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1 (filler page to properly pair the other pages for online viewing, doesn't exist in printed version, front cover is to the right) Combat Modifiers Attack Roll Modifiers Attacker is... Melee Range Dazzled -1-1 Entangled -2-4 Flanking defender +2 - Invisible +2 NDAC +2 NDAC On higher ground Prone -4 +0* Shaken or frightened -2-2 Squeezing through a space -4-4 Not proficient with his weapon Not proficient with his armor or shield Armor Check Penalty -Armor Check Penalty NDAC = No Dexterity bonus to AC for defender * Can only use a crossbow or shuriken Armor Class Modifiers Defender is... Melee Range Behind cover Behind soft cover Behind improved cover Blinded -2 NDAC -2 NDAC Concealed or invisible See Concealment Cowering -2-2 Entangled -2-2 Flat-footed -0 NDAC -0 NDAC Grappling (not with attacker) -0 NDAC -0 NDAC * Helpless -9 NDAC -5 NDAC Kneeling or sitting Pinned (not by attacker) -9 NDAC -5 NDAC * Pinned by attacker -5 NDAC - Prone Squeezing through a space -4-4 Stunned -2 NDAC -2 NDAC NDAC = No Dexterity bonus to AC for defender * Roll Randomly to see which grappler is hit NOTE: Penalties to dexterity are already included in the AC penalty totals. Cover No Direct Line: If a line through a corner of your square (choose any corner) to your target passes through a wall or other obstacle, your target has cover against you. Creatures provide soft cover (see below) Low Walls and Low Obstacles: A low wall or obstacle provides cover against melee attacks. For ranged attacks, a low wall or obstacle only provides cover if the target is within 30 feet of the wall and if he is closer to the wall than the attacker. Soft Cover: If a creature is providing the cover, you only have soft cover. Improved Cover: Includes near-total cover such as arrow slits (total cover prevents all attacks). Also gives a +10 to hide checks. Total Cover: A barrier completely covers the target. Attacks are not possible. Reflex Saves: You gain a +2 bonus (+4 w/ improved cover) to reflex saves against attacks or burst (but not spread) effects when behind cover, except soft cover (creature cover). Concealment Effect: Partial concealment causes attacks to have a 20% chance of missing. Total concealment causes attacks to have a 50% chance of missing even if the attacker attacks the correct square, and often a spot check is necessary to notice the presence of the creature or determine which square it is in (see Notice Other Creatures section of DM Screen). Or the attacker may guess a square. If the attacker selects an empty square he automatically misses. Common sources of concealment include bushes, fog, severe weather, poor illumination (below), etc. Poor Illumination: Shadowy or dim illumination provides partial concealment. Total darkness provides total concealment. Darkvision usually negates both. An observer with low light vision sees as if light sources had double their radius, may treat moonlight like daylight and treats candles as normal light instead of dim light. Flanking For two creatures to flank a third creature, the line connecting their centers must pass through opposite sides of the third creature's space

2 Forms of Movement You may include one or more forms of movement in a single move action. Special Circumstances Circumstance Obstructed Terrain Tight Space Diagonal Movement Move at half speed Move at ¼ speed Walk Movement Cost x2 x2 x1.5 (round down the total) x2 x4 Normal walking, jogging, etc. up to your Speed. Sneak Hide and/or move silently check opposed by observers' spot and/or listen. You may take a 10 if you are not threatened or distracted. Move at half speed or take a -5 penalty on your move silently check. If you run, charge or otherwise engage in vigorous motion you take a -20 penalty. Hide checks may only be done behind (partial) cover or concealment such as an obstacle or shadowy illumination, before anyone observes you. If you move to such a spot while being observed, even casually observed, the observers automatically see where you went. See the Hide After Creating a Diversion action for an exception to this rule. If you are behind total cover/concealment, you can't be seen regardless of your check, but you might be heard. Tumble Tumble check. You tumble at half speed. Task DC Treat a fall as if it were 10 feet shorter 15 when taking fall damage Tumble through a threatened square 15 without provoking an attack of opportunity Tumble through a an occupied square 25 without provoking an attack of opportunity Circumstance DC Mod. Tumble past an additional creature +2/ea. Tumble at full speed (not 1/2) +10 Lightly obstructed surface +2 Severely obstructed surface +5 Wet or slippery surface +2 Icy or very slippery surface +5 Sloped or angled surface +2 Jump Jump check. Take a -6 penalty per 10 feet of speed below 30 feet, or a +4 bonus per 10 feet above 30 feet. You may take a 10 if you are not threatened or distracted. A running start requires 20 feet or more. A medium creature may reach 8 feet in the air beyond his jump height. Double or half this amount per size category above or below medium. If you fail by 5 feet or less, a DC 15 reflex save lets you catch the edge. See Climb for pulling yourself up while dangling. Jump Type DC Running Long Jump 1/ft. Standing Long Jump 2/ft. Running High Jump 4/ft. Standing High Jump 8/ft. Hop onto a table, etc.* 10 Jump down** 15 * Consumes 10 ft. of movement ** Treat fall as if 10 feet less, must be on purpose Climb Climb check. You may take a 10 if you are not threatened or distracted. Move at 1/4 speed. You lose your dexterity bonus to AC. If you stop climbing you may use 1 free hand for actions. Thing to Climb DC Steep Slope 0 Knotted Rope with a Wall 0 Knotted Rope 5 Rope trick Spell Cast on Rope 5 Surface with Ledges 10 Rope, tree, others w/ handholds 15 Pull yourself up while dangling 15 Surface with Pitons every 3 feet 15 (inserting a piton takes 1 minute) Narrow handholds (bricks, etc.) 20 Rough Surface 25 Ceiling with Handholds 25 Perfectly Smooth Surface Impossible Special Circumstances Two close opposite walls -10 Two close perpendicular walls -5 Slippery surface +5 Climb at ½ Speed (not ¼) +5 Catching the thing while falling +20 Stopping a fall down a slope DC Mod. Swim Swim check. You may take a 10 if you are not threatened or distracted nor in stormy water. You move at 1/4 speed. You must make a check at the beginning of each turn even if not moving. Failure by 4 or less means you make no progress. Failure by 5 or more makes you go underwater. You must make a DC 20 check every hour spent swimming or take 1d6 non-lethal damage. Water DC Calm 10 Rough 15 Stormy 20 If You Go Underwater You may attempt to resurface each round (DC above). You may hold your breath for a number of rounds equal to twice your constitution score (not modifier). Rounds that include a standard or full round action count double. Each round after that, make a constitution check DC 10 + (number of previous checks), then fall unconscious (0 HP), the next round start dying (-1 HP), then drown (die) the round after that. Balance Balance check. Move at half speed. You may take a 10 if you are not threatened or distracted. You are flat-footed (no dexterity bonus to AC) if you have less than 5 ranks in balance. Moving on a Narrow Surface DC 7-12" wide " wide 15 <2" wide 20 Running/Charging on a Bad Surface DC Uneven flagstone 10 Hewn stone floor 10 Sloped/angled floor 10 Surface Conditions DC Mod. Lightly obstructed +2 Severely obstructed +2 Lightly Slippery +2 Severely Slippery +2 Sloped or angled +2 Move at full speed (not half) +5 Special Attack Actions These actions may be done in place of any attack, even multiple times during a full attack. Disarm: Provokes an Attack of Opportunity unless you have cover or total concealment or unless you have Improved Disarm. A successful attack of opportunity cancels the attempt. Opposed attack roll. +4 for two handed weapon, -4 for light weapon/hands/item, +4/-4 per size category. Failure means target may immediately attempt to disarm you. Initiate Grapple: Provokes an Attack of Opportunity unless you have cover or total concealment or unless you have Improved Grapple. A successful attack of opportunity cancels the attempt. Touch attack, opposed grapple check. Deal unarmed strike damage. Joining an existing grapple requires only the grapple check against any existing participant you choose (no touch attack). Sunder Weapon/Shield: Provokes an Attack of Opportunity unless you have cover or total concealment or unless you have Improved Sunder. Opposed attack roll. Requires a melee slashing or bludgeoning weapon. +4 for two handed weapon, -4 for light weapon/item, +4/- 4 per size category. Deal damage to object. Sunder Item: Provokes an Attack of Opportunity unless you have cover or total concealment or unless you have Improved Sunder. Attack roll vs opponent's dex modifier + item's size modifier. Requires a melee slashing or bludgeoning weapon. Deal damage to item. See the Breaking and Entering section on the DM screen. Trip: Provokes an Attack of Opportunity unless you have cover or total concealment, unless you have Improved Trip, or unless tripping with a weapon. Touch attack. Make a strength check if you hit. Target may oppose with a strength or dexterity check. +4/-4 per size category. If you fail, target may attempt to trip you. If tripping with a weapon and the target trips you this way, you may instead drop the weapon

3 Actions Table of Contents: General Actions 5-FOOT STEP ATTACK BULL RUSH CHARGE CONCEAL AN ITEM ON YOUR PERSON CONCENTRATE ON A SPELL* COUP DE GRACE CRAWL DECIPHER A WRITTEN SPELL* DELAY DISABLE A DEVICE* DISTRACT AN OPPONENT FROM ALLY DRAW A CONCEALED ITEM DRAW OR PUT AWAY A WEAPON OR OTHER READILY ACCESSIBLE ITEM DRAW OR PUT AWAY A STORED ITEM DROP AN ITEM DROP PRONE FEINT* FULL ATTACK GUIDE AN ANIMAL* HIDE AFTER CREATING A DIVERSION* KNEEL INTERFERE WITH AN OPPONENT'S ATTACKS AGAINST AN ALLY MANIPULATE AN OBJECT MOVE OPEN A LOCK* OPEN OR CLOSE A DOOR OVERRUN PALM A TINY ITEM PICK POCKET* PICK UP AN ITEM PUSH/PUL A VERY HEAVY OBJECT READY AN ACTION RUN SEARCH AN AREA SNIPE SPEAK STAND UP FROM PRONE STAND UP FROM KNEELING START / COMPLETE A FULL ROUND ACTION AS A STANDARD ACTION TIE A KNOT TELL AN ANIMAL TO DO A TRICK* TREAT INJURY TURN OR REBUKE UNDEAD* USE A SCROLL, WAND OR STAFF* WITHDRAW FROM AN ENEMY Mounted Actions ATTACK AT SAME TIME AS A WAR- TRAINED MOUNT (DC 10) CONTROL A MOUNT IN COMBAT (DC 20, necessary if mount is not war trained) DIRECT A MOUNT TO LEAP (DC varies) FALL OF A MOUNT WITHOUT TAKING 1D6 DAMAGE (DC 15) FIGHT WITH BOTH HANDS WHILE GUIDING MOUNT WITH KNEES (DC 5) GAIN COVER (DC 15) MOUNT / DISMOUNT SPUR MOUNT (DC 15) TRAMPLE Actions While Grappling ACTIVATE A MAGIC ITEM (while grappling but not pinned nor pinning) ATTACK (while grappling or pinning or pinned) While Grappling but Not Pinned or Pinning Regular Attack (light weapon, -4 penalty) Escape from Grapple (with a grapple check) Pin Opponent Break Another's Pin While Grappling or Pinning Deal Grapple Damage Use Opponent's Light Weapon Only While Pinning Disarm Only While Pinned Escape From Pin CAST A SPELL (while grappling or pinning or pinned) DRAW A LIGHT WEAPON (while grappling but not while pinned nor pinning) ESCAPE FROM GRAPPLE (with an escape artist check, while grappling but not pinned nor pinning) ESCAPE FROM PIN (only while pinned) FULL ATTACK (while grappling or pinning or pinned) MOVE THE GRAPPLE (while grappling or pinning but not while pinned) RETRIEVE A SPELL COMPONENT(while grappling but not pinned or pinning) RELEASE PINNED OPPONENT (only while pinning) * Requires training General Actions 5-FOOT STEP: Free action. You move 5 feet. You cannot use this to climb/swim/crawl/etc. unless you have a listed speed for it. You cannot use another action to move any distance in the same round as a 5 foot step. You may still use other move actions. You may take a 5 foot step during a Full Attack. You cannot use this action if your speed has been reduced to 5 feet or less. ATTACK: Standard action. You may make a single attack using your 1st (highest) attack bonus with a weapon or an attack from the Special Attack Actions section. If you have multiple attacks you must use a Full Attack to take advantage of them, regardless of the reason why you have them. Fight Defensively: You may fight defensively to get a -4 to your attack rolls and a +2 dodge bonus to AC for 1 round, or +3 if you have 5 or more ranks in acrobatics. Ranged Attack While Threatened: A ranged attack provokes an Attack of Opportunity from all enemies that threaten you unless you have cover or total concealment. Ranged Attack Into a Melee: If the target is in melee with your ally within 5 feet it, you get a -4 penalty to your attack roll. Ranged Attack While Mounted: You take no penalty on a ranged attack if the mount moves only once in the round. You take a -4 penalty if the mount moves twice in a round, -8 if it is running. You make the attack half-way through the mount s movement. BULL RUSH: Full round action. You push an opponent who is within 1 size category of you. 1a. Move: You may Walk any distance up to your speed, or use any Form of Movement or mix multiple Forms of Movement into a single move. This provokes an Attack of Opportunity every time you leave (but not enter) a square same creature. If you have a base attack bonus of +1 or higher, you may draw a readilyaccessible item (such as a weapon) while you move. If you also have the two weapon fighting feat you may instead draw two light or one-handed weapons. OR 1b. Charge: You may Walk any distance up to twice your speed, or use any Form of Movement or mix multiple Forms of Movement into a single move if none of these reduce your speed. This provokes an Attack of Opportunity every time you leave (but not enter) a square same creature. You must move at least 10 feet, in a straight line to an opponent, without anything blocking you or slowing you down. 2. Enter Opponents' Square: During the move you enter an opponent's square. This provokes an Attack of Opportunity from the opponent and all enemies that threaten you in his square unless you have cover or total concealment. The opponent also provokes attacks of opportunity as he is pushed, and any attack of opportunity against you during this step or later has a 25% chance of targeting him instead. 3. Push Opponent: Opposed strength check, +4/-4 for every size category above/below medium. If you charged, you get a +2 to the check but also get a -2 to AC until the start of your next turn. Defending creatures that are stable, such as those with 4 or more legs, get a +4. If you lose, you go back 5 feet. If you win, you push the opponent back 5 feet. If you win by 5 or more, you may push the opponent an additional 5 feet for every 5 points by which you beat his strength check, as long as you have enough leftover movement after step 1. CHARGE: Full round action. If a debilitating effect or surprise round is preventing you from taking a full round action, you may charge as a standard action at one times your speed instead of twice. 1. Move: You may Walk any distance up to twice your speed, or use any Form of Movement or mix multiple Forms of Movement into a single move if none of these reduce your speed. This provokes an Attack of Opportunity every time you leave (but not enter) a square same creature. You must move at least 10 feet, and in a straight line directly to an opponent, without anything blocking you or slowing you down. (continued on the next page)

4 2. Attack: You may make a single melee attack against the opponent using your 1st (highest) attack bonus with a weapon or an attack from the Special Attack Actions section. You get a +2 bonus on the attack roll and take a -2 penalty to AC for 1 round. CONCEAL AN ITEM ON YOUR PERSON: Standard action. Sleight of hand check or dexterity check opposed by spot or search check(s) (only if someone is present during the act of concealing or searches you). You may take a 10 if you are not threatened or distracted. You may quicken the attempt to a free action if you take a -20 penalty on your check. Successful perception notices the act but does not stop it. A dagger gives you a +2 to this check. A tiny object like a coin or shuriken gives you a +4. Baggy clothing like a cloak gives you a +2. Anyone searching you gets a +4 to his search check. CONCENTRATE ON A SPELL*: Standard action. You concentrate on a spell you cast previously. Concentration on that spell ceases if you do not spend this action once per round. COUP DE GRACE: Full round action. You deliver a death blow. The target must be helpless. You may use a melee weapon or if you are adjacent to the enemy you may used a ranged weapon. You automatically hit and score a critical hit, including sneak attack damage if any. If the defender survives the damage dealt he must make a fortitude save of DC 10 + damage dealt or die. Target is Immune to Critical Hits: You cannot coup de grace opponents that are immune to critical hits. Target Has Total Concealment: Requires 2 full round actions. The first is spent feeling him. CRAWL: Move action. You crawl 5 feet. This provokes an Attack of Opportunity from all enemies that threaten you before or after the movement unless you have cover or total concealment. DECIPHER A WRITTEN SPELL*: Full round action. Decipher a scroll or other written spell. Spellcraft check, DC 20 + spell level. Or 1 minute and a use magic device check, DC 25 + spell level. Limit 1 try per day. DELAY: Non-action. If you have not taken any actions, you may wait until you wish to take your turn. Your initiative changes accordingly. You may not take your turn in the middle of someone else's turn. DISABLE A DEVICE*: 1 or more full round actions. Disable device check. Works on any mechanical device. You may take a 10 if you are not threatened or distracted. Simple: Takes 1 round and a DC 10 check. Includes jamming a lock. Tricky: Takes 1d4 rounds and a DC 15 check. Includes sabotaging a wagon wheel. Difficult: Takes 2d4 rounds and a DC 20 check. Includes some traps. Wicked: Takes 2d4 rounds and a DC 25 check. Includes some complex traps and clockwork devices. Magic Traps: Takes 2d4 rounds and a DC (25 + spell level) check. Only a rogue may disable a magic trap or assist at doing so (see below). You may instead make a DC 10 check to give another character a +2 bonus. How many characters may reasonably assist (if any) is up to the DM. DISTRACT AN OPPONENT FROM ALLY: Standard action. You must be able to attack the opponent in melee. You make an attack roll against AC 10 to distract the opponent from an ally. If you succeed, the ally gets a +2 bonus to his next attack roll against the opponent. Multiple characters may distract the same opponent and increase the bonus. DRAW A CONCEALED ITEM: Standard action. You draw an item that you previously Concealed on Your Person. No check required. This provokes an Attack of Opportunity from all enemies that threaten you unless you have cover or total concealment. DRAW OR PUT AWAY A WEAPON OR OTHER READILY ACCESSIBLE ITEM: Move action. See also Move for drawing as a free action during a move. You may either draw a readily accessible item or put an item into a readily accessible place. If you have the two weapon fighting feat you may instead draw two light or one-handed weapons. DRAW OR PUT AWAY A STORED ITEM: Move action. You may either draw or put away an item from/into a place of storage (such as a pouch or backpack). This provokes an Attack of Opportunity from all enemies that threaten you DROP AN ITEM: Free action. You may drop an item you are holding into your square or an adjacent square. DROP PRONE: Free action. You drop to the floor. You are now prone. A prone character receives a +4 bonus to AC against ranged attacks but a -4 penalty to AC against melee attacks. You may not use ranged weapons while prone, except crossbows or shurikens. FEINT*: Standard action. Bluff check opposed by target's sense motive. Success means the target is denied his dex bonus to AC against your next attack, as long as that attack comes on or before your next turn. FULL ATTACK: Full round action. If you have multiple attacks, you may use them all. They may all be the same attack, or you may mix different attacks. Use the 1st attack bonus listed for the 1st attack, the 2nd for the 2nd attack, etc. Each may use a weapon and/or an attack from the Special Attack Actions section. After the 1st attack, you may change your mind, give up the remaining attacks and make this a standard action to attack instead. You may use the 5-foot step action between any two attacks if you have not already moved. Fight Defensively: You may fight defensively to get a -4 to your attack rolls and a +2 dodge bonus to AC for 1 round. If you have 5 or more ranks in acrobatics the dodge bonus to AC increases to +3. Ranged Attacks While Threatened: A ranged attack provokes an Attack of Opportunity from all enemies that threaten you Range Attacks Into a Melee: If the target is in melee with and is within 5 feet of a friendly character, you get a -4 penalty to your attack roll. Ranged Attacks While Mounted: You take no penalty on ranged attacks if the mount moves only once in the round. You take a -4 penalty if the mount moves twice in a round, -8 if it is running. You make the attacks half-way through the mount s movement. GUIDE AN ANIMAL*: Full round action. Direct, guide or prod an animal to do something it doesn't know how to do on command, but is capable of doing. DC 25 Handle Animal or charisma check. DC 27 if animal is damaged. You may take a 10 if you are not threatened or distracted. If you succeed, the animal performs the task on its next action. HIDE AFTER CREATING A DIVERSION*: Full round action. You attempt to distract the target(s) then slip away. Bluff check opposed by targets' sense motive check, plus a hide check at a -10 penalty opposed by target(s)' spot check(s). The action spent to create the diversion is included in this full round action. You must move to an area of partial cover or concealment, such as behind an obstacle or within shadowy illumination. Behind total cover or concealment you can't be seen regardless of your check, but you might be heard. The area you move to must be within roughly 1 foot per rank you have in stealth. KNEEL: Free action. You kneel. Kneeling gives a +2 bonus to AC bonus against ranged attacks but a -2 penalty to AC against melee attacks. INTERFERE WITH AN OPPONENT'S ATTACKS AGAINST AN ALLY: Standard action. You must be able to attack the opponent in melee. You make an attack roll against AC 10 to interfere with the opponent's attacks against an ally. If you succeed, the ally gets a +2 bonus to his AC against the opponent's next attack. Multiple characters may interfere with the same opponent and increase the bonus. MANIPULATE AN OBJECT: Move action. You manipulate some external object, for example pulling a lever. MOVE: Move action. You may Walk any distance up to your speed, or use any Form of Movement or mix multiple Forms of Movement into a single move. This provokes an Attack of Opportunity every time you leave (but not enter) a square threatened by an enemy unless you have cover or total concealment, but not twice from the same creature. If you have a base attack bonus of +1 or higher, you may draw a readily-accessible item (such as a weapon) while you move. If you also have the two weapon fighting feat you may instead draw two light or one-handed weapons or items

5 OPEN A LOCK*: Full round action. Open lock check. -2 penalty without thieves' tools (requires improvised tools). You may take a 10 if you are not threatened or distracted. You may retry as many times as you like. If you spend 2 minutes (20 rounds), you may take a 20. Lock DC Very simple 20 Average 25 Good 30 Amazing 40 OPEN OR CLOSE A DOOR: Move action. You may either open or close a door. OVERRUN: Full round action. You plow through opponent, knocking him over. He must be within 1 size category of you. 1. Move: You may Walk any distance up to your speed, or use any Form of Movement or mix multiple Forms of Movement into a single move. This provokes an Attack of Opportunity every time you leave (but not enter) a square same creature. If you have a base attack bonus of +1 or higher, you may draw a readilyaccessible item (such as a weapon) while you move. If you also have the two weapon fighting feat you may instead draw two light or one-handed weapons. 2. Opponent Avoids?: The opponent may simply let you by. You may completely change your actions for this turn, except you must include the movement from step Enter Opponents' Square: You provoke an Attack of Opportunity from the opponent and all enemies that threaten you in his square 4. Knock Opponent Over: Strength check opposed by strength or dexterity, +4/-4 for every size category above/below medium. If you succeed, the opponent falls prone. If you fail, the opponent may try to knock you over (and back 5 ) the same way. 5. Move: If you win you may use movement leftover from step 1. PALM A TINY ITEM: Standard action. DC 10 sleight of hand check or dexterity check opposed by spot check(s) (if under close observation). You may take a 10 if you are not threatened or distracted. You may quicken the attempt to a free action if you take a -20 penalty on your check. Successful perception notices the act/attempt but does not stop it. PICK POCKET*: Standard action. You lift a coin purse or other such small item. DC 20 sleight of hand check opposed by perception check(s) (if under close observation). You may take a 10 if you are not threatened or distracted. You may quicken the attempt to a free action if you take a -20 penalty on your check. Successful perception notices the act/attempt but does not stop it. Grabbing an item while openly engaged with an opponent is an unarmed Disarm attack, not a Pick Pocket attempt. See the Disarm attack for more information. Grabbing a well secured item is a special Disarm attack requiring a grapple and a pin. PICK UP AN ITEM: Move action. You pick up an item. This provokes an Attack of Opportunity from all enemies that threaten you PUSH/PULL A VERY HEAVY OBJECT: Move action. You slide an object above your heavy load, usually 5 feet. This provokes an Attack of Opportunity from all enemies that threaten you READY AN ACTION: Standard action. You may ready a standard action, move action, swift action or free action. You may include a 5- Foot-Step in the readied action. You must declare a trigger for the readied action. When the trigger occurs, you perform your readied action immediately before the trigger, even in the middle of someone else s turn. Your initiative changes accordingly. Common Examples: Attack an incoming enemy the moment you see one, attack a spell caster when he begins casting a spell (which might ruin the spell), counter an opponent s spell with your own spell (usually the same spell) to cancel both spells. See spellcraft skill to recognize spells being cast by others. RUN: Full round action. You may run any distance up to 4 times your speed in a straight line, or 3 times your speed if you're in heavy armor. You may not run through difficult terrain or if you can't see where you're going. This provokes an Attack of Opportunity every time you leave (but not enter) a square same creature. You lose your dexterity bonus to AC until your next turn Running for Multiple Rounds: You may run for a number of rounds equal to your constitution score (not modifier), but after that you must make a constitution check every round to keep running. DC = 10 + (number of previous checks). After that you need a 1 minute (10 round) rest. SEARCH AN AREA: Full round action. Takes 1 round per 5 foot square or cube. The DM secretly makes one search check per item in the area. Or you may take a 10 if you are not threatened or distracted. You may retry as many times as you like. If you spend 2 minutes (20 rounds) per 5 foot square or cube, you may take a 20. Cannot be used on traps with a DC higher than 20, unless you are a rogue or unless you are a dwarf trying to find a trap built into or out of stone. SNIPE: Full round action. You must already be hiding. You pop out of your hiding spot, take a shot, then duck back into the spot in hopes of never being seen. 1. Attack: Choose any single ranged attack using the 1st (highest) attack bonus. You get only 1 attack even if you have multiple attacks for whatever reason. 2. Hide Again: Hide check at a -20 penalty, opposed by spot check(s) of anyone around. Note that spot checks face a 1 penalty per 10 feet, so staying hidden when far away is not as difficult as it might seem. SPEAK: Free action. You may speak at any time, even when it is not your turn. Remember that a round is only 6 seconds long, limiting you to about 25 words (perhaps less) and making elaborate conversation within 1 round next to impossible. Bluff: Bluff check opposed by target's sense motive check. Takes 1 round or more. You may take a 10 if you are not threatened or distracted. Negotiation Circumstances Modifier Target wants to believe you -5 Believable and little effect on target +0 Little hard to believe or minor risk to target +5 Hard to believe or puts target at risk +10 Way out there, too incredible to consider +20 Success means the target believes - at least for a little while - that you are honest in regard to your statement. Speak in Code: Bluff check. You deliver a secret message hidden within your speech. You may take a 10 if you are not threatened or distracted. DC 15 for simple messages, DC 20 for complex messages. Failure by 5 or more gives false information. A sense motive check (opposed by the original bluff check) can intercept the information. STAND UP FROM PRONE: Move action. You stand up and are no longer prone. This provokes an Attack of Opportunity from all enemies that threaten you unless you have cover or total concealment. STAND UP FROM KNEELING: Move action. You stand up and are no longer kneeling. START / COMPLETE A FULL ROUND ACTION AS A STANDARD ACTION: Start: Standard action. You may start using a skill or special ability (including spells) that takes a full round action. You may not use this action to start other full round actions. Complete: Standard action. May only be done the round after starting a full round action. Perform the full round action you started. TIE A KNOT: Use Rope check. You tie a single knot. DC Task 10 Tie a firm knot 15 Tie a special knot, such as one that slips, slides slowly, or loosens with a tug 15 Tie a rope around yourself one-handed TELL AN ANIMAL TO DO A TRICK*: Move action. DC 10 handle animal_persuade check, DC 12 if animal is damaged. Animal must know the trick. You may take a 10 if you are not threatened or distracted. If you succeed, it performs the trick on its next action. All mounts trained for riding already know how to come, heel (follow you closely) and stay. All mounts trained for combat riding already know how to attack, come, defend, down (stop attacking), guard (stay in one place and keep others from approaching) and heel (follow you closely). TREAT INJURY: Standard action. Heal check. You may take a 10 if you are not threatened or distracted. You may retry as many times as you like

6 Task DC Stabilize dying character 15 Treat caltrop/etc. wound 15 Treat poison * * Replace character's saving throw with your heal check, if higher, whenever the treated character rolls a save. You must have proof of your failure before you may retry this check. You may instead make a DC 10 check to give another character a +2 bonus. Others may help too, within reason. TURN OR REBUKE UNDEAD*: Standard action. Turn or rebuke undead within 60 feet, except those blocked by an obstacle. 1. Highest HD Affected: Make a cha check, subtract 10, then divide by 3, then round up, then add your cleric level. Each undead with this many HD or less is affected. Exceptions: you may not affect an undead more than 4 HD over your cleric level, and you always affect those more than 4 HD under your cleric level. 2. Total HD Affected: 2d6 + cleric level + charisma modifier. You affect closer undead first, except those already turned/rebuked. 3a. Effect (turning): Turned undead flee the best they can for 10 rounds (1 minute), or cower if they cannot flee. If you approach while within 10 feet, the turning is canceled. If your cleric level is twice or more the undead's HD, it is destroyed instead. 3b. Effect (rebuking): Rebuked undead cower for 10 rounds (1 minute) instead of fleeing, or become commanded instead of being destroyed. The total HD of commanded undead may not exceed your cleric level. You may release an undead at any time. If the undead were previously turned, successfully rebuking them neutralizes the turning instead of rebuking the undead if the highest HD affected for rebuking is equal or greater than the result for turning. You may instead bolster the undead in advance, to protect against future turning. For 10 rounds (1 minute), the effective HD of the undead for turning purposes becomes equal to the highest HD you would be able to affect when rebuking. USE A SCROLL, WAND OR STAFF*: Use magic device check, or a caster level check with a +19 bonus if the spell is on your spell list. Scrolls (only) must also be the right type (arcane or divine). Same action as casting the spell. A caster level check may not be used to meet Additional Requirements. If you roll a natural 1 on a use magic device check AND also fail, you can't activate that item for 24 hours. Task DC Decipher a scroll. Takes 1 minute. 25+SL Activate a scroll.* 20+CL Activate a wand or staff. 20 Additional Requirements DC Activate wand or staff without 25 knowing the command word** Activate a scroll without having 25+SL 10+SL in the casting ability score Requires a class feature from a 20+class class level you don't have. level Requires a race that you aren't 25 Be a particular alignment (limit 1) 30 for the purpose of the item. * Mishap if a caster level check fails by 5 ** Mishap if the check fails by 10 Mishaps: The scroll discharges and creates a mishap of the DM's choice. Examples include 2d6 damage, spell affects the wrong target, spell has the opposite effect from normal. WITHDRAW FROM AN ENEMY: Full round action. If you can't take full round actions, you may withdraw as a standard action at one times your speed instead of twice your speed. You may Walk any distance up to twice your speed, or use another Form of Movement for which you have a lited speed (but nothing else). You provoke an Attack of Opportunity every time you leave (but not enter) a square same creature. Except for your starting square unless an unknown enemy threatens it. Mounted Actions ATTACK AT SAME TIME AS A WAR- TRAINED MOUNT: Part of another action. DC 10 ride Check. You take a -5 penalty if the mount is ill suited for riding and/or another -5 if it has no saddle. Both you and your mount may attack at the same time. CONTROL A MOUNT IN COMBAT (necessary if mount is not war trained): Move action. Wartrained mounts require no check or action, but other mounts require a DC 20 ride check. You take a -5 penalty if the mount is ill suited for riding and/or another -5 if it has no saddle. Failure means you may do nothing else this round. DIRECT A MOUNT TO LEAP: Free Action (part of movement for mount). When directing a mount to leap, use its jump check or your ride check, whichever is lower. You take a -5 penalty if the mount is ill suited for riding and/or another -5 if it has no saddle. You and the mount may each take a 10 if you are not threatened or distracted. FALL OFF A MOUNT WITHOUT TAKING 1D6 DAMAGE: Non-action. DC 15 ride check. Typically happens if the mount dies or an opponent succeeds on a dismount attack. FIGHT WITH BOTH HANDS WHILE GUIDING MOUNT WITH KNEES: Part of another action. DC 5 ride check. You take a -5 penalty if the mount is ill suited for riding and/or another -5 if it has no saddle. GAIN COVER: Free action. DC 15 ride check. You drop and hang alongside your mount during someone else s turn to gain cover (+4 AC, +2 to reflex saves). You may not do this if one of your actions triggered the attack you would gain cover from. For example, if you triggered an attack of opportunity you may not gain cover against it this way. You take a -5 penalty if the mount is ill suited for riding and/or another -5 if it has no saddle. MOUNT / DISMOUNT: Move action. You mount or dismount a horse or other mount. No check required. A DC 20 ride check reduces the time necessary to a free action, but you may not attempt a fast mount/dismount unless you still have a move action left. You may take a 10 if you are not threatened or distracted. You take a -5 penalty if the mount is ill suited for riding and/or another -5 if it has no saddle. If you fail the check you may still mount/dismount as a move action. SPUR MOUNT: Move action. DC 15 ride check. You take a -5 penalty if the mount is ill suited for riding and/or another -5 if it has no saddle. You may take a 10 if you are not threatened or distracted. Its speed increases by 10' for 1 round but it takes 1 point of damage. The damage doubles each consecutive round if you spur it again (2, 4, 8, etc.). TRAMPLE: Full round action for your mount. Your mount plows through an opponent within 1 size category of your mount, knocking him over. 1. Move: Your mount may Walk any distance up to its speed, or use any Form of Movement or mix multiple Forms of Movement into a single move. This provokes an Attack of Opportunity every time it leaves (but not enters) a square threatened by an enemy unless it has cover. 2. Opponent Avoids?: The opponent may simply let your mount by. You may completely change its actions for this turn, except you must include the movement from step Enter Opponents' Square: Your mount provokes an Attack of Opportunity from the opponent and all enemies that threaten your mount in the opponent s square unless you have cover or total concealment against them. 4. Knock Opponent Over: Mount s strength check opposed by strength or dexterity; +4/-4 for every size category above/below medium. If it succeeds, the opponent falls prone. If it fails, the opponent may try to knock the mount over (and back 5 ) the same way. 5. Move: If the mount wins it may use any movement leftover from step

7 Actions While Grappling When grappling you are limited to the following actions: ACTIVATE A MAGIC ITEM (while grappling but not pinned nor pinning): Standard Action. You may activate any magic item except a scroll. No check required. ATTACK (while grappling or pinning or pinned): Standard Action. You may make a single attack. Choose one from those listed on the next page, using your 1st (highest) attack bonus or grapple modifier. If you have multiple attacks you must use a Full Attack to take advantage of them, regardless of the reason why you have them. Fight Defensively: You may fight defensively to get a -4 to your attack roll and a +2 dodge bonus to AC for 1 round. If you have 5 or more ranks in acrobatics the dodge bonus to AC increases to +3. Attacks: While Grappling but Not Pinned or Pinning Regular Attack: Attack with a weapon and/or an attack from the Special Attack Actions section if you choose. You get a -4 penalty to this attack, and it must use a light weapon, a natural attack or your hand. You may not fight with two weapons. Escape from Grapple: Opposed grapple checks against all opponents (if they desire). As a standard action you may use an acrobatics check instead. If you succeed, move to an adjacent square. Pin Opponent: Opposed grapple check. If you succeed, opponent is pinned - held immobile but not helpless - for 1 round. At your option, you may prevent the opponent from speaking. The opponent gets a -4 penalty to AC against all opponents besides you. His dex bonus to AC becomes -5, which counts as being denied his dex bonus to AC (total of -9 AC plus denied dex bonus against other opponents). Break Another's Pin: Opposed grapple check against the pinner. If you succeed you break the pin but both creatures involved are still grappling. While Grappling or Pinning Deal Grapple Damage: Opposed grapple check. Deals unarmed strike damage. Use Opponent's Light Weapon: Opposed grapple check. If you succeed make an attack against the same opponent with the light weapon, at a -4 penalty. He is still holding the weapon, and you need to repeat these steps for each future attack. Only While Pinning Disarm: You may make a Disarm attempt (see Special Attack Actions section) against the pinned creature to grab or remove an object. It must use your hand (which adds a -4 penalty to disarm attempts). Unlike a normal disarm, you may disarm a well secured object from a pinned opponent, but the opponent gets a +4 bonus to resist a Disarm against such objects. Only While Pinned Escape From Pin: Opposed grapple check against opponent. As a standard action you may use an escape artist check instead. If you succeed, you break the pin but are still grappling. CAST A SPELL (while grappling or pinning or pinned): Standard Action. You may cast any spell that doesn't have a somatic component. You must have the spell component in hand (if any; see the "Retrieve Spell Component" fullround action) You must make a concentration check DC 20 + spell level or lose the spell. As always, some spells take longer or shorter than a standard action to cast and you must be able to speak to cast spells with verbal components. DRAW A LIGHT WEAPON (while grappling but not while pinned nor pinning): Move Action. Opposed grapple check. You may only wield a single light weapon. ESCAPE FROM GRAPPLE (while grappling but not pinned nor pinning): Standard Action. Escape artist check opposed by all opponents' grapple checks (if they desire). As an attack action you may use a grapple check instead. If you succeed, move into any space next to your opponent(s). ESCAPE FROM PIN (only while pinned): Standard Action. Escape artist check opposed by the pinner's grapple check. As an attack action you may use a grapple check instead. If you succeed, you break the pin but are still grappling. FULL ATTACK (while grappling or pinning or pinned): Full Round Action. If you have multiple attacks, you may use them all, except you may not fight with two weapons. Mix and match from the attacks listed to the left under Attacks. Use your 1st attack bonus or grapple modifier listed for the 1st attack, the 2nd for the 2nd attack, etc. After the 1st attack, you may change your mind, give up the remaining attacks and make this a standard action to attack instead. If you entered the grapple in the middle of a regular full attack action, simply use your remaining attacks to perform grapple attacks. Fight Defensively: You may fight defensively to get a -4 to your attack rolls and a +2 dodge bonus to AC for 1 round. If you have 5 or more ranks in acrobatics the dodge bonus to AC increases to +3. MOVE THE GRAPPLE (while grappling or pinning but not while pinned): Standard Action. Opposed grapple against everyone involved in the grapple. Move up to half your speed, bringing everyone else in the grapple with you. RETRIEVE A SPELL COMPONENT: (while grappling but not pinned or pinning) Full Round Action. You retrieve a spell component from your spell component pouch. No check required. Must be done before casting a spell with a material spell component. RELEASE PINNED OPPONENT (only while pinning): Free Action. You are no longer pinning nor grappling that opponent (nor is that opponent grappling you). No check is required

8 Long Term Skill Uses The skills listed below generally take too long to be used in combat. Interacting with Others Influence an NPC's Attitude Diplomacy check. Takes 1 minute. You are negotiating with the NPC; use common sense for the scope of this skill. DC for New Attitude Initial Attitude H U I F H Hostile < Unfriendly < Indifferent - < Friendly - - < Helpful <1 1 Retries usually fail. Rushing a negotiation to a single full round action gives a -10 penalty. Negotiating via intimidation gives a +4 bonus per size category, but the intimidated creature becomes unfriendly or - if already unfriendly - hostile 1d6x10 minutes after you leave. Gather Information Gather information check. Typically takes 1d4+1 hours. Desired Information DC City's Major News Items 10 Specific Information Make a Disguise Secret disguise check made by DM. Takes 1d3x10 minutes. You may take a 10 if you are not threatened or distracted. Suspicious creatures oppose with a spot check. Those on watch take a 10. Others do not get a check. Disguise Disguise Bonus/Penalty Minor details only. +5 Different gender -2 Different race -2 For each change of age category* -2 * young, adult, middle age, old, venerable Spot Familiarity Bonus Recognizes on sight* +4 Friends or associates* +6 Close friends* +8 Intimate* +10 * Viewer is always considered suspicious. Recognizing Magic Spellcraft check. Task DC Time Retry? Identify a potion 20 1 min. No Understand strange 30+ varies No magical effect Learn a spell from a scroll / book 15 + level 8 hrs. Gain 1 rank Prepare a spell from a borrowed spellbook 15 + level Next Day Nature Survive in the wild Survival check. You may take a 10 if you are not threatened or distracted. Task DC Move half speed, get food 10* Move half speed, get +2 to fortitude saves vs. severe weather 15** Stay still, get +4 to fortitude saves vs. severe weather 15** Keep from getting lost 15 Avoid natural hazards 15 Predict tomorrow's weather 15*** * +2 per other person supported ** +1 per other person supported *** +5 per additional day Rear a Wild Animal See the Handle Animal skill in the Player's Handbook. The animal must be raised from infancy. Splice Two Ropes Together DC 15 Use Rope Check Takes 5 minutes. Teach an Animal a Trick See the handle animal skill in the Player's Handbook. Requires a week or more. Tie up a Creature Use rope check with a +10 bonus. It takes 1 minute to tie up a creature. It takes 1 minute and an escape artist check opposed by your use rope check to escape. The escaper may have unlimited retries, take a 10 if not threatened or distracted, or take a 20 if he spends 20 minutes Healing Provide Long-Term Care DC 15 heal check. Requires a few simple supplies, like bandages, and 8 hours of light activity. Tended character heals at twice the normal rate. You may take a 10 if you are not threatened or distracted. You may tend to up to 6 characters, but not yourself. Treat a Disease Replace a single diseased character's saving throw with your heal check, if higher, whenever he rolls a save. You may take a 10 if you are not threatened or distracted. Requires 10 minutes of treatment. Items and Structures Appraise an Item's Value Takes 1 minute. No retry. Common or well known object: A DC 10 appraise check gives the item's actual value. A DC 12 int check, or failure on an appraise check instead tells the player (actual value) x (2d6+3) x 10%. Failure on an int check reveals no information. The DM makes these checks secretly. Rare or exotic object: The DC is instead 10, 15, or higher. An int check (regardless of the result) or a failure on an appraise check yields no information. Major Documents Decipher Incomplete, Forged or Garbled Text Decipher Script check. Takes 1 minute per page. Complexity DC Simple Message 20 Standard Texts 25 Intricate or Exotic 30 The DM rolls the check secretly. If you fail, the DM rolls a DC 5 wisdom check for you to see if you get misinformation. No retry. Decipher Official Message or Old Text Decipher Script check. Takes 1 minute per page. Complexity DC Simple Message 20 Standard Message 25 Intricate, Exotic or Very Old Message 30 The DM rolls the check secretly. If you fail, the DM rolls a DC 5 wisdom check for you to see if you get misinformation. No retry. Forge a Document Forgery check secretly made by DM, opposed by forgery check(s). You must have a real copy of what you are forging. Modifiers for bluffing also apply, if appropriate (see Bluff). Short and simple documents take 1 minute. Long or complex documents take 1d4 minutes per page. You may take a 10 if you are not threatened or distracted. No retries on forgery checks to decipher. Deception Condition Forger s Bonus No need to mimic anyone's handwriting +8 Copying a signature +4 Imitating handwriting +0 Perception Condition Reader s Bonus Only casually reviewed -2 Document Type Not known to reader -2 Partly known to reader +0 Well known to reader +2 Handwriting Not known to reader -2 Somewhat known to reader +0 Intimately known to reader +2 The text on these pages is partially modified for simplification and to accommodate a consolidated skill system. The original text is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a. A copy of this License can be found at

9 Campaign Notes

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