
+4 Brilliant energy, Dancing +5 Vorpal
STABILIZE SELF CHECK
For the first round that you have negative hit points and are losing them, POTIONS – FAVOURITES (DMG P230)
Potion Cost Potion Cost Potion Cost
you can make a Stabilize Self check instead of the normal 10% chance of Cure light wounds 50 Barkskin +2 300 Magic weapon 50
stabilizing. Check DC is 15, if you succeed you stop losing hit points. Cure moderate wounds 300 Barkskin +3 600 Greater magic w/f +1 * 750
Cure serious wounds 750 Barkskin +4 900 Greater magic w/f +2 * 1200
PSIONIC DISPLAYS & ALTERNATES (PSIHB 34) Bull’s Cat’s Bear’s etc 300 Barkskin +5 1200 Greater magic w/f +3 * 1800
Auditory Bass-pitched hum, akin to many deep-pitched voices. Neutralize poison 750 Resist energy (10) 300 Greater magic w/f +4 * 2400
(Au) A blurred mix of barely audible whispers. Displacement 750 Resist energy (20) 700 Greater magic w/f +5 * 3000
Material Subject or area is slicked with ephemeral translucent goo which evaporates quickly. Haste 750 Resist energy (30) 1100 Keen Edge 750
(Ma) A strange feeling that makes hairs on the back of the neck stand up . Heroism 750 Invisibility 300 Magic Circle A. (Align) 750
Mental (Me) A ringing tingles within the minds of all living creatures within 30 feet. * Greater magic w/f +x refers to either a potion of greater magic weapon, or greater magic fang
An odd sense of deja vu, or the feeling of being watched. RINGS/WONDROUS ITEMS – FAVOURITES (DMG P231, 246)
Olfactory An odd but familiar odor brings to mind a brief mental flash of a buried memory. Ring/Wondrous Bonus Cost Wondrous Bonus Cost
(Ol) Faint aroma of burning metal. +1 2,000 Ogre Gloves/Giant Belts
Visual (Vi) Manifesters eyes burn like points of silver fire, and a flash of multicolored light +2 8,000 Gloves of Dexterity +2 4,000
sweeps from the manifester to 5 feet away. Ring of Protection
+3 18,000 Amulet of Health +4 16,000
Pupils of the manifester’s eyes glow slightly. Amulet of Natural Armor
+4 32,000 Headband of Intellect +6 36,000
+5 50,000 Periapt of Wisdom
MAGIC ITEM CREATION TIME AND COSTS (DMG P282-283) Cloak of Charisma
Cost in gp: 1/2 the market price Cloak of Resistance ≤ 5 1,000 (+1), 4,000 (+2), 9,000 (+3), 16,000 (+4), 25,000 (+5),
Cost in XP: 1/25 the market price Bracers of Armor ≤ 8 36,000 (+6), 49,000 (+7), 64,000 (+8),
Time: 1 day per 1000gp of the market price
Reference Sheet v3.5 (a) Combat Actions Player Sheet 1
ACTIONS (PHB P127, 8-3, 8-4) • Attacker and opponent make opposed grapple checks to start grapple. If
* provokes an AoO, † may provoke an AoO Attacker wins, deal unarmed damage to opponent
STANDARD ACTIONS • To maintain grapple in later rounds, move (AoO) into opponent space.
• Attack (melee), attack (ranged)*, attack (unarmed)*, activate magic item, • Join Grapple: No AoO from target and grab succeeds automatically.
aid another†, bull rush, cast spell*, concentrate on spell, dismiss a spell, Opposed grapple check still necessary.
draw hidden weapon, drink potion*, apply oil*, escape grapple, feint, • When Grappling:
lower spell resistance, stabilize friend*, overrun, read a scroll*, ready, • Make opposed grapple check as an attack to :
sunder weapon*, sunder object†, total defense, turn undead, use • 1d3 + Str mod subdual damage (-4 to check for normal)
extraordinary ability, use spell-like ability*, use supernatural ability • Draw light weapon as move action
• Escape (against all opponent) (Escape Artist = standard action)
MOVE ACTIONS
• Move (half speed, against all opponent)
• Move*, control a mount*, Redirect active spell, load hand/light
• Pin target for 1 round, or break the pin a target has over an ally
crossbow*, open or close door, mount or dismount, move heavy object*,
• Use opponent’s weapon with -4 penalty (doesn’t gain weapon)
pick up item*, sheathe weapon*, stand from prone*, retrieve stored item*
• You can :
• Draw weapon, ready/loose shield can be combined with a regular move
• Activate magic item without spell completion triggers
action if your base attack is at least +1, otherwise they are move-
• Attack with unarmed, natural or light weapon at -4 (1 weap only)
equivalent actions
• Cast a 1-action spell with no somatic components with components
FULL-ROUND ACTIONS (TAKE ACTION AND 5’ STEP) in hand. Make Concentration check (DC 20 + spell level)
• Full attack, charge, deliver coup de grace*, escape from net*, extinguish • Retrieve spell component as full round action
flames, light torch*, load heavy/repeating crossbow*, prepare to throw • If Pinning: Cannot escape another’s grapple, retrieve spell component,
splash weapon*, run*, touch spell on six friends*, withdraw pin another or break another’s pin.
FREE ACTIONS • If Pinned: -4 AC against other opponents. Escape with opposed check.
• Drop item, drop to floor, speak, cast quickened spell, stop concentrating OVERRUN (PHB P157)
NO ACTION • Move into defender’s square (can part of charge), provokes AoO from
• Delay, 5-foot step defender. (Opp - Max one size larger)
• If opponent avoids, nothing happens. If opponent blocks, make Str vs
FIGHT DEFENSIVELY (PHB P140) Str/Dex check. (+/-4 for each size above/below medium). +2 bonus for
• -4 on all attacks, +2 dodge bonus to AC for 1 round charging, defender gets +4 if more than 2 legs or extra stable.
TOTAL DEFENSE (PHB P142) • Success: Knock defender prone. Failure: Defender push attacker 5 ft
• No action other than standard move, get +4 dodge to AC for 1 round back, and with a successful similar check against attacker, prone
• If you fail and are tripped, you are prone in defender’s square
AID ANOTHER (PHB P154)
• If you fail but are not tripped, move back 5’; if that square is occupied,
• Make attack against AC 10, if you succeed, an ally who is attacking an
you fall prone in it
opponent you threaten can take either a +2 to their attack, or +2
circumstance bonus to their AC against that opponent. Aid action may SUNDER (PHB P158, 8-8)
also be used to shake someone free of hypnotize or sleep, or assist skill • Held weapon/shield: Provoke AoO from opponent. Make opposed
attack roll, +4 for two handed weapon, -4 for light weapon. Larger
BULL RUSH (PHB P154)
combatant gets +4 for every size difference. Success: Damage item.
• Move into defender’s square (can part of charge), provokes AoO, each
• Carried/worn object: Provoke AoO. Attack object AC is 10 + size mod +
with 25% of targeting defender by mistake (Opp - Max one size larger)
Dex mod of char
• Make opposed strength check (+/-4 for each size above/below Weapon Hard HP Armor/Shield Hard HP
medium), +2 bonus for charging, defender gets +4 if more than 2 legs or Light blade (short sword) 10 2 Armor 10 *
being extra stable 1 handed blade (longsword) 10 5 Buckler 10 5
• Success: Push defender back 5’, and you can move with the defender an 2 handed blade (greatsword) 10 10 Light wooden shield 5 7
Light metal-hafted (lght mace) 10 10 Heavy wooden shield 5 15
extra 5’ for each 5 point of difference in the roll, but both provoke AoOs 1 handed metal-hafted (heavy mace) 10 20 Light steel shield 10 10
from others. Failure: move back 5’, if space occupied you fall prone Light hafted (handaxe) 5 2 Heavy steel shield 10 20
1 handed hafted (battleaxe) 5 5 Tower shield 5 20
CHARGE (PHB P154) 2 handed hafted (greataxe 5 10 Projectile weapon 5 5
• Must move at least 10’ (up to double move), all in a straight line * bonus x 5
• +2 to attack, -2 to AC for 1 round
TRIP (PHB P158)
COUP DE GRACE (PHB P153) • Grab - unarmed melee touch att, prov. AoO (Opp - Max one size larger)
• Full-round action with melee weapon (or bow/crossbow from adjacent • Make Str vs Str/Dex check. (+/-4 for each size above/below medium).
square). Provokes AoO. Automatic hit and critical, Fort save DC 10 + Defender gets +4 if more than 2 legs or extra stable.
damage or die • Success: Opponent is prone. Failure: Opponent may attempt trip back
DISARM (PHB P155) • Tripping with a tripping weapon does not provoke AoO. If tripped by
• Defender gets AoO, if receive damage, disarm fails opponent in attempt, may drop weapon to avoid being tripped.
• Make opposed attack roll, +4 for two handed weapon, -4 for light TURN OR REBUKE UNDEAD (PHB P159)
weapon, -4 for not a weapon. • Range: 60 feet, line of effect
• Success: Defender is disarmed. If attacker is unarmed, weapon ends in • Roll 1d20 + Cha mod; table below shows highest HD you can turn
attacker’s hand. Failure: Defender may attempt to disarm the attacker. Check Max HD Check Max HD Check Max HD
up to 0 Cleric level - 4 7-9 Cleric level - 1 16-18 Cleric level + 2
FEINT (PHB P155) 1-3 Cleric level - 3 10-12 Cleric level 19-21 Cleric level + 3
• Make Bluff (-4 nonhumanoid, -8 if target has 1 or 2 Int) vs Sense Motive 4-6 Cleric level - 2 13-15 Cleric level + 1 22+ Cleric level + 4
(+ attack bonus) check. Only against intelligent target. Success: Next • Roll 2d6 + Cleric level + Cha mod, gives number of HD turned/rebuked
melee attack on next turn denies target Dex bonus to AC • Undead with 1/2 HD of cleric’s level are destroyed/commanded
• Turned undead flee for 10 rounds, if they can’t, they cower
GRAPPLE (PHB P155)
• Rebuked undead cower in awe for 10 rounds
• Grapple check = base attack + strength mod + special size mod
• If cleric gets closer than 10’, turned undead will return to normal
• +/-4 for each size above/below medium (Opp - Max two sizes larger)
• Commanded undead may be ordered as a standard action
• To Start: Provoke AoO from target; if AoO does damage, you fail to
grapple. Next, grab opponent (melee touch attack).
Reference Sheet v3.5 (a) Combat Modifiers, Light, Skill Checks, Healing Player Sheet 2
ATTACK ROLL MODIFIERS (PHB P151, 8-5) DISGUISE (CHA, UNTRAINED)
Attacker is … Melee Ranged Takes 1d3 x 10 minutes. Make opposed Spot check.
Dazzled -1 -1 Disguise Disg Mod Familiarity Spot Mod
Entangled -2 -2 Minor details only +5 Recognizes on sight +4
Flanking defender +2 - Different sex -2 Friends or associates +6
Invisible +2 † +2 † Different race -2 Close friends +8
On higher ground +1 +0 Different age (per category difference) -2 Intimate +10
Prone -4 -*
Shaken or frightened -2 -2 ESCAPE ARTIST (DEX, UNTRAINED, ARMOR CHECK PENALTY)
Squeezing through a space -4 -4 Full round: Net or most spells (DC 20), snare spell (DC 23).
* Only crossbow or shuriken can be used † Defender loses Dex bonus to AC 1 minute: Ropes (DC is binder’s Use Rope check at +20), manacles (DC 30),
ARMOR CLASS MODIFIERS (PHB P151, 8-6) masterwork manacles (DC 35).
Defender is … Melee Ranged At least one minute: Tight space (DC 30).
Behind cover +4 +4
Blinded -2 * -2 * INTIMIDATE (CHA, UNTRAINED)
Concealed or invisible -- 20% or 50% miss chance -- Opposed by 1d20 + HD + Wis mod + fear bonus. A standard action in
Cowering -2 * -2 * battle (causes opponent to be shaken for 1 round). Outside battle, target
Entangled +0 +0
Flat-footed +0 * +0 * treated as friendly, lasts 1d6 x 10 mins after leaving presence. No retry.
Grappling (but attacker is not) +0 * +0 *†
JUMP (STR, UNTRAINED, ARMOR CHECK PENALTY)
Helpless -4 ‡ +0 ‡
Kneeling or sitting -2 +2 Mvmt Speed Bonus: Every 10ft. < 30ft., -6, every 10ft. > 30ft., +4
Pinned -4 +0 Long Jump: DC = distance to cover in feet. (x2 without 20 ft. run)
Prone -4 +4 LJ Failure: If fail DC by less than 5, DC 15 Reflex save to grab far edge.
Squeezing through a space -4 -4 LJ Untrained: Land prone unless beat DC by 5 or more
Stunned -2 * -2 *
* Defender loses Dex bonus to AC † Roll randomly to see which combatant is hit High Jump: DC = 4 x distance to reach in feet. (x2 without 20 ft. run)
‡ Treat defender’s Dex as 0 (-5 mod) Hop Up: Object as tall as waist – DC 10 Jump (no need 20 ft. run)
RANGE (PHB P139) KNOWLEDGE (INT, TRAINED ONLY)
-2 for each range increment, 5 increments maximum for thrown, 10 DC 10 + Monster HD to identify a monster, an additional piece of useful
increments maximum for projectile information for every 5 check exceeds DC. No retries.
Area Subjects
LIGHT SOURCES AND ILLUMINATION (PHB P165, 9-7) Arcana Ancient mysteries, magic traditions, arcane symbols, cryptic phrases,
constructs, dragons, magical beasts
Source Bright Shadow Dur Source Bright Shadow Dur
Candle n/a 5’ 1 hr Torch 20’ 40’ 1 hr Architecture/Eng. Buildings, aqueducts, bridges, fortifications
Lamp, common 15’ 30’ 6hr / p Cont. flames 20’ 40’ Perm Dungeoneering Aberrations, caverns, oozes, spelunking
Lantern, bullseye 60’ cone 120’ cone 6hr / p Dancing lights 20’ each 40’ each 1 m Geography Lands, terrain, climate, people
Lantern, hooded 30’ 60’ 6hr / p Daylight 60’ 120’ 30 m History Royalty, wars, colonies, migrations, founding of cities
Sunrod 30’ 60’ 6 hr Light 20’ 40’ 10 m Local Legends, personalities, inhabitants, laws, customs, traditions, humanoids
Nature Animals, fey, giants, monstrous humanoids, plants, seasons and cycles,
SKILL CHECKS (PHB P67-86) weather, vermin
Nobility/Royalty Lineages, heraldry, family trees, mottoes, personalities
APPRAISE (INT, UNTRAINED) Religion Gods and goddesses, mythic history, ecclesiastic tradition, holy symbols,
Takes one minute, no retry for same object. undead
The Planes The Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane,
Common items: DC 12, failure 10% x (2d6+3) of actual price outsiders, elementals, magic related to the planes.
Rare/exotic items: DC 15+, failure unable to estimate.
Untrained: Failure unable to estimate, rare item success 10% x (2d6+3) LISTEN (WIS, UNTRAINED)
Situation DC Situation DC Situation DC
BALANCE (DEX, UNTRAINED, ARMOR CHECK PENALTY) A battle -10 Sneaking Lvl 1 Rogue 15 Through door +5
Success lets you move at half speed, failure means no move for 1 round, People talking 0 People whispering 15 Through stone wall +15
Sneaking in medium armor 5 A cat stalking 19 Per 10 ft. -1
failure by 5 or more means you fall. Sneaking unarmored 10 Owl gliding 30 Distracted -5
Narrow Surf. DC Difficult Surf. DC Narrow Modifiers DC
7-12 inches 10 Uneven flagstone 10 Light/severe obstruction +2/+5 SLEIGHT OF HAND (DEX, TRAINED ONLY, ARMOR CHECK PENALTY)
2-6 inches 15 Hewn stone floor 10 Lightly/severely slippery +2/+5 DC Task
Less than 2 inches 20 Sloped or angled floor 10 Sloped or angled +5 10 Palm a coin-sized object, make a coin disappear
20 Lift a small object from a person
BLUFF (CHA, UNTRAINED)
To lift item, make check to see if you get item, then target makes opposed
At least a full round action. Target makes opposed Sense Motive check.
spot check to see if they notice the attempt. +10 if target is watching.
Usually cannot retry, unless feinting in combat.
Circumstance DC SWIM (STR, UNTRAINED, DOUBLE CHECK PENALTY)
Target wants to believe you -5 Success: Move at one-quarter speed as a move-equivalent action (or half as
Believable, and doesn’t affect the target much +0
A little hard to believe, or puts the target at some risk +5
a full-round action). Failure: No progress for 1 round, by 5 or more means
Hard to believe, or entails large risk for target +10 you go under. DC 10 for calm water, 15 for rough, 20 for stormy.
Way out there, almost to incredible to consider +20
TUMBLE (DEX, TRAINED ONLY, ARMOR CHECK PENALTY)
CLIMB (STR, UNTRAINED, ARMOR CHECK PENALTY) DC Task
Success lets you move at one quarter speed as a full round action, failure 15 Treat fall as if it were 10 feet shorter for damage calculation
15 Tumble at ½ speed, success means no AoOs, one check per enemy at +2 per additional
means no progress for 1 round, failure by 5 or more means you fall. enemy
DC Example Wall or Surface 25 Tumble at ½ speed, including occupied squares, success means no AoOs, one check per
0 A slope too steep to walk up. A knotted rope with a wall to brace against. enemy at +2 per additional enemy. Failure means stops, and receive AoO from enemy.
5 Rope with a wall to brace against. Knotted rope. Rope affected by rope trick.
10 Surface with ledges to hold/stand on such as a very rough wall or a ship’s rigging.
15 Surface with handhold or footholds. Unknotted rope. HEALING (PHB P146)
20 Uneven surface with some narrow handhold or footholds, such as dungeon or ruin walls. • 1 hp per level + Con mod per day of rest (1.5x for complete bed rest)
25 Rough surface such as a natural rock wall or a brick wall. • Subdual damage heals 1 hp per level + Con mod per hour
25 Overhang or ceiling with handholds.
-10 Location where on can brace against two opposite walls, such as a chimney.
• Temporary ability damage is healed 1 point per day of rest
-5 A corner where you can brace against a perpendicular wall.
+5 Slippery surface. Ability Modifier Ability Modifier Ability Modifier
0-1 -5 8-9 -1 16-17 +3
HEAL (WIS, UNTRAINED) 2-3 -4 10-11 0 18-19 +4
Check DC 15 to stabilize a dying creature. 4-5 -3 12-13 +1 20-21 +5
6-7 -2 14-15 +2 22-23 +6