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Move-Equivalent Actions
Climb (1/4 normal speed), sheathe weapon*, open door, pick up item*,
get stored item*, move heavy object*, stand up from prone, load
light/hand crossbow*, etc.
Draw weapon, ready/loose shield can be combined with a regular move
action if your base attack is at least +1, otherwise they are moveequivalent actions
A normal weapon can be made to deal subdual damage (or vice versa)
with a -4 penalty on the attack roll
During move portion of charge, you can try to move past opponent,
opponent may avoid or block
If opponent tries to block, make a trip attack against him, if you succeed,
you can continue moving
If you fail and are tripped, you are prone in defenders square
If you fail but are not tripped, move back 5; if that square is occupied,
you fall prone in it
Move into defenders square, provokes AoO, each with 25% of targeting
defender by mistake
Make opposed strength check (+/-4 for each size above/below
medium), +2 bonus for charging, defender gets +4 for having more than
2 legs or being extraordinarily stable
If you succeed, push defender back 5, and you can move with the
defender back an extra 1 for each point of difference in the roll, but this
can provoke AoOs from others.
If you fail, move back 5
AC 5 + size modifier
+4 to attack roll if attacking with melee weapon
Size
Colossal
Gigantic
Huge
Large
Small
Tiny
Diminutive
Fine
Example
Broad side of barn
Narrow side of barn
Wagon
Big door
Chair
Tome
Scroll
Potion in vial
Modifier
-8
-4
-2
-1
+1
+2
+4
+8
Attacking weapon can be no more than one size smaller than target
weapon, attacker and defender make opposed attack rolls, if attacker
wins, it hits.
Weapon
Tiny blade
Small blade
Medium blade
Large blade
Small metal-hafted
Medium metal-hafted
Small hafted
Medium hafted
Large hafted
Huge club
Buckler (small)
Small wooden shield (medium)
Small steel shield (medium)
Large wooden shield (large)
Large steel shield (large)
Tower shield (huge)
Hardness
10
10
10
10
10
10
5
5
5
5
10
5
10
5
10
5
HP
1
2
5
10
10
25
2
5
10
60
5
10
10
15
20
20
Can only try to trip an opponent who is up to one size larger than you
Make melee touch attack
If attacker succeeds, make a Strength check versus opponents Strength
or Dexterity (whichever is higher). Each takes +/-4 for every size
difference from medium, defender gets +4 for more than 2 legs or being
extraordinarily stable
If you win, opponent is tripped (prone), if you lose, opponent may make
Strength check against your Strength or Dexterity (higher) to trip you
Modifier
-5
-4
-3
-2
Ability
8-9
10-11
12-13
14-15
Modifier
-1
0
+1
+2
Ability
16-17
18-19
20-21
22-23
Modifier
+3
+4
+5
+6
Max HD
Cleric level - 4
Cleric level - 3
Cleric level - 2
Cleric level - 1
Cleric level
Check
13-15
16-18
19-21
22+
Max HD
Cleric level + 1
Cleric level + 2
Cleric level + 3
Cleric level + 4
Vigorous Motion
Violent Motion
Violent Weather
Casting Defensively
Entangled
Check DC
10 + damage taken + level of spell being cast
10 + damage taken + level of spell being cast
Can only cast spells with without somatic components,
and any material components must already be in
hand. DC is 20 + level of spell being cast
10 + level of spell being cast
15 + level of spell being cast
Hail, dust, etc.: 10 + level of spell being cast
Blinding rain, sleet, etc.: 15 + level of spell being cast
15 + level of spell being cast
15
Task
Treat fall as if it were 10 feet shorter for damage calculation
Tumble up to 20, success means no AoOs
Tumble up to 20, including occupied squares, success means no AoOs
Armor Check
Penalty
Yes
Yes
Yes
Yes
Skill (Ability)
Intimidate (Cha)
Jump (Str)
Listen (Wis)
Move Silently (Dex)
Perform (Cha)
Ride (Dex)
Scry (Int)
Search (Int)
Sense Motive (Wis)
Spot (Wis)
Swim (Str)
Use Rope (Dex)
Wilderness Lore (Wis)
Armor Check
Penalty
Yes
Pick Pocket (Dex) and Tumble (Dex) are both subject to armor check
penalties
+2 bonus to
Handle Animal
Bluff
Disguise
Bluff
Decipher Script
Innuendo
Use Magic
Device
Innuendo
Use Magic
Device
Climb
Escape Artist
Use Rope
Wilderness Lore
Sense Motive
Spellcraft
Use Rope
Use Rope
Escape Artist
Intuit Direction
Circumstance
Get bonus when dealing with animals,
need 9 ranks when dealing with beasts
to get bonus
When known that you are being
observed and trying to act in character
Sending only
Only if related to scrolls
Receiving or intercepting only
Only if related to scrolls
When using a rope to climb
When binding someone
When escaping from rope bonds
When trying to avoid getting lost
Scrolls (DMG p203, see this page for non-damage mishap effects)
Yes
5 ranks in
Bluff
Handle Animal
Jump
Prof (herbalist)
Sense Motive
Tumble
AC Bonus
+2
+4
+7
+10
Example
Light fog, some darkness
Dense fog (at 5)
Dense foliage
Near total darkness
Blind, total darkness,
dense fog (at 10)
Miss Chance
10%
20%
30%
40%
50%, and must
guess location
Ranged
+0
*
+2
-2
+2
+2
-2
+0
-4
Condition Summary
Typical
Break
Wall Type
Thickness
DC
Masonry
1
35
Superior masonry
1
35
Reinforced masonry
1
45
Hewn stone
3
50
Unworked stone
5
65
Iron
3
30
Paper
paper-thin
1
Wood
6
20
Magically treated**
+20
* Per 10x10 section
** Add modifiers to any other wall type
Or 50, whichever is greater
Hardness
8
8
8
8
8
10
5
x2
Hit
Points*
90
90
180
540
900
90
1
60
x2
Climb
DC
15
20
15
22
20
25
30
21
-
Typical
Hit
Door Type
Thickness
Hardness
Points
Simple wooden
1
5
10
Good wooden
1.5
5
15
Strong wooded
2
5
20
Stone
4
8
60
Iron
2
10
60
Portcullis, wooden
3
5
30
Portcullis, iron
2
10
60
Lock
15
30
Hinge
15
30
* DC to lift. Use appropriate door DC for break.
Break DC
Stuck
Locked
13
15
16
18
23
25
28
28
28
28
25*
25*
25*
25*
Difficulty
Circumstance
DC
Base
20
Size
+/-4 per size
Contrast
+/-5 or more
Stillness (not moving)
+5
6+ creatures
-2
Moonlight*
+5
Starlight**
+10
Total Darkness
darkvision
* +5 bonus to check if spotter has low-light vision or darkvision to that range
** +5 to check if spotter has low-light vision or +10 for darkvision to that range
Extraordinary
No
No
No
No
Supernatural
No
No
Yes
No
Spell-like
Yes
Yes
Yes
Yes
Distance
20
30
40
Object Weight
30-11
10-6
1-5
Distance
50
60
70
Spells centered outside the field but overlap still affect the area outside
Summoned creature vanish until field goes away
Constructs, elemental, undead, etc. still function, but lose supernatural
and spell-like abilities
Area/Range
90/60
90/60
90/60
thing, 5 cube
120 radius
90/60
90/60
90/60
90/60
Round 1
Round 2
Round 3
presence
number
condition/location
presence
number
strength/location
presence
number
strength/location
presence, Wis/Alchemy check DC 20 to identify
presence, opposed Scry check to see scrier
presence
number/location
mechanism, 1/rnd
presence
number/location
type/trigger, 1/rnd
presence
number/strength
surface thoughts
presence
number/strongest
strength/location
Power
HD/5
HD/2
HD/2
Caster level/2
HD
level
Power
Lingering
1 or less
2-4
5-10
11+
Aura
Dim
Faint
Moderate
Strong
Overwhelming
Damage
1d8/1d8
1d6
1d8
2d4
1d6
1d4
1d10
1d8
1d8
1d4
1d4
1d4
2d4
1d8/1d8
1d10
1d8
1d4
1d10
1d12
1d10
2d6
2d4
1d10
1d6
1d6/1d4
1d4
1d6
1d6
1d4
1d4
1d8
1d6
1d8
1d8
1d10
1d8
1d8
1d6
1d8
1d6
1d4
1d6
1d6/1d6
2d4
1d6
1d6
1d6
2d4
1d6
1d6
1d6
1d8
1
1d6
1d4
1d4
1d3
1d2
1d6
1d10
1d8/1d8
1d8
1d8/1d6
1d10
1d8
1d2
Range
10
10
30
120
80
80
10
20
20
20
30
100
110
10
60
70
20
30
50
10
15
Size/
Proficiency/
Dmg Type
L/E/S
S/M/S
M/M/S
L/E/P
M/S/B
T/E/P
M/S/P
S/S/P
M/E/P
T/S/P
T/S/P
M/S/P
L/M/S
L/E/B
L/M/B
M/M/B
T/S/P
L/M/S
L/M/S
L/M/B
L/M/S
L/M/S
L/M/PS
M/S/P
M/E/BP
S/M/B
M/S/P
S/E/S
T/E/S
T/E/S
M/M/P
S/M/P
L/M/P
L/M/P
L/M/P
M/M/S
M/S/B
S/S/B
M/S/BP
M/E/S/E/B
T/E/B
M/M/P
L/S/B
L/M/P
M/M/P
S/M/B
M/M/P
L/M/PS
S/S/S
M/M/P
M/M/P
L/S/P
T/E/P
S/E/P
T/E/P
S/S/B
-/S/B
-/S/B
S/M/P
M/E/S
L/E/S
M/M/P
L/E/SP
M/E/S
M/M/B
S/E/S
Type
Padded
Leather
Studded leather
Chain shirt
Hide
Scale mail
Chainmail
Breastplate
Splint mail
Banded mail
Half-plate
Full plate
Buckler
SW shield
SS shield
LW shield
LS shield
Tower shield
Armor
Bonus
+1
+2
+3
+4
+3
+4
+5
+5
+6
+6
+7
+8
+1
+1
+1
+2
+2
cover
Max. Dex
Bonus
+8
+6
+5
+4
+4
+3
+2
+3
+0
+1
+0
+1
Check
Penalty
0
0
-1
-2
-3
-4
-5
-4
-7
-6
-7
-6
-1
-1
-1
-2
-2
-10
Spell
Failure
5%
10%
15%
20%
20%
25%
30%
25%
40%
35%
40%
35%
5%
5%
5%
15%
15%
50%
Type
Injury DC 11
Injury DC 13
Injury DC 14
Injury DC 12
Injury DC 24
Injury DC 18
Injury DC 17
Injury DC 14
Injury DC 18
Injury DC 17
Injury DC 12
Injury DC 20
Contact DC 16
Contact DC 13
Contact DC 26
Contact DC 16
Contact DC 16
Contact DC 13
Contact DC 20
Ingested DC 15
Ingested DC 14
Ingested DC 11
Ingested DC 13
Ingested DC 17
Ingested DC 18
Inhaled DC 15
Inhaled DC 18
Inhaled DC 15
Initial
Damage
1d2 Dex
1 Con
1d4 Str
0
1d6 Str
1d6 Str
2d6 Con
1 Con
1d6 Dex
1 Str*
0
1d6 Con
1 Dex
0
3d6 Str
2d12 hp
1d6 Dex
Paralysis
3d6 Con
0
1d4 Int
1 Wis
1 Con
2d6 Str
2d6 Con
1 Cha
1 Con*
1d4 Wis
Secondary
Damage
1d2 Dex
1d2 Con
1d6 Str
1d4 Con + 1d6 Wis
1d6 Str
1d6 Str
2d6 Con
Unconscious
1d6 Dex
2d6 Str
1d6 Str
2d6 Con
2d4 Dex
3d6 Con
0
1d6 Con
2d6 Dex
0
3d6 Con
Unconscious
2d6 Int
2d6 Wis + 1d4 Int
1d8 Con
1d6 Str
1d6 Con + 1d6 Str
1d6 Cha + 1 Cha*
3d6 Con
2d6 Wis
Base
Attack
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Saves
F/R/W
+0/+0/+2
+0/+0/+3
+1/+1/+3
+1/+1/+4
+1/+1/+4
+2/+2/+5
+2/+2/+5
+2/+2/+6
+3/+3/+6
+3/+3/+7
hp
(d8)
6
9
13
16
20
23
27
30
34
37
Feats
1
1
2
2
2
3
3
3
4
4
Skill
points
8
10
12
14
16
18
20
22
24
28
0
3
3
3
3
3
3
3
3
3
3
Spells/day
1
2
1
1
2
2
0
2
1
2
1
3
2
3
2
3
2
3
2
0
1
1
Party
Level
1-3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
CR
1
300
300
300
300
263
200
Party
Level
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
CR
11
CR
2
600
600
500
450
394
300
225
CR
3
900
800
750
600
525
450
338
250
Challenge Rating
CR
CR
CR
5
6
7
1800
2700
3600
1600
2400
3200
1500
2250
3000
1200
1800
2700
1050
1400
2100
800
1200
1600
675
900
1350
563
750
1000
413
619
825
300
450
675
325
488
350
CR
4
1350
1200
1000
900
700
600
506
375
275
CR
8
5400
4800
4500
3600
3150
2400
1800
1500
1100
900
731
525
375
CR
9
7200
6400
6000
5400
4200
3600
2700
2000
1650
1200
975
788
563
400
CR
10
10800
9600
9000
7200
6300
4800
4050
3000
2200
1800
1300
1050
844
600
425
Aristocrat
Level
1
2
3
4
5
6
7
8
9
10
Base Attack
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
Saves F/R/W
+0/+0/+2
+0/+0/+3
+1/+1/+3
+1/+1/+4
+1/+1/+4
+2/+2/+5
+2/+2/+5
+2/+2/+6
+3/+3/+6
+3/+3/+7
hp (d8)
8
12
17
21
26
30
35
39
45
49
Feats
1
1
2
2
2
3
3
3
4
4
Skill points
16
20
24
28
32
36
40
44
48
52
Commoner
Level
1
2
3
4
5
6
7
8
9
10
Base Attack
+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
Saves F/R/W
+0/+0/+0
+0/+0/+0
+1/+1/+1
+1/+1/+1
+1/+1/+1
+2/+2/+2
+2/+2/+2
+2/+2/+2
+3/+3/+3
+3/+3/+3
hp (d8)
4
6
9
11
14
16
19
21
24
26
Feats
1
1
2
2
2
3
3
3
4
4
Skill points
16
20
24
28
32
36
40
44
48
52
Base Attack
+0
+1
+2
+3
+3
+4
+5
+6/+1
+6/+1
+7/+2
Saves F/R/W
+0/+0/+2
+0/+0/+3
+1/+1/+3
+1/+1/+4
+1/+1/+4
+2/+2/+5
+2/+2/+5
+2/+2/+6
+3/+3/+6
+3/+3/+7
hp (d8)
6
9
13
16
20
23
27
30
34
37
Feats
1
1
2
2
2
3
3
3
4
4
Skill points
24
30
36
42
48
54
60
66
72
78
Base Attack
+1
+2
+3
+4
+5
+6/+1
+7/+2
+8/+3
+9/+4
+10/+5
Saves F/R/W
+2/+0/+0
+3/+0/+0
+3/+1/+1
+4/+1/+1
+4/+1/+1
+5/+2/+2
+5/+2/+2
+6/+2/+2
+6/+3/+3
+7/+3/+3
hp (d8)
8
12
17
21
26
30
35
39
45
49
Feats
1
1
2
2
2
3
3
3
4
4
Skill points
8
10
12
14
16
18
20
22
24
28
Expert
Level
1
2
3
4
5
6
7
8
9
10
Warrior
Level
1
2
3
4
5
6
7
8
9
10
CR
12
CR
13
CR
14
Challenge Rating
CR
CR
CR
15
16
17
CR
18
CR
19
CR
20
12800
12000
18000
10800
14400
21600
8400
12600
16800
25200
7200
9600
14400
19200
28800
5400
8100
10800
16200
21600
4500
3300
6000
9000
12000
18000
24000
36000
4950
6600
9900
13200
19800
26400
39600
2400
3600
7200
10800
14400
21600
28800
43200
1950
2600
5400
3900
5850
7800
11700
15600
23400
31200
46800
1400
2100
2800
4200
6300
8400
12600
16800
25200
33600
1125
1500
2250
3000
4500
6750
9000
13500
18000
27000
900
1200
1600
2400
3200
4800
7200
9600
14400
19200
32400
638
956
1275
1700
2550
3400
5100
7650
10200
15300
450
675
1013
1350
1800
2700
3600
5400
8100
10800
475
713
1069
1425
1900
2850
3800
5700
8550
500
750
1000
1500
2000
3000
4000
6000
Treasure per
Encounter
300 gp
600 gp
900 gp
1200 gp
1600 gp
2000 gp
2600 gp
EL
8
9
10
11
12
13
14
Treasure per
Encounter
3400 gp
4500 gp
5800 gp
7500 gp
9800 gp
13000 gp
17000 gp
EL
15
16
17
18
19
20
Treasure per
Encounter
22000 gp
28000 gp
36000 gp
47000 gp
61000 gp
80000 gp
gp
1000
1000
1000
1000
1067
Level
6
7
8
9
10
gp
1111
1238
1417
1667
1933
Level
11
12
13
14
15
gp
2273
2722
3333
4048
4889
Level
16
17
18
19
20
gp
5833
7059
8704
10702
13333
To help stay within the treasure guidelines, find the average party level on
the above table, which gives you the amount of treasure to give out with
each 1000xp awarded.
d20 System and the d20 System logo are Trademarks owned by
Wizards of the Coast and are used according to the terms of the
d20 System License version 1.0. A copy of this License can be
found at www.wizards.com.
d20 System and the d20 System logo are Trademarks owned by
Wizards of the Coast and are used with permission.
Requires the use of the Dungeons & Dragons Player's
Handbook, Third Edition, published by Wizards of the Coast
Dungeons & Dragons and Wizards of the Coast are Registered Trademarks of Wizards of the
Coast, and are used with Permission.
Most of the information presented here is publicly available in the System Reference Document,
available at http://www.opengamingfoundation.org/srd.html
v2.0, Feb 9, 2000
http://home.golden.net/~novacane/DnD/index.html
email comments, suggestions, corrections to novacane@golden.net