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DM's Binder

Crafting items requires the Craft skill and has different DCs based on the complexity of the item. Extremely simple items have a DC of 5 while very intricate items have a DC of 30. You need tools, materials, and a workshop. Each successful check makes progress toward completing an item. Failing a check by 5 or more wastes materials. Setting aside a partially crafted item has little effect on completing it later. You can hire untrained laborers to assist with a Craft check at a cost of 1 sp per day.

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100% found this document useful (1 vote)
206 views

DM's Binder

Crafting items requires the Craft skill and has different DCs based on the complexity of the item. Extremely simple items have a DC of 5 while very intricate items have a DC of 30. You need tools, materials, and a workshop. Each successful check makes progress toward completing an item. Failing a check by 5 or more wastes materials. Setting aside a partially crafted item has little effect on completing it later. You can hire untrained laborers to assist with a Craft check at a cost of 1 sp per day.

Uploaded by

Lobo Lancaster
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Craft Alternate Rules

Craft (Int) Crafting Masterwork and Special Material Items: When


you’re crafting a masterwork item or an item made of a
You are skilled in the creation of a specific group of items, special material, its crafting difficulty increases by one step.
such as armor or weapons. Like Knowledge, Perform, and For example, a longsword (which has a base difficulty of
Profession, Craft is actually a number of separate skills. You normal) is considered a complex item when crafted as a
could have several Craft skills, each with its own ranks. masterwork item (DC 20; 4 gp base progress per day). In the
The most common Craft skills are alchemy, armor, baskets, case of items crafted from special materials that also count
books, bows, calligraphy, carpentry, cloth, clothing, glass, as masterwork (such as adamantine armor and weapons),
jewelry, leather, locks, paintings, pottery, sculptures, ships, the complexity of the item increases by two steps.
shoes, stonemasonry, traps, and weapons.
Repairing Items: You can use the appropriate Craft skill to
A Craft skill is specifically focused on creating something. If repair items of that type. Repairing an item with the broken
an endeavor does not result in a created product, it probably condition or that has taken damage (or both) requires tools
falls under the heading of a Profession skill. and a work area, and you must pay 1/10 the item’s cost in
raw materials. Repairing an item has the same DC as crafting
Check: You can practice your trade and make a decent the item, but takes an amount of time based on the item’s
living, earning your check result in silver pieces per day. You complexity. Extremely simple items take an hour to repair.
know how to use the tools of your trade, how to perform the Simple and normal items take 1d4 hours to repair. Complex
craft’s daily tasks, how to supervise untrained helpers, and and intricate items take a day to repair, and all other items
how to handle common problems. (Untrained laborers and take 1d4 days to repair.
assistants earn an average of 1 silver piece per day.)
Item Crafting Difficulties
The basic function of the Craft skill, however, is to make an
item of the appropriate type. Most items created with a Craft The following are the categories of crafting difficulties and
skill fall into one of several broad categories of complexity. the items within those categories. The items are split into
Others have Craft DCs based on CR (in the case of traps) or general categories. Alchemical items and poisons require
on the Fortitude saves required to avoid or minimize their Craft (alchemy) checks. Armor and shields require Craft
effects (in the case of poisons). (armor) checks. Weapons require Craft (weapons) checks
for melee weapons, thrown weapons, nonsiege firearms,
Before crafting an item, you must have tools and an crossbows, or crossbow bolts; Craft (bows) checks for bows
appropriate workshop or area. If you don’t have access to or arrows; Craft (alchemy) checks for firearm ammunition;
artisan tools, you can still attempt a Craft check, but you take and Craft (siege engines) checks for all forms of siege engines.
a –2 penalty when attempting a check without such tools or The Craft checks for mundane items depend on the item
with improvised tools. If you have masterwork artisan tools, being crafted, with the most common ones being baskets,
you gain a +2 circumstance bonus on the skill check. books, calligraphy, carpentry, cloth, clothing, glass, jewelry,
leather, locks, paintings, pottery, sculptures, shoes, and
After you have a suitable area to craft and you’ve gathered stonemasonry. Crafting vehicles requires Craft (carpentry) for
your tools, you must then acquire raw materials whose value most land-based vehicles, Craft (ships) for seaborne vessels
is equal to 1/4 the cost of the item or items you wish to craft. and airships, and Craft (alchemy) for alchemical dragons and
Given the necessary tools, materials, and workspace, you steam giants. Crafting traps requires Craft (traps).
can attempt a Craft check of the appropriate DC each day.
If you succeed, you make an amount of progress equal to
the silver piece or gold piece value listed in the appropriate Table: Crafting DCs and Progress Values
entry in the Base Progress per Day column of table. If you
exceed the DC by at least 5, your progress doubles. If you
Difficulty Craft DC Progress/Day
exceed the DC by at least 10, your progress triples, if you Extremely Simple 5 5 sp
exceed it by at least 15, you quadruple your progress, and so
Simple 10 1 gp
on. When your total progress equals the cost of the item, that
item is completed. Any remaining progress can be applied Normal 15 2 gp
to a similar item; otherwise, all excess progress is lost.
Complex 20 4 gp
If you fail the check, no progress is made that day. If you Intricate 25 8 gp
fail the check by 5 or more, you waste an amount of your
Very Intricate 30 16 gp
raw materials equal to the item’s base progress per day, up
to a maximum of the initial cost of the raw materials. Such Extremely Intricate 35 32 gp
wasted material must be replenished before you can continue
Poisons DC = Fort DC 32 gp
crafting the item.
Traps DC = Complexity 32 gp
Setting Aside Crafting Items: As long as you can store an
item in a secure and safe place, you can set aside an item that
you began crafting and return to it again later with little or no
effect. Your GM may rule that this is not possible, especially
in the case of volatile alchemical items or perishable goods.
• Extremely Simple (DC 5) • Very Intricate (DC 30)
Alchemical Items: Casting plaster. Alchemical Items: Banshee ballerina firework, flame
Mundane Items: Very simple items such as wooden spoons, fountain firework, rusting powder, soul stimulant,
other carved one-piece items. tangleburn bag, troll oil.
Weapons: Manufactured clubs, quarterstaffs, slings. Traps: All traps CR 11–15.
Vehicles: Airship.
• Simple (DC 10) Weapons: Alchemical siege engines, siege firearms.
Alchemical Items: Light detector.
Armor: Light armor, wooden shields.
Mundane Items: Typical household items such as iron pots. • Extremely Intricate (DC 35)
Vehicles: Cart, raft. Traps: All traps CR 16+.
Weapons: Simple weapons (except crossbows). Vehicles: Alchemical dragon, steam giant.

• Normal (DC 15) Supervising Helpers


Alchemical Items: Acid; alchemical cement; alchemical
grease; armor ointment; bladeguard; buoyant balloon; As stated in both versions of the skill, Craft allows you to
chill cream; glowing ink; invisible ink, simple; keros supervise untrained laborers. An untrained laborer has
oil; liquid blade; marker dye; soothe syrup; water no ranks in Craft, but can attempt to aid in the process
purification sponge. of creating items with the Craft skill. This is done by first
Armor: Medium armor, steel shields. paying the untrained laborer either 1 sp per day or 7 sp for a
Mundane Items: Most adventuring gear. week’s worth of work. Each untrained worker you hire can
Vehicles: Chariot, light; chariot, medium; chariot, heavy; attempt to aid another on your Craft check with a +0 bonus
rowboat; sleigh; wagon, light; wagon, medium; wagon, heavy. (assuming an Intelligence score of 10 or 11 and no ranks in
Weapons: Martial weapons and crossbows. the appropriate Craft skill). Typically, you can hire no more
than two artisans to help you craft most small or relatively
• Complex (DC 20) simple items (such as adventuring gear, alchemical items,
Alchemical Items: Alchemical glue; alchemical armor, poisons, and weapons), but for large and complex
solvent; alchemist’s fire; alchemist’s kindness; alkali items (such as siege engines and vehicles), you can hire as
flask; blackfire clay; candlerod; flash powder; foaming many as 10 untrained laborers to assist you.
powder; ghast retch flask; impact foam; invisible ink,
average; invisible ink, good; meditation tea; paper If your GM allows it, you can also hire and supervise trained
candle firework; scent cloak; shard gel; smoke pellet; laborers. These laborers have ranks in the appropriate Craft
smokestick; star candle firework; tindertwig; vermin skill and have a greater chance to aid you in your crafting
repellent; weapon blanch, cold iron; weapon blanch, endeavors. Table: Trained Laborers gives the details on such
silver; wismuth salix. trained laborers, how much they cost, the number of ranks
Armor: Heavy armor. they have in the appropriate Craft check, the bonus on their
Mundane Items: Jewelry, kits, locks, complicated adventuring gear.
Traps: All traps CR 1–5. Craft checks, and the typical size of the settlement in which
Vehicles: Carriage, glider, keelboat, longship. they are found. You can hire only trained laborers who have
Weapons: Early firearm ammunition, early one-handed fewer ranks in the appropriate Craft than you have; a trained
firearms, early two-handed firearms, exotic weapons. laborer with more ranks than you will not deign to assist you.
Table: Trained Laborers
• Intricate (DC 25)
Alchemical Items: Alchemical glue Ranks Craft Bônus Cost/Day Cost/Week Settlement Size
accelerant; antiplague; antitoxin; 1 +4 3 sp 2.1 gp Hamlet
bloodblock; bottled lightning; burst
jar; defoliant; embalming fluid; fire 2 +5 4 sp 2.8 gp Village
ward gel; frost ward gel; fuse grenade; 3 +6 6 sp 4.2 gp Small Town
invisible ink, superior; itching powder;
liquid ice; mending paste; pellet 4 +7 8 sp 4.6 gp Large Town
grenade; skyrocket firework; smelling 5 +8 1 gp 7 gp Small City
salts; sneezing powder; starfountain
firework; sunrod; tanglefoot bag; 6 +9 1.5 gp 10.5 gp Large City
thunderstone; twitch tonic; weapon 7 +10 2 gp 14 gp Metropolis
blanch, adamantine.
Mundane Items: Clocks, other intricate items.
Traps: All traps CR 6–10.
Vehicles: Galley, sailing ship, warship.
Weapons: Advanced firearm ammunition, advanced
firearms, nonalchemical and nonfirearm siege weapons.
Workspace Easily Worked Raw Materials: This type of raw material makes
it easier to craft items faster. When using this raw material, the
When crafting items, you need tools and an appropriate item’s base progress per day is doubled. For example, if you
workspace. What constitutes an appropriate workspace is are creating a suit of chainmail using easily worked steel, your
often situational. Repairing weapons or armor in the field base progress per day is 4 gp rather than 2 gp.
requires only a relatively quiet and clear area, while crafting
a suit of full plate requires a workshop and a forge. Typically, Flawless Raw Materials: This material is so flawless that
items of normal or greater complexity require a workshop of it can be used to create high-quality items with ease. When
some sort, but under certain circumstances, the GM can rule using flawless raw materials to create either masterwork or
that such items can be created in the field. special-material items, the crafting difficulty doesn’t increase.
For example, if you craft a suit of masterwork chainmail using
Alchemical items and poisons are exceptions to these flawless steel, the difficulty of the check remains normal (DC
guidelines, as their compact nature makes them easier to craft 15) rather than becoming complex (DC 20).
in the field, especially with the help of an alchemist’s lab.
Malleable Raw Materials: This type of special raw material can
Masterwork Workspaces: Large, well-stocked workspaces withstand crafting errors better than other normal materials
can also aid in the crafting of items, particularly when of the same type. If you fail a Craft check by 5 or more when
you use trained and untrained labor. These masterwork using malleable raw materials, you don’t lose an amount of
workspaces grant trained and untrained laborers a +2 raw material equal to the item’s base progress per day.
circumstance bonus on checks to aid another when they
aid your Craft check. Furthermore, if a trained or untrained Pure Raw Materials: This raw material makes it easier to
laborer succeeds at the check to aid another by 5 or more, craft an item. When using this raw material, you roll twice
that laborer grants you a +3 bonus on your check instead when attempting your Craft check and take the better result.
of the normal +2. It typically costs 5 gp per day to rent
a masterwork workspace for crafting relatively small Professions
items (such as most adventuring gear, alchemical items, The rules for the Profession skill provide little more than an
armor, poisons, and weapons) and 20 gp per day to rent a abstract means of earning a bit of coin, with little flavor or
masterwork workspace for creating larger items (such as drama included to enhance the campaign. This section presents
siege engines and vehicles). alternatives and expansions to those profession rules to make
practicing a profession both easier and more evocative.
Special Raw Materials
Crafting items requires a certain ratio of raw materials to start.
Typically, these raw materials are some sort of trade good
that is required to make the item. Making a suit of chainmail,
for instance, requires 37 gp and 5 sp worth of steel (assuming
you are using the alternate Craft skill presented above). But
not all raw materials are the same—some raw materials are
better suited for crafting. These are special raw materials.

Unlike normal raw materials, special raw materials have


both a cost and a crafting cost. The cost of the special raw
material is the amount for which it can be purchased and
sold. Special raw materials are trade goods, and like all
trade goods, they can be bought and sold for the same price.

The crafting cost is the amount of gold they are considered


to be worth for the purposes of crafting. For example,
flawless steel’s cost is 8 gp per pound, but its crafting cost
per pound is 4 gp. It can be bought and sold for 8 gp per
pound, but when used as the raw material for crafting items,
it is considered to be worth only 4 gp per pound.

While special raw materials can be bought and sold, they


work best when handed out as treasure. As the GM, if one
of the PCs in your group has invested in the Craft skill,
consider giving out these special trade goods in place of coin
treasure every so often.

Special raw materials’ crafting costs are always half their


actual cost. They also have special traits when used as the
raw material for crafting in the alternate Craft skill rules
presented above. A special material cannot have more than
one of the following special traits.
Table: Special Raw Material Costs
Special Raw Material (1lb) Easy Worked Flawless Malleable Pure
Adamantine 600 gp 600 gp 375 gp 400 gp
Alchemical Silver 20 gp 20 gp 12.5 gp 15 gp
Angelskin 200 gp 200 gp 125 gp 150 gp
Blood crystal 80 gp 80 gp 50 gp 60 gp
Bone 2 gp 2 gp 1.25 gp 1.5 gp
Bronze 10 gp 10 gp 6.25 gp 7.5 gp
Cloth 8 gp 8 gp 5 gp 6 gp
Cold iron 100 gp 100 gp 62.5 gp 75 gp
Darkleaf Cloth 20 gp 20 gp 12.5 15 gp
Darkwood 20 gp 20 gp 12.5 gp 15 gp
Dragonhide 100 gp 100 gp 62.5 gp 75 gp
Eel Hide 250 gp 250 gp 156.25 gp 187.5 gp
Elysian bronze 400 gp 400 gp 200 gp 300 gp
Fire-Forged Steel 300 gp 300 gp 187.5 gp 225 gp
Frost-Forged Steel 300 gp 300 gp 187.5 gp 225 gp
Gold 100 gp 100 gp 62.5 gp 75 gp
Greenwood 100 gp 100 gp 62.5 gp 75 gp
Griffon Mane 80 gp 80 gp 50 gp 60 gp
Leather 6 gp 6 gp 3.75 gp 4.5 gp
Living Steel 200 gp 200 gp 125 gp 150 gp
Mithral 800 gp 800 gp 500 gp 600 gp
Obsidian 6 gp 6 gp 3.75 gp 4.5 gp
Steel 8 gp 8 gp 5 gp 6 gp
Stone 6 gp 6 gp 3.75 gp 4.5 gp
Viridium 400 gp 400 gp 250 gp 300 gp
Whipwood 300 gp 300 gp 187.5 gp 225 gp
Wood 2 gp 2 gp 1.25 gp 1.5 gp
Wyroot 400 gp 400 gp 250 gp 300 gp
Vision and Light

Dwarves and half-orcs have darkvision, but the other races Dim Light
presented in Races need light to see by. See Table: Light Sources In an area of dim light, a character can see somewhat.
and Illumination for the radius that a light source illuminates Creatures within this area have concealment (20% miss
and how long it lasts. The increased entry indicates an area chance in combat) from those without darkvision or the
outside the lit radius in which the light level is increased by ability to see in darkness. A creature within an area of dim
one step (from darkness to dim light, for example). light can make a Stealth check to conceal itself. Areas of dim
light include outside at night with a moon in the sky, bright
Bright Light starlight, and the area between 20 and 40 feet from a torch.
In an area of bright light, all characters can see clearly. Some
creatures, such as those with light sensitivity and light Areas of dim light include the outdoors on a moonlit night
blindness, take penalties while in areas of bright light. A or the light of a candle in the absence of any other light
creature can’t use Stealth in an area of bright light unless it is source. Most sources of normal light cast a radius of dim
invisible or has cover. Areas of bright light include outside light out to double the radius of the normal light. In dim
in direct sunshine and inside the area of a daylight spell. light, creatures have concealment from those without some
ability to see in darkness and can attempt Stealth checks in
Bright light is created by direct sunlight, as well as by spells order to hide themselves.
such as daylight.
Darkness
Color and detail are easily determined by most creatures In the absence of light, darkness reigns supreme.
in bright light, though shiny or reflective surfaces can be
difficult to look at. Some areas of darkness include unlit chambers of a dungeon,
most caverns, and the outdoors on a cloudy, moonless
Creatures with light blindness are blinded when exposed to night. Without darkvision or other ability to see in the dark,
bright light, and those with light sensitivity are dazzled. It creatures in darkness are effectively blind. It is impossible to
is impossible for characters in bright light to attempt Stealth determine the color of an object in total darkness, even with
checks without cover or invisibility. darkvision. Creatures with darkvision see the unlit world
only in shades of gray.
Normal Light
Normal light functions just like bright light, but characters In areas of darkness, creatures without darkvision are
with light sensitivity and light blindness do not take effectively blinded. In addition to the obvious effects, a
penalties. Areas of normal light include underneath a forest blinded creature has a 50% miss chance in combat (all
canopy during the day, within 20 feet of a torch, and inside opponents have total concealment), loses any Dexterity
the area of a light spell. bonus to AC, takes a –2 penalty to AC, and takes a –4 penalty
on Perception checks that rely on sight and most Strength-
Areas of normal light might include a glade under a forest and Dexterity-based skill checks. Areas of darkness include
canopy during midday, the interior of a room illuminated an unlit dungeon chamber, most caverns, and outside on a
by indirect sunlight, and the space within 20 feet of a torch cloudy, moonless night.
or an object affected by the light spell. While colors and fine
details may not be as vivid in normal light, characters can Characters with low-light vision (elves, gnomes, and half-
still see easily without special forms of vision. elves) can see objects twice as far away as the given radius.
Double the effective radius of bright light, normal light, and
Normal light does not impact characters with light blindness dim light for such characters.
or light sensitivity.
Characters with darkvision (dwarves and half-orcs) can
see lit areas normally as well as dark areas within 60 feet.
A creature can’t hide within 60 feet of a character with
Object Normal Increased Duration darkvision unless it is invisible or has cover.
Candle n/a 5 ft 1 hr
Everburning 20 ft 40 ft Permanent
Lamp, common 15 ft 30 ft 6 hr/pint Spell Normal Increased Duration
Lantern, bullseye 60 ft 120 ft 6 hr/pint Continual Flame 20 ft 40 ft Permanent
Lantern, hooded 30 ft 60 ft 6 hr/pint Dancing Light 20 ft each 40 ft each 1 min
Sunrod 30 ft 60 ft 6 hr Daylight 60 ft² 120 ft 10 min/lvl
Torch 20 ft 40 ft 1 hr Light 20 ft 40 ft 10 min/lvl
Conditions

Bleed Confused
A creature that is taking bleed damage takes the listed amount A confused creature is mentally befuddled and cannot act
of damage at the beginning of its turn. Bleeding can be stopped normally. A confused creature cannot tell the difference
by a DC 15 Heal check or through the application of any between ally and foe, treating all creatures as enemies. Allies
spell that cures hit point damage (even if the bleed is ability wishing to cast a beneficial spell that requires a touch on a
damage). Some bleed effects cause ability damage or even confused creature must succeed on a melee touch attack. If a
ability drain. Bleed effects do not stack with each other unless confused creature is attacked, it attacks the creature that last
they deal different kinds of damage. When two or more bleed attacked it until that creature is dead or out of sight.
effects deal the same kind of damage, take the worse effect. In
this case, ability drain is worse than ability damage. Roll on the following table at the beginning of each confused
subject’s turn each round to see what the subject does in that round.
Blinded
The creature cannot see. It takes a –2 penalty to Armor Class, D% Behavior
loses its Dexterity bonus to AC (if any), and takes a –4 penalty on 01-25 Act normally.
most Strength– and Dexterity-based skill checks and on opposed
Perception skill checks. All checks and activities that rely on 26-50 Do nothing but babble incoherently.
vision (such as reading and Perception checks based on sight) 51-75 Deal 1d8 points of damage + Str modifier
automatically fail. All opponents are considered to have total
concealment (50% miss chance) against the blinded character. to self with item in hand.
Blind creatures must make a DC 10 Acrobatics skill check to move 76-100 Attack nearest creature (for this purpose, a
faster than half speed. Creatures that fail this check fall prone. familiar counts as part of the subject’s self).
Characters who remain blinded for a long time grow accustomed
to these drawbacks and can overcome some of them.
A confused creature who can’t carry out the indicated
Broken action does nothing but babble incoherently. Attackers
Items that have taken damage in excess of half their total are not at any special advantage when attacking a
hit points gain the broken condition, meaning they are less confused creature. Any confused creature who is attacked
effective at their designated task. The broken condition has automatically attacks its attackers on its next turn, as
the following effects, depending upon the item. long as it is still confused when its turn comes. Note that
a confused creature will not make attacks of opportunity
If the item is a weapon, any attacks made with the item suffer against anything that it is not already devoted to attacking
a –2 penalty on attack and damage rolls. Such weapons only (either because of its most recent action or because it has
score a critical hit on a natural 20 and only deal ×2 damage just been attacked).
on a confirmed critical hit.
If the item is a suit of armor or a shield, the bonus it grants Cowering
to AC is halved, rounding down. Broken armor doubles its The character is frozen in fear and can take no actions. A
armor check penalty on skills. cowering character takes a –2 penalty to Armor Class and
If the item is a tool needed for a skill, any skill check made loses his Dexterity bonus (if any).
with the item takes a –2 penalty.
If the item is a wand or staff, it uses up twice as many Dazed
charges when used. The creature is unable to act normally. A dazed creature can
If the item does not fit into any of these categories, the broken take no actions, but has no penalty to AC.
condition has no effect on its use. Items with the broken
condition, regardless of type, are worth 75% of their normal A dazed condition typically lasts 1 round.
value. If the item is magical, it can only be repaired with a
mending or make whole spell cast by a character with a caster Dazzled
level equal to or higher than the item’s. Items lose the broken The creature is unable to see well because of over-stimulation
condition if the spell restores the object to half its original of the eyes. A dazzled creature takes a –1 penalty on attack
hit points or higher. Non-magical items can be repaired in rolls and sight-based Perception checks.
a similar fashion, or through the Craft skill used to create it.
Generally speaking, this requires a DC 20 Craft check and Dead
1 hour of work per point of damage to be repaired. Most The character’s hit points are reduced to a negative amount
craftsmen charge one-tenth the item’s total cost to repair such equal to his Constitution score, his Constitution drops to 0,
damage (more if the item is badly damaged or ruined). or he is killed outright by a spell or effect. The character’s
Special Note on Ships: Ships, and sometimes their means of soul leaves his body. Dead characters cannot benefit from
propulsion—are objects, and like any other object, when they normal or magical healing, but they can be restored to life
take damage in excess of half their hit points, they gain the broken via magic. A dead body decays normally unless magically
condition. When a ship gains the broken condition, it takes a –2 penalty preserved, but magic that restores a dead character to life
to AC, on sailing checks, saving throws, and on combat maneuver also restores the body either to full health or to its condition
checks. If a ship or its means of propulsion becomes broken, the at the time of death (depending on the spell or device).
ship’s maximum speed is halved and the ship can no longer gain the Either way, resurrected characters need not worry about
upper hand until repaired. If the ship is in motion and traveling faster rigor mortis, decomposition, and other conditions that affect
than its new maximum speed, it automatically decelerates to its new dead bodies.
maximum speed (from Advanced Naval Combat.)
Deafened Exhausted
A deafened character cannot hear. He takes a –4 penalty on An exhausted character moves at half speed, cannot run or
initiative checks, automatically fails Perception checks based charge, and takes a –6 penalty to Strength and Dexterity.
on sound, takes a –4 penalty on opposed Perception checks, After 1 hour of complete rest, an exhausted character
and has a 20% chance of spell failure when casting spells becomes fatigued. A fatigued character becomes exhausted
with verbal components. Characters who remain deafened by doing something else that would normally cause fatigue.
for a long time grow accustomed to these drawbacks and
can overcome some of them. Fascinated
A fascinated creature is entranced by a supernatural or
Disabled spell effect. The creature stands or sits quietly, taking no
A character with 0 hit points, or one who has negative hit actions other than to pay attention to the fascinating effect,
points but has become stable and conscious, is disabled. for as long as the effect lasts. It takes a –4 penalty on skill
A disabled character may take a single move action or checks made as reactions, such as Perception checks. Any
standard action each round (but not both, nor can he take potential threat, such as a hostile creature approaching,
full-round actions, but he can still take swift, immediate, and allows the fascinated creature a new saving throw against
free actions). He moves at half speed. Taking move actions the fascinating effect. Any obvious threat, such as someone
doesn’t risk further injury, but performing any standard drawing a weapon, casting a spell, or aiming a ranged
action (or any other action the GM deems strenuous, weapon at the fascinated creature, automatically breaks the
including some free actions such as casting a Quicken Spell effect. A fascinated creature’s ally may shake it free of the
spell) deals 1 point of damage after the completion of the spell as a standard action.
act. Unless the action increased the disabled character’s hit
points, he is now in negative hit points and dying. Fatigued
A fatigued character can neither run nor charge and takes a
A disabled character with negative hit points recovers hit –2 penalty to Strength and Dexterity. Doing anything that
points naturally if he is being helped. Otherwise, each day would normally cause fatigue causes the fatigued character
he can attempt a DC 10 Constitution check after resting for 8 to become exhausted. After 8 hours of complete rest, fatigued
hours, to begin recovering hit points naturally. The character characters are no longer fatigued.
takes a penalty on this roll equal to his negative hit point total.
Failing this check causes the character to lose 1 hit point, but Flat-Footed
this does not cause the character to become unconscious. Once A character who has not yet acted during a combat is flat-
a character makes this check, he continues to heal naturally footed, unable to react normally to the situation. A flat-
and is no longer in danger of losing hit points naturally. footed character loses his Dexterity bonus to AC and Combat
Maneuver Defense (CMD) (if any) and cannot make attacks
Dying of opportunity, unless he has the Combat Reflexes feat or
A dying creature is unconscious and near death. Creatures Uncanny Dodge class ability.
that have negative hit points and have not stabilized
are dying. A dying creature can take no actions. On the Characters with Uncanny Dodge retain their Dexterity
character’s next turn, after being reduced to negative hit bonus to their AC and can make attacks of opportunity
points (but not dead), and on all subsequent turns, the before they have acted in the first round of combat.
character must make a DC 10 Constitution check to become
stable. The character takes a penalty on this roll equal to his Frightened
negative hit point total. A character that is stable does not A frightened creature flees from the source of its fear as best
need to make this check. A natural 20 on this check is an it can. If unable to flee, it may fight. A frightened creature
automatic success. If the character fails this check, he loses 1 takes a –2 penalty on all attack rolls, saving throws, skill
hit point. If a dying creature has an amount of negative hit checks, and ability checks. A frightened creature can use
points equal to its Constitution score, it dies. special abilities, including spells, to flee; indeed, the creature
must use such means if they are the only way to escape.
Energy Drained
The character gains one or more negative levels, which Frightened is like shaken, except that the creature must flee
might become permanent. If the subject has at least as many if possible. Panicked is a more extreme state of fear.
negative levels as Hit Dice, he dies. See Energy Drain and
Negative Levels and FAQ at right for additional information. Grappled
A grappled creature is restrained by a creature, trap, or
Entangled effect. Grappled creatures cannot move and take a –4
The character is ensnared. Being entangled impedes penalty to Dexterity. A grappled creature takes a –2 penalty
movement, but does not entirely prevent it unless the on all attack rolls and combat maneuver checks, except those
bonds are anchored to an immobile object or tethered by an made to grapple or escape a grapple. In addition, grappled
opposing force. An entangled creature moves at half speed, creatures can take no action that requires two hands to
cannot run or charge, and takes a –2 penalty on all attack perform. A grappled character who attempts to cast a spell
rolls and a –4 penalty to Dexterity. An entangled character or use a spell-like ability must make a concentration check
who attempts to cast a spell must make a concentration (DC 10 + grappler’s CMB + spell level), or lose the spell.
check (DC 15 + spell level) or lose the spell. Grappled creatures cannot make attacks of opportunity.
A grappled creature cannot use Stealth to hide from the take any other actions. In addition, the creature takes a
creature grappling it, even if a special ability, such as hide in –2 penalty on all saving throws, skill checks, and ability
plain sight, would normally allow it to do so. If a grappled checks. If cornered, a panicked creature cowers and does not
creature becomes invisible, through a spell or other ability, attack, typically using the total defense action in combat. A
it gains a +2 circumstance bonus on its CMD to avoid being panicked creature can use special abilities, including spells,
grappled, but receives no other benefit. to flee; indeed, the creature must use such means if they are
the only way to escape.
Casting Spells while Grappled/Grappling: The only
spells which can be cast while grappling or pinned are Panicked is a more extreme state of fear than shaken or frightened.
those without somatic components and whose material
components (if any) you have in hand. Even so, you must Paralyzed
make a concentration check (DC 10 + the grappler’s CMB + A paralyzed character is frozen in place and unable to
the level of the spell you’re casting) or lose the spell. move or act. A paralyzed character has effective Dexterity
and Strength scores of 0 and is helpless, but can take
Helpless purely mental actions. A winged creature flying in the air
A helpless character is paralyzed, held, bound, sleeping, at the time that it becomes paralyzed cannot flap its wings
unconscious, or otherwise completely at an opponent’s and falls. A paralyzed swimmer can’t swim and may
mercy. A helpless target is treated as having a Dexterity of drown. A creature can move through a space occupied by
0 (–5 modifier). Melee attacks against a helpless target get a a paralyzed creature—ally or not. Each square occupied
+4 bonus (equivalent to attacking a prone target). Ranged by a paralyzed creature, however, counts as 2 squares to
attacks get no special bonus against helpless targets. Rogues move through.
can sneak attack helpless targets.
Petrified
As a full-round action, an enemy can use a melee weapon to A petrified character has been turned to stone and is
deliver a coup de grace to a helpless foe. An enemy can also considered unconscious. If a petrified character cracks or
use a bow or crossbow, provided he is adjacent to the target. breaks, but the broken pieces are joined with the body as he
The attacker automatically hits and scores a critical hit. returns to flesh, he is unharmed. If the character’s petrified
(A rogue also gets his sneak attack damage bonus against body is incomplete when it returns to flesh, the body is
a helpless foe when delivering a coup de grace.) If the likewise incomplete and there is some amount of permanent
defender survives, he must make a Fortitude save (DC 10 + hit point loss and/or debilitation.
damage dealt) or die. Delivering a coup de grace provokes
attacks of opportunity. Pinned
A pinned creature is tightly bound and can take few
Creatures that are immune to critical hits do not take critical actions. A pinned creature cannot move and is denied
damage, nor do they need to make Fortitude saves to avoid its Dexterity bonus. A pinned character also takes an
being killed by a coup de grace. additional –4 penalty to his Armor Class. A pinned
creature is limited in the actions that it can take. A pinned
Incorporeal creature can always attempt to free itself, usually through
Creatures with the incorporeal condition do not have a a combat maneuver check or Escape Artist check. A
physical body. Incorporeal creatures are immune to all pinned creature can take verbal and mental actions, but
nonmagical attack forms. Incorporeal creatures take half cannot cast any spells that require a somatic or material
damage (50%) from magic weapons, spells, spell-like effects, component. A pinned character who attempts to cast a
and supernatural effects. Incorporeal creatures take full spell or use a spell-like ability must make a concentration
damage from other incorporeal creatures and effects, as well check (DC 10 + grappler’s CMB + spell level) or lose the
as all force effects. See here for additional information. spell. Pinned is a more severe version of grappled, and
their effects do not stack.
Invisible
Invisible creatures are visually undetectable. An invisible Casting Spells while Pinned: The only spells which can be
creature gains a +2 bonus on attack rolls against sighted cast while grappling or pinned are those without somatic
opponents, and ignores its opponents’ Dexterity bonuses to components and whose material components (if any) you
AC (if any). See the invisibility special ability. have in hand. Even so, you must make a concentration check
(DC 10 + the grappler’s CMB + the level of the spell you’re
Nauseated casting) or lose the spell.
Creatures with the nauseated condition experience stomach
distress. Nauseated creatures are unable to attack, cast Prone
spells, concentrate on spells, or do anything else requiring The character is lying on the ground. A prone attacker has
attention. The only action such a character can take is a a –4 penalty on melee attack rolls and cannot use a ranged
single move action per turn. weapon (except for a crossbow). A prone defender gains a
+4 bonus to Armor Class against ranged attacks, but takes a
Panicked –4 penalty to AC against melee attacks.
A panicked creature must drop anything it holds and flee
at top speed from the source of its fear, as well as any Standing up is a move-equivalent action that provokes an
other dangers it encounters, along a random path. It can’t attack of opportunity.
Shaken
A shaken character takes a –2 penalty on attack rolls, saving
throws, skill checks, and ability checks. Shaken is a less
severe state of fear than frightened or panicked.

Sickened
The character takes a –2 penalty on all attack rolls, weapon
damage rolls, saving throws, skill checks, and ability checks.

Sinking
A ship that is reduced to 0 or fewer hit points gains the
sinking condition. A sinking ship cannot move or attack,
and it sinks completely 10 rounds after it gains the sinking
condition. Each additional hit on a sinking ship that deals
more than 25 points of damage reduces the remaining time
for it to sink by 1 round. A ship that sinks completely drops to
the bottom of the body of water and is considered destroyed.
A destroyed ship cannot be repaired—it is so significantly
damaged it cannot even be used for scrap material. Magic
(such as make whole) can repair a sinking ship if the ship’s
hit points are raised above 0, at which point the ship loses the
sinking condition. Generally, non-magical repairs take too
long to save a ship from sinking once it begins to go down.

Stable
A character who was dying but who has stopped losing hit
points each round 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 (such as a Heal check or magical healing), then
the character no longer loses hit points. The character can
make a DC 10 Constitution check each hour to become
conscious and disabled (even though his hit points are still
negative). The character takes a penalty on this roll equal to
his negative hit point total.

If a character has become stable on his own and hasn’t had


help, he is still at risk of losing hit points. Each hour he can
make a Constitution check to become stable (as a character
that has received aid), but each failed check causes him to
lose 1 hit point.

Staggered
A staggered creature may take a single move action or
standard action each round (but not both, nor can he take
full-round actions). A staggered creature can still take free,
swift, and immediate actions. A creature with nonlethal
damage exactly equal to its current hit points gains the
staggered condition.

Stunned
A stunned creature drops everything held, can’t take actions, takes
a –2 penalty to AC, and loses its Dexterity bonus to AC (if any).

Attackers receive a +4 bonus on attack rolls to perform


combat maneuvers against a stunned opponent.

Unconscious
Unconscious creatures are knocked out and helpless.
Unconsciousness can result from having negative hit points
(but not more than the creature’s Constitution score), or
from nonlethal damage in excess of current hit points.
Space, Reach, & Threatened Area Templates

This page includes examples of creature’s sizes, space they


occupy, and various area-of-effect templates to aid you in
visualizing combat and encounters.

Area of Effect Templates


Some spells affect an area. Sometimes a spell description
specifies a specially defined area, but usually an area falls into
one of the categories defined below.

Regardless of the shape of the area, you select the point


where the spell originates, but otherwise you don’t control
which creatures or objects the spell affects. The point of origin
of a spell is always a grid intersection. When determining
whether a given creature is within the area of a spell, count
out the distance from the point of origin in squares just as
you do when moving a character or when determining the
range for a ranged attack. The only difference is that instead
of counting from the center of one square to the center of the
next, you count from intersection to intersection.

You can count diagonally across a square, but remember that


every second diagonal counts as 2 squares of distance. If the
far edge of a square is within the spell’s area, anything within
that square is within the spell’s area. If the spell’s area only
touches the near edge of a square, however, anything within
that square is unaffected by the spell.

Circle (5′ radius)


As is the normal with most area of effects, the caster or
source of the effect must select an intersection of squares
as the center of the effect. In the circle templates below the
intersection is indicated.

Cone (30′)
In the cone templates below “C” is the caster of the spell or the
origination point of the effect. If “C” is replaced with (c) that
indicates that the caster may choose one of the (c) positions.

Line (30′)
A line-shaped spell shoots away from you in a line in the
direction you designate. It starts from any corner of your
square and extends to the limit of its range or until it strikes
a barrier that blocks line of effect. A line-shaped spell affects
all creatures in squares through which the line passes.

In the line templates below “C” is the caster of the spell or


the origination point of the effect.

Areas of Effect and Larger Creatures

The rules often assume that creatures are Medium or Small.


In the case of a handful of spells or effects with areas that
feature a “radius emanation centered on you” such as
antimagic field, aura of doom, and zone of silence, as well as
some of the spells presented in this section, this can result in
an area that is effectively useless when coming from a Large
or larger caster. As an optional rule, when a creature casts
an emanation or burst spell with the text “centered on you,”
treat the creature’s entire space as the spell’s point of origin,
and measure the spell’s area or effect from the edge of the
creature’s space. For instance, an antimagic field cast by a
fire giant would extend 10 feet beyond his space (effectively
increasing the emanation’s radius by 5 feet).
Movement

There are three movement scales, as follows: Table: Movement and Distance
Tactical, for combat, measured in feet (or 5-ft squares) per round. Speed 15 ft 20 ft 30 ft 40 ft
Local, for exploring an area, measured in feet per minute. One Round (Tactical)
Overland, for getting from place to place, measured in miles
per hour or miles per day.
Walk 15 ft 20 ft 30 ft 40 ft
Hustle 30 ft 40 ft 60 ft 80 ft
Modes of Movement Run (x3) 45 ft 60 ft 90 ft 120 ft
While moving at the different movement scales, creatures
generally walk, hustle, or run. Run (x4) 60 ft 60 ft 120 ft 160 ft
One Minute (Local)
• Walk: A walk represents unhurried but purposeful movement
(3 miles per hour for an unencumbered adult human). Walk 150 ft 200 ft 300 ft 400 ft
• Hustle: A hustle is a jog (about 6 miles per hour for an
Hustle 300 ft 400 ft 600 ft 800 ft
unencumbered human). A character moving his speed twice
in a single round, or moving that speed in the same round Run (x3) 450 ft 600 ft 900 ft 1200 ft
that he or she performs a standard action or another move
Run (x4) 600 ft 800 ft 1200 ft 1600 ft
action, is hustling when he or she moves.
• Run (x3) – Moving three times speed is a running pace One Hour (Overland)
for a character in heavy armor (about 7 miles per hour for a Walk 1.5 miles 2 miles 3 miles 4 miles
human in full plate).
• Run (x4) – Moving four times speed is a running pace for a Hustle 3 miles 4 miles 6 miles 8 miles
character in light, medium, or no armor ( about 12 miles per hour Run - - - -
for an unencumbered human, or 9 miles per hour for a human in
chainmail) See Table: Movement and Distance for details. One Day (Overland)
Walk 12 miles 16 miles 24 miles 32 miles
Tactical Movement
Tactical movement is used for combat. Characters generally Hustle - - - -
don’t walk during combat, for obvious reasons—they hustle or Run - - - -
run instead. A character who moves his speed and takes some
action is hustling for about half the round and doing something
else the other half.
Table: Hampered Movement
Hampered Movement: Difficult terrain, obstacles, and poor Condition Aditional Mov cost
visibility can hamper movement (see Table: Hampered
Movement for details). When movement is hampered, each Difficult Terrain x2
square moved into usually counts as two squares, effectively
reducing the distance that a character can cover in a move.
Obstacle* x2
Poor Visibility x2
If more than one hampering condition applies, multiply all Impassable -
additional costs that apply. This is a specific exception to the
normal rule for doubling. *May Require Skill Check

In some situations, your movement may be so hampered that


you don’t have sufficient speed even to move 5 feet (1 square).
In such a case, you may use a full-round action to move 5 feet
(1 square) in any direction, even diagonally. Even though this Table: Terrain and Overland Movement
looks like a 5-foot step, it’s not, and thus it provokes attacks
of opportunity normally. (You can’t take advantage of this Terrain Highway Road/Trail Trackless
rule to move through impassable terrain or to move when all Desert, Sandy x1 x1/2 x1/2
movement is prohibited to you.)
Forest x1 x1 x1/2
You can’t run or charge through any square that would hamper Hills x1 x3/4 x1/2
your movement.
Jungle x1 x3/4 x1/4
Local Movement Moor x1 x1 x3/4
Characters exploring an area use local movement, measured in
feet per minute.
Mountains x3/4 x3/4 x1/2
Plain x1 x1 x3/4
• Walk: A character can walk without a problem on the local scale.
Swamp x1 x3/4 x1/2
• Hustle: A character can hustle without a problem on the local Tundra, Frozen x1 x3/4 x3/4
scale. See Overland Movement, below, for movement measured
in miles per hour.
Table: Mounts and Vehicles
• Run: A character can run for a number of rounds equal to his
Constitution score on the local scale without needing to rest. See Mount/Vehicles (Load) /Hour /Day
Combat for rules covering extended periods of running. Light Horse 5 miles 40 miles
Light Horse (175-525 lb) 3.5 miles 28 miles
Overland Movement
Characters covering long distances cross-country use overland Heavy Horse 5 miles 40 miles
movement. Overland movement is measured in miles per hour
Heavy Horse (229-690 lb) 3.5 miles 28 miles
or miles per day. A day represents 8 hours of actual travel time.
For rowed watercraft, a day represents 10 hours of rowing. For a Pony 4 miles 32 miles
sailing ship, it represents 24 hours.
Pony (151-450 lb) 3 miles 24 miles
• Walk: A character can walk 8 hours in a day of travel without Dog, Riding 4 miles 32 miles
a problem. Walking for longer than that can wear him out (see
Forced March, below).
Dog, Riding (101-300 lb) 3 miles 24 miles
Cart or Wagon 2 miles 16 miles
• Hustle: A character can hustle for 1 hour without a problem.
Ship
Hustling for a second hour in between sleep cycles deals 1 point
of nonlethal damage, and each additional hour deals twice the Raft or Barge (poled or towed)¹
0.5 mile 5 miles
damage taken during the previous hour of hustling. A character
Kellboat (rowed)¹ 1 mile 10 miles
who takes any nonlethal damage from hustling becomes
fatigued. Rowboat (rowed)¹ 1.5 miles 15 miles
Sailing Ship (Sailed) 2 miles 48 miles
A fatigued character can’t run or charge and takes a penalty of
–2 to Strength and Dexterity. Eliminating the nonlethal damage Warship (Sailed or Rowed) 2.5 miles 60 miles
also eliminates the fatigue. Longship (Sailed or Rowed) 3 miles 72 miles
• Run: A character can’t run for an extended period of time. Galley (Rowed and Sailed) 4 miles 96 miles
Attempts to run and rest in cycles effectively work out to a hustle. ¹ Rafts, barges, keelboats, and rowboats are most often used on
lakes and rivers. If going downstream, add the speed of the current
• Terrain: The terrain through which a character travels affects (typically 3 miles per hour) to the speed of the vehicle. In addition
the distance he can cover in an hour or a day (see Table: Terrain to 10 hours of being rowed, the vehicle can also float an additional
and Overland Movement). A highway is a straight, major, 14 hours, if someone can guide it, adding an additional 42 miles to
paved road. A road is typically a dirt track. A trail is like a road, the daily distance traveled. These vehicles can’t be rowed against
except that it allows only single-file travel and does not benefit any significant current, but they can be pulled upstream by draft
a party traveling with vehicles. Trackless terrain is a wild area animals on the shores.
with no paths.

• Forced March: In a day of normal walking, a character walks


for 8 hours. The rest of the daylight time is spent making and
breaking camp, resting, and eating.

A character can walk for more than 8 hours in a day by making


a forced march. For each hour of marching beyond 8 hours, a
Constitution check (DC 10, +2 per extra hour) is required. If the
check fails, the character takes 1d6 points of nonlethal damage.
A character who takes any nonlethal damage from a forced
march becomes fatigued. Eliminating the nonlethal damage also
eliminates the fatigue. It’s possible for a character to march into
unconsciousness by pushing himself too hard.

• Mounted Movement: A mount bearing a rider can move at


a hustle. The damage it takes when doing so, however, is lethal
damage, not nonlethal damage. The creature can also be ridden
in a forced march, but its Constitution checks automatically fail,
and the damage it takes is lethal damage. Mounts also become
fatigued when they take any damage from hustling or forced
marches.

See Table: Mounts and Vehicles for mounted speeds and speeds
for vehicles pulled by draft animals.

• Waterborne Movement: See Table: Mounts and Vehicles:


Mounts and Vehicles for speeds for water vehicles.
Attack of Opportunity Table

Standard Actions Provoke?¹ Full-Round Actions Provoke?¹


Attack (melee) No Full attack No
Attack (ranged) Yes Charge4 No
Attack (unarmed) Yes Deliver coup de grace Yes
Activate a magic item other than a potion/oil No Escape from a net Yes
Aid another Maybe² Extinguish flames No
Cast a spell (Standard action) Yes Light a torch Yes
Channel energy No Load a heavy or repeating crossbow Yes
Concentrate to maintain an active spell No Lock/unlock weapon in locked gauntlet Yes
Dismiss a spell No Prepare to throw splash weapon Yes
Draw a hidden weapon (Sleight of Hand) No Run Yes
Drink a potion or apply an oil Yes Use skill that takes 1 round Usually
Escape a grapple No Use a touch spell on up to six friends Yes
Withdraw4 No
Feint No
Free Actions
Light a torch with a tindertwig Yes
Cease concentration on a spell No
Lower spell resistance No
Drop an item No
Read a scroll Yes
Drop to the floor No
Ready (triggers a standard action) No
Prepare spell components to cast a spell5 No
Stabilize a dying friend (see Heal skill) Yes
Speak No
Total defense No
Swift Actions
Use extraordinary ability No Cast a quickened spell No
Use skill that takes 1 action Usually Immediate Actions
Use spell-like ability Yes Cast feather fall No
Use supernatural ability No No Actions
Move Action Delay No
Move Yes 5-foot step No
Control a frightened mount Yes Action Type Varies
Direct or redirect an active spell No Perform a combat maneuver6 Yes
Draw a weapon³ No Use feat7 Varies
Load a hand crossbow or light crossbow Yes 1 Regardless of the action, if you move out of a threatened square, you
Open or close a door No usually provoke an attack of opportunity. This column indicates wheth-
er the action itself, not moving, provokes an attack of opportunity.
Mount/dismount a steed No 2 If you aid someone performing an action that would normally
Move a heavy object Yes provoke an attack of opportunity, then the act of aiding another
provokes an attack of opportunity as well.
Pick up an item Yes 3 If you have a base attack bonus of +1 or higher, you can com-
Sheathe a weapon Yes bine one of these actions with a regular move. If you have the
Two-Weapon Fighting feat, you can draw two light or one-handed
Stand up from prone Yes weapons in the time it would normally take you to draw one.
Ready or drop a shield³ No 4 May be taken as a standard action if you are limited to taking
only a single action in a round.
Retrieve a stored item Yes 5 Unless the component is an extremely large or awkward item.
6 Some combat maneuvers substitute for a melee attack, not an
action. As melee attacks, they can be used once in an attack or
charge action, one or more times in a full-attack action, or even
as an attack of opportunity. Others are used as a separate action.
7 The description of a feat defines its effect.
Combat Maneuvers

Bull Rush Disarm


You can make a bull rush as a standard action or as part of a You can attempt to disarm your opponent in place of a
charge, in place of the melee attack. You can only bull rush an melee attack. If you do not have the Improved Disarm feat,
opponent who is no more than one size category larger than or a similar ability, attempting to disarm a foe provokes an
you. A bull rush attempts to push an opponent straight back attack of opportunity from the target of your maneuver.
without doing any harm. If you do not have the Improved Bull Attempting to disarm a foe while unarmed imposes a –4
Rush feat, or a similar ability, initiating a bull rush provokes an penalty on the attack.
attack of opportunity from the target of your maneuver.
If your attack is successful, your target drops one item it is
If your attack is successful, your target is pushed back 5 feet. For carrying of your choice (even if the item is wielded with two
every 5 by which your attack exceeds your opponent’s CMD hands). If your attack exceeds the CMD of the target by 10 or
you can push the target back an additional 5 feet. You can move more, the target drops the items it is carrying in both hands
with the target if you wish but you must have the available (maximum two items if the target has more than two hands).
movement to do so. If your attack fails, your movement ends in If your attack fails by 10 or more, you drop the weapon that
front of the target. you were using to attempt the disarm. If you successfully
disarm your opponent without using a weapon, you may
An enemy being moved by a bull rush does not provoke automatically pick up the item dropped.
an attack of opportunity because of the movement unless
you possess the Greater Bull Rush feat. You cannot bull rush Drag
a creature into a square that is occupied by a solid object You can attempt to drag a foe as a standard action. You
or obstacle. If there is another creature in the way of your can only drag an opponent who is no more than one size
bull rush, you must immediately make a combat maneuver category larger than you. The aim of this maneuver is to
check to bull rush that creature. You take a –4 penalty on drag a foe in a straight line behind you without doing any
this check for each creature being pushed beyond the first. harm. If you do not have the Improved Drag feat or a similar
If you are successful, you can continue to push the creatures ability, initiating a drag provokes an attack of opportunity
a distance equal to the lesser result. For example, if a fighter from the target of your maneuver.
bull rushes a goblin for a total of 15 feet, but there is another
goblin 5 feet behind the first, he must make another combat If your attack is successful, both you and your target
maneuver check against the second goblin after having are moved 5 feet back, with your opponent occupying
pushed the first 5 feet. If his check reveals that he can push your original space and you in the space behind that in a
the second goblin a total of 20 feet, he can continue to push straight line. For every 5 by which your attack exceeds your
both goblins another 10 feet (since the first goblin will have opponent’s CMD, you can drag the target back an additional
moved a total of 15 feet). 5 feet. You must be able to move with the target to perform
this maneuver. If you do not have enough movement, the
Dirty Trick drag goes to the maximum amount of movement available
You can attempt to hinder a foe in melee as a standard to you and ends.
action. This maneuver covers any sort of situational
attack that imposes a penalty on a foe for a short An enemy being moved by a drag does not provoke an
period of time. Examples include kicking sand into an attack of opportunity because of the movement unless you
opponent’s face to blind him for 1 round, pulling down possess the Greater Drag feat. You cannot move a creature
an enemy’s pants to halve his speed, or hitting a foe in into a square that is occupied by a solid object or obstacle. If
a sensitive spot to make him sickened for a round. The there is another creature in the way of your movement, the
GM is the arbiter of what can be accomplished with this drag ends adjacent to that creature.
maneuver, but it cannot be used to impose a permanent
penalty, and the results can be undone if the target Stability Racial Trait: Some characters or types of creatures
spends a move action. If you do not have the Improved prove particularly sure-footed, making them more difficult
Dirty Trick feat or a similar ability, attempting a dirty to overthrow and move around the battlefield. Any racial
trick provokes an attack of opportunity from the target ability that grants a bonus to CMD versus bull rush attempts
of your maneuver. grants the same bonus against drag combat maneuvers.

If your attack is successful, the target takes a penalty. The Overrun


penalty is limited to one of the following conditions: As a standard action, taken during your move or as part of
a charge, you can attempt to overrun your target, moving
blinded, dazzled, deafened, entangled, shaken, or sickened. through its square. You can only overrun an opponent who
is no more than one size category larger than you. If you
This condition lasts for 1 round. For every 5 by which your do not have the Improved Overrun feat, or a similar ability,
attack exceeds your opponent’s CMD, the penalty lasts 1 initiating an overrun provokes an attack of opportunity
additional round. This penalty can usually be removed if the from the target of your maneuver. If your overrun attempt
target spends a move action. If you possess the Greater Dirty fails, you stop in the space directly in front of the opponent,
Trick feat, the penalty lasts for 1d4 rounds, plus 1 round or the nearest open space in front of the creature if there are
for every 5 by which your attack exceeds your opponent’s other creatures occupying that space.
CMD. In addition, removing the condition requires the
target to spend a standard action. When you attempt to overrun a target, it can choose to
avoid you, allowing you to pass through its square without
requiring an attack. If your target does not avoid you, make a similar ability, attempting to sunder an item provokes an
a combat maneuver check as normal. If your maneuver is attack of opportunity from the target of your maneuver.
successful, you move through the target’s space. If your
attack exceeds your opponent’s CMD by 5 or more, you move If your attack is successful, you deal damage to the item
through the target’s space and the target is knocked prone. normally. Damage that exceeds the object’s Hardness is
If the target has more than two legs, add +2 to the DC of the subtracted from its hit points. If an object has equal to or less
combat maneuver attack roll for each additional leg it has. than half its total hit points remaining, it gains the broken
condition. If the damage you deal would reduce the object
Reposition to less than 0 hit points, you can choose to destroy it. If you
You can attempt to reposition a foe to a different location as a do not choose to destroy it, the object is left with only 1 hit
standard action. You can only reposition an opponent that is point and the broken condition.
no more than one size category larger than you. A reposition
attempts to force a foe to move to a different position in relation Trip
to your location without doing any harm. If you do not have You can attempt to trip your opponent in place of a melee
the Improved Reposition feat or a similar ability, attempting attack. You can only trip an opponent who is no more than
to reposition a foe provokes an attack of opportunity from the one size category larger than you. If you do not have the
target of your maneuver. You cannot use this maneuver to Improved Trip feat, or a similar ability, initiating a trip
move a foe into a space that is intrinsically dangerous, such as provokes an attack of opportunity from the target of your
a pit or wall of fire. If your attack is successful, you may move maneuver.
your target 5 feet to a new location. For every 5 by which your
attack exceeds your opponent’s CMD, you can move the target If your attack exceeds the target’s CMD, the target is
an additional 5 feet. The target must remain within your reach knocked prone. If your attack fails by 10 or more, you are
at all times during this movement, except for the final 5 feet of knocked prone instead. If the target has more than two legs,
movement, which can be to a space adjacent to your reach. add +2 to the DC of the combat maneuver attack roll for
each additional leg it has. Some creatures—such as oozes,
An enemy being moved by a reposition does not provoke an creatures without legs, and flying creatures—cannot be
attack of opportunity because of the movement unless you tripped.
possess the Greater Reposition feat. You cannot move a creature
into a square that is occupied by a solid object or obstacle. Feint
Note: Though the feint action is located here, near the rules
Steal for combat maneuvers, and while it seems like it might BE a
You can attempt to take an item from a foe as a standard combat maneuver, feinting is NOT a combat maneuver. The
action. This maneuver can be used in melee to take any item Paizo PRD is organized with the feint rules located in the
that is neither held nor hidden in a bag or pack. You must same placement.
have at least one hand free (holding nothing) to attempt this
maneuver. You must select the item to be taken before the Feinting is a standard action. To feint, make a Bluff skill check.
check is made. Items that are simply tucked into a belt or The DC of this check is equal to 10 + your opponent’s base
loosely attached (such as brooches or necklaces) are the easiest attack bonus + your opponent’s Wisdom modifier. If your
to take. Items fastened to a foe (such as cloaks, sheathed opponent is trained in Sense Motive, the DC is instead equal
weapons, or pouches) are more difficult to take, and give the to 10 + your opponent’s Sense Motive bonus, if higher. If
opponent a +5 bonus (or greater) to his CMD. Items that are successful, the next melee attack you make against the target
closely worn (such as armor, backpacks, boots, clothing, or does not allow him to use his Dexterity bonus to AC (if any).
rings) cannot be taken with this maneuver. Items held in the This attack must be made on or before your next turn.
hands (such as wielded weapons or wands) also cannot be
taken with the steal maneuver—you must use the disarm When feinting against a non-humanoid you take a –4 penalty.
combat maneuver instead. The GM is the final arbiter of what Against a creature of animal Intelligence (1 or 2), you take a
items can be taken. If you do not have the Improved Steal feat –8 penalty. Against a creature lacking an Intelligence score,
or a similar ability, attempting to steal an object provokes an it’s impossible. Feinting in combat does not provoke attacks
attack of opportunity from the target of your maneuver. of opportunity.

Although this maneuver can only be performed if the target is Feinting as a Move Action
within your reach, you can use a whip to steal an object from With the Improved Feint feat, you can attempt a feint as a
a target within range with a –4 penalty on the attack roll. move action.

If your attack is successful, you may take one item from your
opponent. You must be able to reach the item to be taken
(subject to GM discretion). Your enemy is immediately
aware of this theft unless you possess the Greater Steal feat.

Sunder
You can attempt to sunder an item held or worn by your
opponent as part of an attack action in place of a melee attack
in place of a melee attack* (see Editors Note: Multiple Sunder
Attempts). If you do not have the Improved Sunder feat, or
Grapple
Chases

While chases are a signature action scene in countless stories, difficult obstacle is DC 25, and a very difficult obstacle is DC
they present a singular challenge in the Pathfinder Roleplaying 30. For high level chases, feel free to assign correspondingly
Game, thanks to static movement rates. Since every creature high level DCs. When assigning obstacles, it’s best to have
in the game has a set movement rate, it might seem like the DCs of both obstacles on a card be within 5 points of each
you’d either automatically (or never) catch up to a fleeing foe! other, but never identical—this forces participants to make
Obviously, this isn’t the case, because there’s more to catching tactical choices.
a foe or avoiding being caught than simple speed.
As a general rule, obstacles should be overcome by
Building a Chase physical skill checks, such as Acrobatics, Climb, Escape
To simulate a chase, you’ll need to do a little bit of prep Artist, Ride, or Swim. Perception can be used for obstacles
work. Take about 10 small pieces of paper—pieces the size like short cuts, Stealth can be rolled for obstacles requiring
of playing cards or sticky notes work perfectly. These “chase someone to move through a square quietly, or Bluff
cards” represent the chase’s route, like the route a board might be required to navigate a square by convincing a
game takes. Using 10 cards works well for a standard chase, city guard you should be allowed to pass. You can even
but you can use more cards for a longer chase. When laying use saving throws to resolve obstacles (a Fortitude save
out your chase into a “track” you should decide if there’s a to avoid being sickened by passing through a pool of
preset ending (a “finish line”), be it a contested resource, an filth, for example, or a Will save to evade the strange
escape vehicle, a portal that whisks away the pursued foe to wailing spirits haunting that area). Be creative! It’s okay
an unknown location before winking out, or some similar to reuse obstacles, but try to vary them between cards and
goal that the fleeing character is trying to reach before he remember not to get bogged down with repetitive DCs or
gets caught by the pursuers. If the chase has a finish line, certain types of checks!
mark one of the cards as such. If the pursuers haven’t caught
the fleeing character by the time he reaches this card, the Running a Chase
chase ends. If your chase doesn’t have a finish line, and it’s The first thing to do when a chase starts is to determine the
merely a race of attrition, you should lay your chase cards baseline speed—the movement rate of the majority of the
out in a square, circle, or similar shape so that there’s no chase’s participants. In most cases, this is a land speed of 30 feet,
obvious beginning or ending. You can even lay out chase but in some cases you’ll start out with different assumptions.
cards in a grid pattern, allowing the participants to move This base speed sets the “distance” of each chase card, so in
about a field of obstacles in any direction they wish. most cases, each card represents 30 feet of space.

Pick two chase obstacles for each card. Not every card needs In some instances, such as a chase between two sailing
obstacles—there’s no need to place obstacles on the finish line ships racing to reach a distant island, or a long overland
card, and if you want a faster chase, you can place obstacles journey through a desert that separates a bounty hunter
on fewer cards—but if a card has obstacles, it should have two from his quarry, you’ll want to adjust the timing of a chase.
choices. When the chase begins, place miniatures or tokens Doing so alters the distance of each card, and also gives the
representing the creatures involved in the chase on the cards participants multiple options each turn to do things like
as described by the following starting conditions. cast spells. You can still use these chase rules, though—
simply decide on how long each round of the chase takes
• Sudden Start: In a chase that assumes that everyone and adjust the distance of each card as appropriate. At the
begins at the same starting point, all participants start on start of a chase, each participant makes an Initiative check
the same card. to determine the order in which he moves. (If a participant
triggers the chase with an initial action, such as a prisoner
• Head Start: If a participant has a head start on the other suddenly making a mad dash for freedom, that participant
creatures involved in the chase, he begins three cards ahead gets to go first in a surprise round if he successfully
of the rest of the participants. surprises the other creatures.) While a character’s actual
speed doesn’t directly affect how often he moves between
• Long Shot: If one participant is so far ahead that he has cards, it does affect how quickly he navigates obstacles.
practically already won the chase, he begins the chase either For each 10 feet slower than the chase’s baseline speed a
three cards from the end of the chase or 10 cards away from character moves, he suffers a cumulative –2 penalty on any
the rest of the chase’s participants, whichever is the greater check made to navigate obstacles. Likewise, for every 10
distance between the two sides. feet faster than the baseline speed he moves, he gains a
cumulative +2 bonus on these checks. Significant mobility
Chase Obstacles advantages over the baseline speed type (such as flight)
You should tailor your chase’s obstacles to match the location grant an additional +10 bonus on checks made to avoid
where the chase takes place. A rooftop chase might include obstacles, simulating the character’s use of enhanced
things like crumbling rooftops, narrow gaps to leap across, movement to bypass obstacles entirely. Used properly,
tightropes to run along, or steep roofs to clamber up. A chase extremely powerful effects (such as teleportation) allow a
through a crumbling ruin in a swamp might involve crumbling character to instantly move forward a number of cards (use
walkways, narrow passageways, grasping vines, leaps over each card’s distance to determine ranges).
quicksand, or stinking clouds of nauseating miasma. Try to
mix up the flavor of the obstacles as well as the types of checks Using the base assumption of 30-foot cards, it takes a move
and DCs needed to navigate them. Assign each obstacle a DC action to move through a single card. When a character exits
to successfully navigate or overcome. A trivial obstacle is DC from a card, he must choose one of that card’s two obstacles
10, a simple obstacle is DC 15, a standard obstacle is DC 20, a to face as a standard action before moving to the next card.
Success means the character moves to the next card, while
failure means the character must face the obstacle again
on the next round. Instead of exiting a card, a character
can choose to take another action not directly related to
navigating the chase’s course, such as casting a spell or
drawing a weapon.

A character who wants to attempt to move three cards


during his turn can do so by taking a full-round action.
That character must overcome both obstacles on the card
he is leaving. In this case, if a character fails either obstacle
check by 5 or less, he only moves one card forward and
his turn ends. If a character fails either obstacle check by
more than 5, he cannot move at all that turn. A character
unfortunate enough to fail two obstacle checks in a turn
becomes mired in his current square (he might have fallen
from a ledge, gotten a foot stuck amid roots, or got caught
in a crowd, for example). A character who is mired must
spend another full-round action becoming unmired and
effectively loses his next turn in the chase. In some cases,
becoming mired might impart additional penalties (such
as falling damage).

A character can also choose to make a ranged attack or cast


a spell during his turn in a chase. If the action is a full-round
action, he can’t move at all. Use the number of cards and
their established distances to determine ranges as necessary.
The terrain where the chase takes place might provide the
target partial or even full cover or concealment, as you wish.
A character can only choose to make melee attacks against
targets that are on the same card.
Reputation and Fame

Though some heroes content themselves with living Reputation represents how the general public perceives you,
off the spoils of their exploits or cloaking themselves whether positively or negatively. This perception precedes you,
in humility, others seek to live forever through the speaking on your behalf when you are absent and determining
sagas and songs of their epic deeds. History measures how you can expect to be treated by those who have heard of you.
a hero’s success by tales of triumph and bravery that Reputation means different things to different types of characters,
are retold down the ages. a hero with no one to tell her reflected in the social and cultural values of different regions. a
story quickly fades into obscurity along with her unsung character who embodies the qualities of a hero in one region may
accomplishments. How others tell of a hero’s deeds be perceived as villainous or disreputable in another. An icon
becomes the weight by which she is measured, sculpting widely revered and respected in her homeland may slip from
both her identity and reputation. fame into obscurity upon traveling to a neighboring kingdom.
Events Fame Modifier
-Positive Events
Acquire a noteworthy treasure from a worthy foe1 +1
Confirm two successive critical hits in a CR-appropriate encounter +1
Consecrate a temple to your deity +1
Craft a powerful magic item +12
Gain a level in a PC class +1
Locate and disarm three or more CR-appropriate traps in a row +1
Make a noteworthy historical, scientific, or magical discovery3 +1
Own a legendary item or artifact +14
Receive a medal or similar honor from a public figure +1
Return a significant magic item or relic to its owner +1
Sack the stronghold of a powerful noble +1
Single-handedly defeat an opponent with a CR higher than your level +15
Win a combat encounter with a CR of your APL +3 or more +1
Defeat in combat a person who publicly defamed you +2
Succeed at a DC 30 or higher Craft check to create a work of art or masterwork item6 +2
Succeed at a DC 30 or higher public Diplomacy or Intimidate check6 +2
Succeed at a DC 30 or higher public Perform check6 +2
Complete an adventure with a CR appropriate for your APL7 +3
Earn a formal title (lady, lord, knight, and so on) +3
Defeat a key rival in combat +5
-Negative Events
Be convicted of a petty crime -1
Keep company with someone of disreputable character -18
Be convicted of a serious nonviolent crime -2
Publicly flee an encounter of a CR lower than your APL -3
Attack innocent people -5
Be convicted of a serious violent crime -5
Publicly lose an encounter of a CR equal to or lower than your APL -5
Be convicted of murder -8
Be convicted of treason -10
1 This includes claiming a treasure from a defeated monster or as 200,000 gp (5 PP) for this purpose.
rival. a villainous character may include stealing such an item 5 Per CR the opponent is above your level.
instead of obtaining it fairly. 6 You may increase your Fame in this way no more than once per
2 Per 40,000 gp of the item’s price. month.
3 Such as finding the ruins of a lost city, recovering forgotten 7 Approximately the length of a Pathfinder Module or Pathfinder
lore, or creating a useful new spell. Adventure Path adventure.
4 Per 40,000 gp of the item’s price. Artifacts with no price count 8 Per week of close association.
When using these reputation rules, the GM needs to heroic sorcerer might hire bards to brag about her magic in a
establish what reputation means to the players and NPCs nearby kingdom she plans to visit, or a villainous barbarian
of the campaign. For instance, a viking-themed campaign might drive the maimed survivors of his raids southward to
might base reputation on pillaging. Regardless, the basic sow fear among his next victims.
concept for how you earn a reputation remains the same:
You gain reputation when word of your deeds spreads. Outside your Sphere of Influence, your Fame is 0. You can
The more fantastic or socially significant your deeds, the attempt to expand your Sphere of Influence into a new
better tales they make. If you are able to establish a strong or settlement by attempting a DC 30 Charisma, Diplomacy, or
noteworthy reputation, you may be extolled for your actions Intimidate check. If you succeed, you treat the settlement as
and afforded resources beyond those obtainable by lesser- being within your Sphere of Influence for 1d4 days, though
known individuals. Similarly, you can use your reputation your Fame is effectively halved for that settlement. After this
to influence people socially, politically, and financially. time, the settlement reverts to being outside your sphere.

Three factors determine your reputation: Fame, Sphere of The following actions and conditions alter your Charisma,
Influence, and Prestige Points. Your Fame increases and Diplomacy, or Intimidate check modifier for the purpose of
decreases depending on your actions. Your current Fame expanding your Sphere of Influence.
determines your overall reputation and maximum potential for
cashing in on your fame (for a heroic character) or infamy (for Table: Sphere of Influence Modifiers
a villainous character). Sphere of Influence defines the places Action Check Modifier
where you can apply the benefits of your reputation. You can
reap the benefits of your reputation by spending Prestige Points Allies or minions spread tales of +5
on awards, including temporary bonuses and favors. your deeds before you arrive
A bard spreads tales or songs of +1/2 bard level
Fame your deeds before you arrive
You begin play with a Fame equal to your character level
+ your Charisma modifier. Your Fame ranges from –100 to Have NPC contacts in the settlement +1
100, with 0 representing a lack of any notoriety. Through
the course of the campaign, your words and deeds help you
Have enemies in the settlement +1
build a reputation. Though an adventurer performs many Distance from your Sphere of In- –1 per 10 miles
deeds, not all are significant enough to warrant a change in fluence
Fame. If possible, the GM should stick to those deeds that
directly affect the story or campaign and not reward points
Settlement’s primary language is –5 from yours
for minor victories. The significance of specific deeds should different
generally be left up to the GM, though Table: Fame Events
Prestige Points
details some specific examples. If your Fame ever drops
Prestige Points represent your ability to leverage your Fame.
below 0, see Disrepute and Infamy.
You earn Prestige Points (PP) by completing objectives
during the course of play. The GM decides which deeds,
Sphere Of Influence goals, or story elements are most important and awards
Your reputation travels only as far as the tales of your deeds. players for completing them accordingly. Each time your
Even if you are a great hero in your homeland, when traveling Fame increases, you also gain 1 Prestige Point. In a typical
elsewhere you will soon discover that your reputation campaign, you should gain approximately 4 to 6 Prestige
diminishes until you eventually reach regions where you are Points per character level. Your current Prestige Points can
completely unrecognized. The greater your reputation, the never exceed your Fame. You can’t share Prestige Points
farther it travels and the broader your Sphere of Influence. with other characters; only the character who earned them
can spend them. Most of the time, you spend points on
Your Fame determines the maximum range of your Sphere rewards—titles, temporary abilities, or bonuses on tasks
of Influence. Your Sphere of Influence has a radius of 100 associated with your interests.
miles, generally increasing by another 100 miles when your
Fame reaches 10, 20, 30, 40, and 55. Increasing your Sphere of
Awards
Influence isn’t always automatic, and you are allowed some
Spending Prestige Points earns you awards—temporary
say as to where your reputation holds weight. For example,
bonuses or favors. Each time you want to use an award,
you could ask that your sphere extend more southward
you must spend the Prestige Points for that award. Unless
toward a major city and ignores the barbarian tribes to the
otherwise stated, bonuses from spending Prestige Points do
east, or that it extend inward toward another country rather
not stack (for example, you can’t combine the Hero’s Luck
than out into the ocean.
award with the Lore of Ages award to gain a +9 bonus on
a Knowledge check). Spending Prestige Points on a reward
Though your reputation may spread by happenstance, it
is not an action. You may only spend Prestige Points within
usually spreads deliberately, whether by traveling bards
your Sphere of Influence.
embellishing stories of your accomplishments to make them
more entertaining, your allies exaggerating your common
Titles are a special category of award that is permanent
achievements, your enemies repeating rumors about you
instead of temporary. Unless a title’s description says
to recruit others against you, or you telling your story to
otherwise, you can only select a particular title once.
eager listeners. Where these tales get told determines where
you become known and shapes your Sphere of Influence—a
The following are examples of awards and titles for various • Wanderer (Title, 1 PP): The long time you’ve spent on
thresholds of Fame. You must have at least the listed Fame the road with fellow travelers has enhanced your knack for
to select a reward from that category. For example, you must picking up local customs. Knowledge (local) becomes a class
have a Fame of at least 10 to select the Wanderer title, even if skill for you as long as you have this title.
you have the 5 Prestige Points to spend on it.
Fame 20
Fame 1 This is the typical Fame of an adventurer who has
This is the starting Fame for a new 1st-level adventurer. completed several adventures and whom the public is
starting to take notice of.
• Hero’s Luck (1 PP): You gain a + 4 luck bonus on a single
skill check. You must use this award before you attempt the • Arcane Study II (3 PP): This award works like arcane
check in question. study I, except you can prepare one 2nd-level wizard spell,
and the Intelligence damage is 1d4 instead of 1d3. You can
• Palm Greaser (Title , 4 PP): In any settlement of at least use this award and arcane study I at the same time. You
5,000 inhabitants, you may locate a corrupt official. If can’t select this award if you’re a wizard.
you’re imprisoned or fined for crimes committed in the
settlement’s jurisdiction, you may take advantage of this • Favored Territory (Title, 5 PP): Choose a 100-square-mile
contact. You pay no fines and escape sentencing if you region within your Sphere of Influence. This is now your
can make a Diplomacy check (DC 15 for petty crimes, 20 favored territory, and you gain a +2 bonus on Diplomacy
for serious crimes, or 25 for capital crimes). You can use checks within that territory. When your Fame reaches 30,
this ability once per game session. You may select this you can select this title a second time, gaining a second
title once for each settlement in your Sphere of Influence; favored territory and increasing the bonus in your first
each time you select it, choose one settlement where you favored territory to + 4. When your Fame reaches 55, you can
may use the award. select this title a third time, gaining a third favored territory
and increasing the bonus in your first favored territory to +
• Planar Pact (5 PP): You gain the services of an imp, mephit, 6 and in your second to + 4 .
quasit, or similar extraplanar creature from the Improved
Familiar list. You can choose a creature with an alignment • Fence Friend (Title, 4 PP): Once per game session when
up to 1 step away from yours on each alignment axis. selling any item, you may do so through an NPC fence,
The creature acts as your willing servant for a number of increasing the sale price of the item by 10%. This has no
encounters equal to your Intelligence, Wisdom, or Charisma effect on items normally sold at full value (such as gems and
bonus (whichever is highest), but remains for no more than trade goods).
24 hours. The creature is a called outsider and automatically
returns to its home plane at the end of this service. • Initiate (Title, 1 PP): a powerful organization accepts
you into its ranks. This could be a knighthood, a sagacious
Fame 10 cabal of mages, or an order of monks. One skill appropriate
This is the typical Fame of a character who has completed a to that organization becomes a class skill for you. You may
couple of adventures. select this title multiple times; each time you select it, you
choose an appropriate organization to join and another skill
• Arcane Study I (1 or 2 PP): With the help of a wizard or that becomes a class skill. The GM determines whether an
magical ritual, you gain the ability to prepare and cast a few organization is available and what skills are appropriate
weak arcane spells. If you spend 1 PP, you can prepare 4 choices for it.
wizard cantrips or one 1st-level wizard spell. If you spend
2 PP, you can prepare 4 wizard cantrips and one 1st-level • Intense Student (Title, 2 PP): You gain a +2 competence
wizard spell. You cast these spells as a wizard, and must bonus on checks with one skill as long as you have this title.
have the minimum Intelligence to prepare these spells. You You can take this title again once your Fame reaches 30, 40,
can’t select this award if you’re a wizard. After 24 hours, and 55, selecting a different skill each time.
you take 1d3 points of Intelligence damage and lose any
prepared spells you didn’t cast. • Master of Trade (Title, 4 PP): Using influential contacts
and mercantile experience, you can find a good deal. Once
• Character Witness (5 PP): If you happen to find yourself per game session, you gain a 10% discount when purchasing
in trouble with authorities as a result of false accusations, an an item. This award cannot be used for spellcasting services,
influential benefactor steps forth to vouch for your honor, costly material components, items normally sold at full
absolving you of any wrongdoing. You can use this award value (such as trade goods or gems), or magic item crafting.
without penalty up to three times, after which the available
benefactors begin to question your reputation; any further • Sacrifice (0 PP): Make a significant sacrifice to gain 1d3
uses cost you an additional 1d4 Prestige Points. Prestige Points. If you are a heroic character, you must
spend 375 gp × your character level to use this award,
• Lore of Ages (1 PP): You may secure the assistance of a representing a great feast in your name, charitable giving,
dedicated sage, librarian, or other knowledgeable individual, or other expenses that improve your reputation. If you
granting you a +5 bonus on any single Knowledge check are a villainous character, you must kill or sacrifice allies
after 1 hour of research. You make this Knowledge check as and minions whose total Hit Dice equal your character
if you were trained in that skill. level, representing callous evil toward your friends and
underlings. You can use this award once per month.
• Sage (Title, 5 PP): Select one Knowledge skill. You can Fame 40
make untrained checks with this skill up to a maximum of This is the Fame of an adventurer who has achieved celebrity
DC 20 instead of the normal limit of DC 10. You may select status.
this title multiple times, each time selecting a different
Knowledge skill. • Commander (Title, 4 PP): You can select this title only if
you have selected the officer title. Your rank within your
• Temporary Cohort (1 PP): Gain a cohort as if you had the chosen organization increases to a position of command. You
Leadership feat. This character remains in your service for can call upon low-ranking members of your organization to
24 hours. perform mundane personal tasks at your behest, including
running messages, announcing your arrival, and making
• Vindicator (Title, 2 PP): Pick one rival organization sure preparations are made to accommodate your needs. In
as your hated enemy. You gain a +1 bonus on attack and addition, you gain a +4 bonus on Intimidate checks made to
damage rolls against members of that organization. This is a influence any members of your organization’s greatest rival
favored enemy bonus. group (such as a competing guild or citizens of a hostile
country). If you belong to multiple organizations, you may
Fame 30 select this title multiple times.
This is the Fame of a successful adventurer whose exploits
have made her a local hero. • Patriot (Title, 4 PP): Your reputation as an agent of
your homeland’s interests precedes you. When traveling
• Arcane Study III (3 PP): This award works like arcane outside your Sphere of Influence, you gain a +2 bonus on
study II, except you can prepare one 3rd-level wizard spell, all Diplomacy and Sense Motive checks against citizens or
and the Intelligence damage is 1d6 instead of 1d4. You can natives of your homeland.
use this award, arcane study I, and arcane study II at the
same time. You can’t select this award if you’re a wizard. • Privileged Meeting (2 PP): You use your reputation to gain
a private audience with a powerful individual such as a queen,
• Blood-Bound (Title, 2 PP): Undergo a bloody ritual with general, high priest, or guildmaster. You gain a +2 circumstance
an ally whose Fame is at least 30. Once per week when in on Diplomacy checks for the duration of that audience.
the company of that ally, you may lend him up to 5 Prestige
Points, which he can spend as he pleases. If he does not Fame 55+
spend them within 24 hours, they return to you. At this Fame level and higher, the character is idolized and
easily recognized for his or her achievements.
• Escape Death (5 PP): If you are reduced to 0 hit points or
fewer but are not dead, you automatically stabilize; on your • High Commander (Title, 4 PP): You can select this title
next turn, you are healed 2d8+3 hit points. You can select only if you have selected the commander title. You become a
this award only once per character level. senior member of your chosen organization. While serving the
interests of that organization, you can call upon low-ranking
• Officer (Title, 5 PP): You can select this title only if soldiers to fight on your behalf. The soldiers are not magically
you have selected the initiate title. Your rank within your summoned; you must speak to them as a group or send an
chosen organization increases. You gain an appellation officer to gather them for you (which may take anywhere from
appropriate to the organization and a + 4 bonus on Bluff, 1d4 rounds to 1d10 minutes). The number of soldiers at your
Diplomacy, Intimidate, and Sense Motive checks made command is equal to your Fame, plus one 3rd-level officer for
to interact with anyone within the organization. If you every 20 soldiers and one 5th-level leader for every four officers.
belong to multiple organizations, you may select this These soldiers are usually 1st-level fighters, but depending
title multiple times. on the organization they may have some other appropriate
class. These minions serve you for 1 day, but will not betray
• Warden (Title, 5 PP): Within your Sphere of Influence, the interests of the organization or recklessly throw away their
you hold enough respect that you can arrest, detain, and lives for you. If you belong to multiple organizations, you may
confiscate possessions from any common citizen you select this title multiple times.
suspect has committed or is committing a crime. This • The Great (Title, 10 PP): You immediately increase your
right does not apply when dealing with nobles, aristocrats, Sphere of Influence by 100 miles.
political figures, or those who have ranks or titles similar to
or greater than your own. Disrepute And Infamy
If your Fame drops below 0, your reputation is based on
• Worldly Fame (2 PP): Word of your deeds has spread infamy rather than fame. Treat your Fame as a positive
far and wide, even outside of your Sphere of Influence. number instead of a negative number for all rules relating to
For the next 24 hours, you may use your Fame as if you Fame, Sphere of Influence, and Prestige Points (for example,
were within your Sphere of Influence without needing a villainous Fame of –20 is equivalent to a heroic Fame of 20
to make the appropriate check, though your Fame is for the purpose of determining what awards you can buy).
effectively halved outside your Sphere of Influence.
You may select this award even when outside your If an event would increase your Fame, you may choose to
Sphere of Influence. increase your Fame (bringing it closer to 0) or decrease your
Fame (making it a larger negative number). For example, if your
Fame is –20 and you publicly roll a 30 on a Craft check to create a
Table: Negative Fame Reactions
Fame Check Modifier
-5 Merchants, hirelings, and innkeepers overcharge you by 10% to discourage you from doing
business in their community.
-8 Merchants, hirelings, and innkeepers refuse to accept your business. If you enter a business, you are
immediately asked to leave. If you refuse, the owner calls for the authorities or locals to throw you out.
-10 When you approach, businesses shutter their windows and bar their doors. Most citizens refuse to speak
with you. Others request that you leave immediately. If you remain for longer than 24 hours or act out
against the citizens, your Fame decreases by 5 and the citizens form a mob to run you out of town.
-15 Incensed that you display the gall to enter their community, an angry mob gathers. If you do not leave
within a few minutes, the mob starts pelting you with fruit, sticks, and rocks.
-20 An angry mob forms shortly after you enter town. Not willing to wait for a potentially corrupt trial, they
attempt to capture you and execute you for your crimes.
-25 An authority figure has issued a warrant for your arrest, including a reward to anyone who captures you.
This is well known and many are eager to collect it.
-30 An authority figure has issued a bounty for your head. This is well known and many are eager to collect it.

masterwork sword (normally worth +2), you may increase your Alter Egos, Aliases, And Secret Identities
Fame to –18 or decrease it to –22. Negative events that decrease Throughout the course of your adventuring career, your public
your Fame always count as negative (a villain attacking innocent persona and your true personality might drift begin to drift
people doesn’t make the public like him more). apart or become notably disparate. When this occurs, you may
change your name and adopt an alter ego or alias in order to
If you have a negative Fame, nonevil NPCs often have rid yourself of your prior reputation. In this case, your Fame
unfriendly or hostile reactions to you (see Table: Negative and Prestige Points remain with your former name, allowing
Fame Reactions). Note that if you have a reputation for you to shed your former life and start a new one.
being powerful and dangerous, NPCs might avoid you
rather than confront you. With an alter ego, you create an artificial persona to show the
public. You wear a mask or costume to hide your true identity.
Shared Fame When performing deeds as your alter ego, you develop its
Sometimes situations should take into account the Fame values Fame instead of your own. Only when presenting yourself as
of multiple characters. This usually occurs when all the PCs the alter ego can you use its Fame and Prestige Points to your
continually operate as a single entity, such as King Arthur’s advantage. In this way, a seemingly weak or unassuming
Knights of the Round Table, Robin Hood’s Merry Men, or character can adopt the identity of a famous masked vigilante,
Captain Kidd’s pirate crew. Instead of the fame of individuals relying on her fame to persuade commoners and strike fear
contributing to the fame of a group, the group’s fame is into villains while remaining unknown in her secret identity.
independent of its members (a group may start in the first
category and evolve into the second as it gains more members If it’s revealed that your two identities are actually
and the founders take a less direct role in its activities). a group the same person, your Fame and Prestige Points may
like this develops its own Fame; if you are a member of that change when dealing with those who have found out.
group, you use its Fame instead your own. If you and your For example, a notorious bandit changes her name and
allies are part of such a group, the Fame rules work the same, becomes a humble village healer. If her former life is made
except the GM only tracks one Fame value for the entire group public, the villagers react to her according to her (larger,
instead of individual values for each PC; each character’s negative) Fame as a bandit, but she also loses face with
actions that would increase or decrease the Fame contribute to bandits, who don’t respect her choice to live peacefully
that score. You still gain and spend your own Prestige Points, and react according to her (lower, positive) Fame as a
but use the group’s Fame for everything else. village healer.
Scaling Magic Items

Sometimes an inherited weapon turns out to be more Table: Value of Scaling Items
powerful than it had seemed at first, and the hero refuses
to give it up even when given the option of flashier blades Level Bauble 5% Prize 15% Wonder 30%
or when facing overwhelming foes. Scaling items are magic 1st 15 gp 45 gp 90 gp
items that grow with your character and unlock new special
abilities as she levels up. This section presents numerous 2nd 50 gp 150 gp 300 gp
examples of scaling items to add to your games. 3rd 150 gp 450 gp 900 gp
Typically, player characters find themselves buying and 4th 300 gp 900 gp 1.800 gp
selling magic items as they gain levels to keep up with the 5th 525 gp 1.575 gp 3.150 gp
increasing threats they face. Items come and go from each
character’s inventory with such frequency that they hardly 6th 800 gp 2.400 gp 4.800 gp
have the chance to impact the game’s story. Scaling items, 7th 1.175 gp 3.525 gp 7.050 gp
however, increase in power along with the characters who
carry them, allowing an old and cherished item to develop 8th 1.650 gp 4.950 gp 9.900 gp
and retain its utility rather than being sold and forgotten. 9th 2.300 gp 6.900 gp 13.800 gp
Scaling items work like normal magic items, but they 10th 3.100 gp 9.300 gp 18.600 gp
gain new powers as their wielders gain levels, and their 11th 4.100 gp 12.300 gp 24.600 gp
existing powers sometimes also improve. Additional item
powers appear in a scaling magic item’s entry with a header 12th 5.400 gp 16.200 gp 32.400 gp
indicating the character level at which they unlock. 13th 7.000 gp 21.000 gp 42.000 gp
The caster level of the item scales up as well. A scaling item’s 14th 9.250 gp 27.750 gp 55.500 gp
effective caster level is its listed caster level or the character 15th 12.000 gp 36.000 gp 72.000 gp
level of its wielder, whichever is higher, to a maximum of
the item’s highest-level ability. For instance, if an item has 16th 15.750 gp 47.250 gp 94.500 gp
a base caster level of 5th and additional abilities at 7th and 17th 20.500 gp 61.500 gp 129.000 gp
9th levels, it’s treated as caster level 8th in the hands of an
8th-level character, but is treated as only caster level 9th in 18th 26.500 gp 79.500 gp 159.000 gp
the hands of a 10th-level character. 19th 34.250 gp 102.750 gp 205.500 gp
Each scaling item has a base price that represents its value to a 20th 44.000 gp 132.000 gp 264.000 gp
character whose level is equal to or less than the item’s caster Per Character: If you apply the scaling item treasure
level. As the item’s caster level increases in the hands of a reduction for each character, do so after dividing up shares
more powerful character, the item’s value increases as well. of treasure for the characters. Reduce the treasure received
The values of such items fall into three categories (baubles, by a character with a scaling item by the percentage listed
prizes, and wonders), which indicate the rough percentage for the item’s category (5% for baubles, 15% for prizes, and
of the character’s wealth a scaling item represents. 30% for wonders). If the character has multiple scaling
items, combine the percentages before adjusting the
The weakest items, baubles, represent 5% of a PC’s character amount of treasure. For example, a PC with a wonder and
wealth at her level and can be compared to consumable a prize would receive 45% less treasure, because the PC
magic items (even though baubles aren’t destroyed by use). has effectively already received that amount of treasure in
Items in the middle category, prizes, represent 15% of a the form of the items’ increased values. Since the value of
PC’s suggested wealth and correspond to magic items of a scaling item is based on wealth for an entire level, apply
moderate power. An item of the most valuable category, this adjustment to every treasure allotment the character
wonders, represents 30% of a PC’s suggested wealth and receives. If you’d prefer to keep the adjustments more tied
corresponds to a major magic item, such as a fighter’s most to the game world, you can instead replace the character’s
beloved and powerful sword. Wonders exceed the normal lost treasure share with a magical substance that must be
cost assumptions of the game at their highest level. Such used to increase the power of scaling items. This might be
items approach the power of minor artifacts, though they’re magical residue, vibrant crystals, or spellbook-style pages of
not indestructible and can still be created normally. magical phrases that increase the item’s power. In any case,
this substance should be treated as almost worthless to sell,
Adjusting Treasure and therefore useful only for upgrading scaling items.
Since scaling items improve as characters level up, they effectively
add wealth to their owners over time. To balance this out, the Group Basis: You can use the scaling items of the whole
Gamemaster should reduce treasure awards in proportion to party to adjust treasure. This implementation works best if
how many scaling items the party has. This can be done per all or most of the characters possess scaling items, and no
character or for the whole group, as described below. Note that character possesses a far higher number than the others.
the original level and price of a scaling item don’t matter once This method has the advantage of hiding behind the scenes,
the character’s level exceeds the minimum caster level of the requiring no in-game justification. Add up the percentages
item, since the item accrues value based on its category (bauble, of all scaling items owned by all PCs. Divide this percentage
prize, or wonder), not on its original price. The adjustments to by the number of PCs, and reduce the total value of treasure
treasure awards are the same for all items in a category. the party finds by that percentage before dividing it among
the characters. For example, if a group of four PCs have or a bauble (suitable for items that are interesting but not
between them one bauble, three prizes, and a wonder, their significant). Price the base item according to the normal rules
treasure is reduced by 20% (80% divided by 4). for creating magic items. Then, using the column on Table:
Value of Scaling Items that corresponds to the item’s category,
Maximum Level find the lowest gp value that includes that initial price. Use that
Many scaling items unlock new powers all the way up to value to determine the item’s starting caster level.
20th level. Others reach the caps on their abilities at lower
levels. Once an item reaches the level of its most powerful • Adding Scaling Abilities: Use the following steps to
ability, stop adjusting treasure for that item. At that point, assign additional abilities and spells, and the levels at which
the scaling item is considered fully “paid for.” those abilities unlock.

Mismatched Levels • Adding Unlockable Abilities: Determine the first


If a PC receives a scaling item of a caster level lower than her unlockable ability or increase in power. Price the item again,
character level, she effectively receives an item that’s worth using the new ability plus all the abilities of the base item;
more than the price listed in the stat block. Reference Table: you will use this price to determine the level at which the
Value of Scaling Items and use the PC’s level to estimate ability unlocks (see below). However, because many scaling
how much the item is really worth to that PC, and use that items have a large range of limited-use abilities, following
purchase price as its treasure value. Giving an item with a the standard rules can result in items that are too expensive
caster level higher than the character’s level doesn’t present for their actual utility. Therefore, on worn items, you should
the same problems; it just means the PC won’t be unlocking typically waive the 50% increase in price for an additional
the item’s higher-level powers for some time. Don’t reduce power unless it’s a particularly useful ability or has a strong
treasure for such an item until the PC’s level exceeds the synergy with the item’s other abilities. For instance, if you
item’s caster level. create a set of gloves with a burning hands effect, you
wouldn’t need to pay the extra cost for a higher-level ability
that grants you fire resistance, but you would for an ability
Buying and Selling Scaling Items that grants fire resistance to all allies within 10 feet of you
Selling a scaling item presents a tricky balance proposition.
since that ability complements burning hands so well.
Such an item is worth more to a higher-level buyer, and a
high-level seller has spent more effective wealth acquiring
• Adding Spells: Assign a price for any spells the item
and keeping the item. The maximum amount a PC can get
allows its owner to use. Table: Spell Prices includes the
for a scaling item is half the value (as normal for selling
typical prices of one daily use of spells at different caster
magic items) listed on Table: Value of Scaling Items for
levels. Because the price of spells varies based on the item’s
the item’s category and the PC’s current level. To get this
caster level, it’s usually best to price other abilities first, then
amount, the PC must find a motivated buyer of her level or
estimate the finished caster level, then price the spell at that
higher, which may involve considerable time and effort. If
caster level. If a spell doesn’t improve significantly at higher
the PC must sell in a hurry, she might get 25% of the listed
caster levels, price it using the item’s minimum caster level.
value, or even less. A PC can’t sell a scaling item for more
If the spell becomes more powerful with level increases (as
than 50% of the item’s value for her current level, even if she
does fireball), use the caster level of the level at which it’s
sells it to a higher-level NPC.
unlocked to determine its price. Cap a spell’s caster level at
the highest level that makes a significant difference, such as
Crafting Scaling Items 10th level for fireball. Generally, if only the spell’s duration
Scaling items must be crafted at their highest level of changes with caster level, spells with a duration of 1 minute
power, with a cost determined by referencing Table: Value per level or 1 round per level should use the full caster level,
of Scaling Items. Start with the value listed on the table for but those with longer durations (10 minutes per level or
the item’s category and its highest-level ability. Divide this more) should use the minimum caster level. Remember to
by 2 to get the crafting cost, and add the value of any non- readjust the price at each further power unlock level, since
magical armor or weapon component. The crafting cost is the caster level of the item will match the owner’s level. On
always much higher than the market price of a scaling item, a worn item, waive the standard 50% price increase on the
since the crafting cost is based on the full set of abilities but additional spells.
the market price is based on the minimum caster level. When
a PC crafts a scaling item, he doesn’t need to pay any further • Assigning an Unlock Level: Now that you have a cost for
cost in reduced treasure for keeping the item, because the the next scaling ability, assign a level at which that ability
full value of the item has already been accounted for. When unlocks. This follows the same process as the Pricing the
setting the DC for crafting a scaling item, use the item’s Base Item step, but using the new cost. You should usually
highest-level ability instead of its base caster level. round down, but if you’re almost at the higher-level price,
bump up the level. For example, a prize that priced out at
Pricing New Scaling Items 8,000 gp at a given set of powers would unlock those powers
To determine the price when creating a new scaling item, at 9th level (6,900 gp), but if the price hits 9,000 gp, the
determine the cost of the base item without any of the level- abilities should instead unlock at 10th level (9,300 gp).
based upgrades, and increase that price based on each
additional ability as described below. • Completing the Item: Repeat this process for each set of
new powers. Try to add a new unlockable ability every 2 to 4
• Pricing the Base Item: First, decide whether the new item is levels. It’s not necessary to scale every item all the way to 20th
a wonder (best for major items), a prize (best for utility items), level, however—stop when the set of abilities feels complete.
Table: Spell Prices (One Use per Day)
Caster Spell Level
Level 0 1 2 3 4 5 6 7 8 9
1st 180 gp 360 gp - - - - - - - -
2nd 360 gp 720 gp - - - - - - -
3rd 540 gp 1.080 gp 2.160 gp - - - - -- - -
4th 720 gp 1.440 gp 2.880 gp - - - - - - -
5th 900 gp 1.800 gp 3.600 gp 5.400 gp - - - - - -
6th 1.080 gp 2.160 gp 4.320 gp 6.480 gp - - - - - -
7th 1.260 gp 2.520 gp 5.040 gp 7.560 gp 10.800 gp - - - - -
8th 1.440 gp 2.880 gp 5.760 gp 8.640 gp 11.520 gp - - - - -
9th 1.620 gp 3.240 gp 6.480 gp 9.720 gp 12.960 gp 16.200 gp - - - -
10th 1.800 gp 3.600 gp 7.200 gp 10.800 gp 14.400 gp 18.000 gp - - - -
11th 1.980 gp 3.960 gp 7.920 gp 11.880 gp 15.840 gp 19.800 gp 23.760 gp - - -
12th 2.160 gp 4.320 gp 8.640 gp 12.960 gp 17.280 gp 21.600 gp 25.920 gp - - -
13th 2.340 gp 4.680 gp 9.360 gp 14.040 gp 18.720 gp 23.400 gp 28.080 gp 32.760 gp -
14th 2.520 gp 5.040 gp 10.080 gp 15.120 gp 20.160 gp 25.200 gp 30.240 gp 35.280 gp - -
15th 2.700 gp 5.400 gp 10.800 gp 16.200 gp 21.600 gp 27.000 gp 32.400 gp 37.800 gp 43.200 gp -
16th 2.880 gp 57.60 gp 11.520 gp 17.280 gp 23.040 gp 28.800 gp 34.560 gp 40.320 gp 46.080 gp -
17th 3.060 gp 6.120 gp 12.240 gp 18.360 gp 24.480 gp 30.600 gp 36.720 gp 42.840 gp 48.960 gp 55.080 gp
18th 3.240 gp 6.480 gp 12.960 gp 19.440 gp 25.920 gp 32.400 gp 38.880 gp 45.360 gp 51.840 gp 58.320 gp
19th 3.420 gp 6.840 gp 13.680 gp 20.520 gp 27.360 gp 34.200 gp 41.040 gp 47.880 gp 54.720 gp 61.560 gp
20th 3.600 gp 7.200 gp 14.400 gp 21.600 gp 28.800 gp 36.000 gp 43.200 gp 50.400 gp 57.600 gp 64.800 gp

Scaling Items
The following scaling items include several examples of
wonders, prizes, and baubles.

Standalone Scaling Items


A GM can include specific scaling items as individual pieces
of treasure even if she isn’t using the scaling items system
in her game. The base item can be used without any of the
higher-level upgrades, or the GM can pick a higher level
and create an individual item that has the base abilities plus
one or more unlocked levels. She should use the standard
price for that level of scaling item, as described on Table:
Value of Scaling Items.

For example, a GM could give out a spear of the huntmaster


as a CL 6th item worth 3,202 gp with just the base abilities,
a CL 8th item worth 4,950 gp with the base abilities plus the
8th-level unlockable ability, a CL 10th item worth 9,300 gp
with the base abilities plus the 8th- and 10th-level unlockable
abilities, and so on.
Weather Events

• Drizzle: Drizzle reduces visibility to three-quarters of the remain on the ground, the requirement of an extra square of
normal range, imposing a –2 penalty on Perception checks. It movement to enter a square of snow persists. If at least 1 foot
automatically extinguishes tiny unprotected flames (candles of snow remains on the ground, entering a snow-filled square
and the like, but not torches). instead requires 2 extra squares of movement.

• Fog, Heavy: Heavy fog obscures all vision beyond 5 feet, • Snow, Medium: Medium snow reduces visibility ranges by
including darkvision. Creatures 5 feet away have concealment. half, resulting in a –4 penalty on Perception checks. Medium
Heavy fog typically occurs early in the day, late in the day, or snow extinguishes unprotected flames and imposes a –4 penalty
sometimes at night, but the heat of the midday usually burns on ranged attacks. Medium snow does not impede movement
it away. Heavy fog occurs only when there is no or light wind. unless it continues for 1 hour, at which point moving into a
square of such snow requires 1 extra 5-foot square of movement
• Fog, Light: Light fog reduces visibility to three-quarters of the (this stacks with difficult terrain). Every hour of medium snow
normal ranges, resulting in a –2 penalty on Perception checks leaves 1 inch of snow on the ground. As long as at least 2 inches
and a –2 penalty on ranged attacks. Light fog typically occurs of snow remain on the ground, the requirement of an extra
early in the day, late in the day, or sometimes at night, but the square of movement to enter a square of snow persists. If at least
heat of the midday usually burns it away. Light fog occurs only 1 foot of snow remains on the ground, entering a snow-filled
when there is no or light wind. square instead requires 2 extra squares of movement.

• Fog, Medium: Medium fog reduces visibility ranges by half, • Thunderstorm: Thunderstorms feature powerful winds and
resulting in a –4 penalty on Perception checks and a –4 penalty heavy rain (see above). Types of wind:.
on ranged attacks. Medium fog typically occurs early in the day, -Strong Wind -Severe Wind -Windstorm
late in the day, or sometimes at night, but the heat of the midday
usually burns it away. Medium fog occurs only when there is no In addition, there is a 40% chance that a thunderstorm features
or light wind. hail either up to an hour before or during the storm. An even
greater danger presented by a thunderstorm is the lightning
• Rain: Rain reduces visibility ranges by half, resulting in a –4 that occurs during the storm. These electrical discharges,
penalty on Perception checks. Rain automatically extinguishes generated by the roiling clouds, can pose a hazard to creatures
unprotected flames (candles, torches, and the like) and imposes that do not have proper shelters, especially creatures clad in
a –4 penalty on ranged attacks. metal armor. Every 10 minutes during a thunderstorm, a
bolt of lightning strikes an unsheltered creature at random
• Rain, Heavy: Heavy rain reduces visibility to one-quarter of (though this can strike wildlife as easily as PCs). A creature
the normal range, resulting in a –6 penalty on Perception checks. struck by this lightning must succeed a DC 18 Reflex saving
Heavy rain automatically extinguishes unprotected flames and throw or take 10d8 points of electricity damage (a successful
imposes a –6 penalty on ranged attacks. saving throw halves the damage). Creatures in metal armor
take a –4 penalty on the Reflex saving throw.
• Sleet: Essentially frozen rain, sleet has the same effect as light
snow, but any accumulation typically doesn’t last longer than There is a 10% chance that a thunderstorm with winds
1–2 hours after the storm. of windstorm strength also generates a tornado, while
thunderstorms with windstorm-strength winds in temperatures
• Snow, Heavy: Heavy snow reduces visibility ranges to higher than 85° F also have a 20% chance of being a precursor to
one-quarter of the normal range, resulting in a –6 penalty on a hurricane. There is a 20% chance that a thunderstorm of any
Perception checks. It extinguishes unprotected flames and strength in the desert also generates a haboob.
imposes a –6 penalty on ranged attacks. Heavy snow impedes
movement even before it begins to stick. Moving into a square Weather Details
during a heavy snowstorm requires 1 extra 5-foot square of While temperature and precipitation are important aspects
movement (this stacks with difficult terrain). Every hour of of weather, other details can add further danger and drama.
heavy snow leaves 1d4 inches of snow on the ground. As long as Powerful winds can complicate weather, cloud cover can
at least 2 inches of snow remain on the ground, the requirement obscure vision, and special, often destructive weather events
of an extra square of movement to enter a square of snow can cause incredible mayhem and widespread devastation.
persists. If at least 1 foot of snow remains on the ground, 2 extra
squares of movement are required to enter a snow-filled square Weather Underground
instead. A heavy snowstorm has a 10% chance of generating
thundersnow and has a 40% chance of becoming a blizzard if In extensive underground regions, the absence of a day-night
the wind speed is severe or stronger. cycle results in much different weather patterns. In large part,
you can assume that weather is a nonissue for adventures
• Snow, Light: Light snow reduces visibility to three-quarters that take place in regions like these, but some supernaturally
of the normal range, resulting in a –2 penalty on Perception enhanced caverns might have magical effects that mimic
checks. Light snow has a 75% chance each hour of extinguishing surface conditions, while others might have their own
unprotected flames and imposes a –2 penalty on ranged attacks. strange weather such as constant clouds of glowing spores
Light snow does not impede movement unless it continues for (treat as fog), a constantly leaking ceiling (treat as rain), and
2 or more hours, at which point moving into a square of such so on. It’s generally best to pick and choose weather effects in
snow requires 1 extra 5-foot square of movement (this stacks the Deeplands, since this affords you more control and helps
with difficult terrain). Every 2 hours of light snow leaves 1 inch to keep the Deeplands feeling strange and alien—it’s a realm
of snow on the ground. As long as at least 2 inches of snow where even the weather cannot be reliably predicted.
Wind via spells of the conjuration school, but it does not include
Once you’ve generated the day’s precipitation, you’ll need to evocation ranged attacks. Siege weapons include all weapons
establish the wind strength unless the precipitation indicates of that type and boulders thrown by giants and other creatures
otherwise. For example, on foggy days, no significant wind with the rock throwing special attack.
occurs, while thunderstorms have their own rules for
determining wind strength. To set the wind strength for the • Check Size: Creatures of the listed size or smaller are
day, roll d% and consult the table above. unable to move forward against the force of the wind unless
they succeed at a DC 10 Strength check (on the ground) or a
The following describes the categories listed in Table DC 20 Fly check if airborne.
Wind Strength.
• Blown Away Size: Creatures of the listed size on the
• Wind Strength: This is the category of the wind strength. ground are knocked prone, roll 1d4×10 feet, and take 2d6
points of nonlethal damage, unless they succeed on a DC 15
• Wind Speed: This is the range of wind speeds that occur. Strength check. Flying creatures of the listed size are blown
Wind speed typically fluctuates between these values back 2d6×10 feet and take 2d6 points of nonlethal damage
through the period of the day, and for moderate or higher due to battering and buffeting, unless they succeed at a DC
wind strength, there are periods in the day when the wind 25 Fly check.
speed dips below the listed range.
• Skill Penalty: This is the penalty for skill checks that can
• Ranged Weapon Penalty/Siege Weapon Penalty: These are be affected by the wind. These penalties always apply on Fly
the penalties that characters take when firing ranged weapons checks and sound-based Perception checks, but GMs may
and siege weapons in wind of the listed strength. In windstorm- also wish to apply them on Acrobatics checks, Climb checks,
strength wind, normal ranged weapon attacks (either projectile and any other ability or skill checks that could be adversely
or thrown) are impossible. This includes ranged attacks made affected by winds.

Table: Wind Strength


Wind Strength Wind Speed Ranged/Siege Weapon penalty Check Size Blow Away Size Skill Penalty
Light 0-10 mph -/- - - -
Moderate 11-20 mph -/- - - -
Strong 21-30 mph -2 / - Tiny - -2
Severe 31-50 mph -4 / - Small Tiny -4
Windstorm 51+ mph Impossible / -4 Medium Small -8
Conversion Table: Miles to Kilometers
Cloud Cover
Light and medium cloud cover mainly serve as thematic Miles Kilometers
elements. Overcast conditions grant concealment for 1 1.6
creatures flying at high altitudes. Overcast conditions without
precipitation increase the temperature in fall and winter by 10° 5 8
F and decrease the temperature in spring and summer by the 10 16
same amount. If precipitation occurs, the cloud cover functions
as overcast. 25 40
50 80
Severe Events 75 120
On rare occasions, weather can produce truly dramatic
and dangerous events. The following severe effects are 100 160
sometimes generated by extreme precipitation. For instance,
thunderstorms can create or be a harbinger for haboobs, • Haboob: A haboob is a sandstorm created by a
hail, tornados, wildfires, or even hurricanes. At other times, thunderstorm. See Sandstorm below for its effects.
certain types of precipitation combined with higher wind
strengths can generate these severe events. • Hail: Hail typically occurs just before or during a
thunderstorm. Hail does not reduce visibility, but the
• Blizzard: A combination of severe or stronger winds with heavy sound of falling hail imposes a –4 penalty on sound-based
snow can create blizzard conditions. Blizzards reduce range of Perception checks. Rarely (5% chance), hail pellets can
vision to no more than 20 feet, and even then, creatures takes a become large enough to deal 1d4 points of lethal damage
–8 penalty on Perception checks within that range. In a blizzard, per minute to creatures and objects out in the open.
the snowfall increases to 4 inches of snow each hour, and travel in
more than 3 feet of snow is usually impossible without snowshoes • Hurricane: Hurricanes are incredibly massive storms
or an ability such as waterwalk. Furthermore, the high winds featuring heavy rain and a wind strength greater than
make it feel (and affect living creatures) as if the temperature were that of the most powerful windstorm. With winds of 75–
20° F colder. There is a 20% chance that a blizzard lasts for 2d12 174 miles per hour, a hurricane renders ranged attacks
hours instead of the normal duration for heavy snow. impossible, and siege weapons take a –8 penalty on attack
rolls. Large or smaller creatures must succeed at a DC 15 damage per 10 feet that the creature is flung. Gargantuan
Strength check or they are unable to move forward against and larger creatures take the 8d8 points of damage but are
the strength of the wind. Medium or smaller creatures on not moved by the tornado. A tornado moves at a speed of 40
the ground must succeed at a DC 15 Strength check or feet, though the direction it moves is entirely unpredictable—
they are knocked prone and roll 1d6x10 feet, taking 1d6 you can determine the direction randomly each round.
points of nonlethal damage per 10 feet. Flying creatures Tornados typically last for 3d6 minutes, but some can swirl
must succeed at a DC 25 Fly check or they are blown back for up to an hour. While most tornados are created by
2d8×10 feet and take 4d6 points of nonlethal damage due thunderstorms, some smaller tornados (typically with a 5-
to battering and buffeting. Hurricanes also usually cause to 10-foot-burst radius, with no outer radius) can be created
flooding. It’s nearly impossible to journey out into a in areas of wildfire (firenados), snow (snownados), or sand
hurricane unscathed. (dust devils). They deal a similar amount of damage, but
firenados deal fire damage, snownados deal cold damage,
• Sandstorm: Sandstorms occur when severe or greater and dust devils deal bludgeoning damage only, and these
winds kick up sand and debris in a desert or similarly arid types of tornados do not fling their targets.
environment. Sandstorms reduce visibility to 1d10×10 feet,
and those within them take a –6 penalty on Perception • Wildfire: While wildfires can be sparked a number of
checks. Sandstorms deal 1d3 points of nonlethal damage per ways, for these rules, they are usually created by a lightning
hour to creatures caught in the open. strike in a particularly dry area of forest or other vegetation.
Use the rules for forest fires, but add a 10% chance of the fire
• Thundersnow: High winds in a snowstorm can create producing 1d6 firenados (see Tornado above).
the rare phenomena known as thundersnow. Lighting
strikes are less common in thundersnow, but just as • Black Blizzard: Emberstorms, known also as “black
deadly. Every hour during the storm, a bolt of lightning blizzards,” are powerful duststorms composed of ash and
strikes an unsheltered creature at random (though this can embers left behind by large brushfires. An emberstorm
strike wildlife as easily as PCs). A creature struck by this typically takes hours to pass. These violent duststorms
lightning must succeed a DC 18 Reflex saving throw or typically occur during summer months, when wildfires
take 10d8 points of electricity damage (a successful saving are more common. Winter emberstorms are seen as
throw halves the damage). Creatures in metal armor take a particularly bad omens but those that occur during the
–4 penalty on the Reflex saving throw. summer have become little more than an accepted way of
life. The natural lay of the land shapes and funnels the path
• Tornado: With winds with speeds of 174–300 miles per of an emberstorm to a certain extent, and knowledgeable
hour, tornados are deadly terrors. The smallest tornados tribes seek out lowlying areas like these out of habit. The
occupy a 20-foot-radius burst, with winds of windstorm edge of the storm assaults those it envelopes with strong
strength swirling up to 100 feet beyond that burst. The largest winds of 30 mph. Anyone within the storm’s edge suffers a
tornados can be 100-foot-radius bursts, with a windstorm –10 penalty on Perception checks as well as missile attacks
whose radius extends 500 feet beyond that burst. Ranged beyond ten feet. In addition, targets in the storm’s outer
attacks, including normal, siege, and even those produced rim benefit from concealment (a 20% miss chance).
by evocation spells, are impossible in the core burst of a
tornado. Huge or smaller creatures must succeed a DC 20 The wind deeper in an emberstorm can reach windstorm
Strength check or be sucked up by the funnel of the tornado; levels, but is normally severe wind. The scouring ash
this deals 8d8 points of bludgeoning, piercing, and slashing and grit in the air in an emberstorm functions as a typical
lethal damage to the creatures. This damage ignores all but duststorm, save that they normally leave behind only 1d4–1
DR/epic, DR/—, and hardness. Once it deals this damage, feet of dust and ash in their wake. Additionally, whenever
the tornado flings the creature it has sucked up 1d20×10 feet a character takes nonlethal damage from an emberstorm, he
up and away from the tornado, dealing 1d6 points of falling also takes 1 point of fire damage from the hot ashes.

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