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Aberration Type
Ability Drain
Ability Score Loss
Aid Another
Blinded
Blindsense
Blindsight
MM
DMG
DMG
PHB
DMG
DMG
DMG
Blown Away
Bull Rush
DMG 300
PHB 154
305
300
289
154
300
291
290
Description
Bizarre anatomy, strange abilities, or alien mindset.
Lost ability points are permanent until regained by magic.
0 Str = prone & helpless, 0 Dex = paralyzed, 0 Con = dead (HP adjustedment = -1 HP per HD every Con mod lost), 0 Int/Wis/Chr = unconscious.
Make attack vs AC 10, success gives friend +2 attack or +2 AC (your choice). Stacks if more friends "aiding".
50% miss chance, -2 AC, no Dex AC bonus, move 1/2 speed, -4 Search & Str/Dex checks. Vision checks automatically fail. Can't do AoOs.
Partially sense creatures it can't see. Doesn't need Spot/Listen checks. 50% miss chance vs enemy it can't see. Denied Dex AC from enemy it can't see.
Sense creature without seeing it. Gaze/Blind effects don't penalize you & negates displacement/blur effects. Deafening attacks are still effective.
(chart pg 95), Grounded creature knocked down & rolls 1d4x10 ft taking 1d4 nonlethal dmg per 10-ft. Flying creature blown back 2d6x10 ft taking 2d6 battering nonlethal dmg.
Provoke AoO, opposed Str checks (+4 each size larger than medium, -4 each size smaller than medium), win = push back 5ft per 5 points higher than check result.
Catching on fire
DMG 303
Charge
PHB 154
Concentration (casting in danger) PHB 170
DC 15 Ref saves. If failed take 1d6 fire dmg. Rolling on ground or smothering grants another save with +4 bonus. Make save each rnd until extinguished.
Move 2x speed at least 10-ft, gain +2 attack & -2 AC until next rnd (only 1 attack allowed).
If hit DC 10+ damage dealt + spell lvl. If spell effect DC spells Save Throw DC + lvl of spell you're casting. If grappled DC 20 + spell lvl. If entangled DC 15
Confused
DMG 300
Roll 01-10 = attack caster, 11-20 = act normal, 21-50 = do nothing but babble, 51-70 = flee from caster full speed, 71-100 = attack nearest creature. If attacked, attacks back.
PHB
PHB
PHB
DMG
DMG
DMG
DMG
DMG
DMG
179
170
153
300
291
292
300
300
300
Decipher spell = Spellcraft DC 20 + spell lvl or read magic spell. Understand spell & copy it = DC 15 + spell lvl.
Hold action until enemy tries to cast. Spellcraft check DC 15 + spell lvl to ID spell, then cast same spell to counter.
Can only do if defender is helpless. Full round action, automatic hit & critical (& sneak attack dmg). If enemy lives, make DC 10 + dmg dealt Fort save.
Takes no action. -2 AC & no Dex bonus.
5/silver means first 5 damage ignored unless hit by a silver weapon which does full damage.
See with no light source at all. Vision looks black & white. Presence of light does not spoil darkvision.
Takes no action. Has no AC penalty.
Unable to see well. -1 attack, search & spot checks.
Can't hear. -4 initiative, automatically fails listen checks, 20% chance of spell failure using verbal components.
PHB
PHB
PHB
PHB
PHB
140
140
142
160
155
Drowning
Dying/Disabled/Stable
DMG 304
PHB 145
Entangled
Etherealness
Evasion
Exhausted
Extraplanar Subtype
DMG
DMG
DMG
DMG
MM
300
293
293
300
309
Falling Damage
Fascinated
DMG 303
DMG 300
1d6 dmg per 10-ft (max 20d6). If falling on purpose: first 1d6 dmg is nonlethal. DC 15 Jump/Tumble check avoids 1st 10-ft dmg. Soft ground: first 1d6 dmg is nonlethal.
Entranced, make no action besides paying attention to effect. -4 skill checks. Potential threats give new save attempt, obvious threats break effect, being shaken breaks effect.
Fast Healing
Fatigued
DMG 293
DMG 301
On each turn heals # of HP as defined. Heals nonlethal first then lethal. Can't heal starvation/thirst/suffocation loss.
Can't run/charge, -2 Str & Dex. After 8 hours rest you are no longer fatigued. If already fatigued & do something else that causes fatigue = become exhausted.
Frightened
Feint
DMG 294
PHB 155
-2 attack, saving throws, skill checks, & ability checks. Also runs away at top speed (can choose where to run) until out of site. Can fight (still shaken) if unable to flee.
Standard action, Bluff opposed by Sense Motive check (target adds BaB to check, -4 vs nonhumanoid, -8 vs Int 1 or 2, impossible vs Int 0). Target denied Dex AC bonus.
Fey Type
Flanking
Grab
MM 309
PHB 153
PHB 156
Grabbing Items
Grapple
PHB 155
PHB 155
Provoke AoO (if damaged, grab fails). Make opposed attacks (attacker gains +4 vs loose item). Must pin target to grab secured item (ring, bracelet, ect), defender gains +4.
Provoke AoO. Make grab check (melee touch attack). Make Hold check (opposed grapple check). Success deals unarmed dmg. Escape with opposed grapple or Escape Artist.
Hardness
Healing Naturally
Healing Ability Damage
Heat Dangers
PHB
PHB
PHB
DMG
165
146
146
303
Helpless (held/bound/sleep/KOed)
Identify Magic Item
Identify Potion
Improved Evasion
Incorporeal Subtype
Level Loss
Low Light Vision
Native Subtype
Nauseated
Negative Level
DMG
DMG
PHB
DMG
MM
DMG
DMG
MM
DMG
DMG
301
212
82
293
310
296
296
312
301
293
Outsider Type
Overrun
MM 313
PHB 157
Panicked
Poison Damage
Prone
Range Increments
Ready Action
Regeneration
Resist Energy Type
DMG
DMG
DMG
PHB
PHB
DMG
DMG
294
296
301
114
160
298
298
PHB 144
Subtract hardness # from damage dealt, result is the adjusted damage dealt.
8 hr night rest heals 1 hp lvl, 24 hr bedrest heals 2 hp lvls.
8 hr night rest heals 1 point for each affected ability score, 24 hr bedrest heals 2 points for each affected ability score.
Every 10 min (140 = 5 min) make Fort save DC 15 +1 per check (heavy armor -4). Fail = 1d4 nonlethal dmg & fatigued (+ 140 = 1d6 inhale dmg). If reach
neg. HP: 1d4 dmg/10 min. Boiling = 1d6 dmg, in boiling = 10d6 dmg.
Dex 0, enemy gains +4 melee attack, enemy can coup de grace.
Identify spell or Knowledge (arcane) skill check (DC 30)
Identify spell or Alchemy skill check (DC 25)
If attack allows a Ref save for 1/2 dmg, take no damage on successful save, take 1/2 dmg on a failed save. If immobile, can't use evasion.
Has no physical body. Can pass through solid objects. Movements can't be heard unless it wants to.
-1 HD (entire HP of die), base attack/save/special abilities/skill ranks/ability score reduced to new lvl. XP drops midpoint of previous lvl.
See twice as far as normal in the dark if there is at least some type of light. Can see under moonlight as good as daylight.
Applied only to outsiders. Has strong connections to Material Plane & can be raised/reincarnated/resurrected. Need to eat/sleep.
Stomach pain. Can't attack, cast, concentrate, or anything requiring attention. Can only take 1 move action.
Stacks, -1 on all skill/ability checks/attacks/saves, -5 HP, -1 on lvl based checks, -1 highest lvl spell & slot. After 24 hrs make Fort save per neg. lvl,
fail = neg. lvl gone but take -1 lvl loss. If neg. lvl = real lvl or below: dead.
Partially composed of essence of some plane other than Material Plane. No soul, can't be raised/reincarnated/resurrected. Don't need to eat/sleep.
Provoke AoO. Enemy avoids = no effects. Enemy blocks = Str check vs his Str or Dex (+4 every size +medium, -4 every size -medium, dwarf or 3+ legged
enemy gain +4). Win = enemy prone. Fail = free try from enemy to trip.
-2 attack, saving throws, skill checks, & ability checks. Also runs away at top speed (can't choose where to run) until out of site. Cower if prevented from fleeing.
Ability damage first round if DC failed & possible ability damage 10 rnds later even if succeeded on first attempt.
On ground. -4 melee attack & AC, +4 AC vs ranged, can't use ranged weapons except xbow. Standing = move action & AoO.
Within range = no penalty. Farther than range = -2 attack per full range difference (example: 80-ft x-bow shot at 240-ft takes -6 penalty).
Standard action, announce what action needs to happen so you can make an action right before it.
Dmg dealt = nonlethal, cures it at # rate per rnd. Dmg from specific source does normal dmg. Can regrow lost body parts.
Ignore amount of dmg type equal to resist #, take only remaining damage.
Full round action. Move x4 speed (x3 in heavy armor). Lose Dex AC. Run # rnds = to Con score, after that DC 10 Con check. DC raises 1 each rnd. Rest 10 rnds before next run.
Scent
Shaken
Sickened
Smite
DMG 298
DMG 294
DMG 301
PHB 44
Smell a creature within 30ft. Can track odor with Track feat DC 10 Wis check. Masked odors raise DC to 20. Can pinpoint target within 5 ft.
-2 attack, saving throws, skill checks, & ability checks.
-2 attack, damage, saving throws, skill checks, & ability checks.
Once per day adds Cha bonus to attack roll and deals 1 extra point of damage per lvl to evil creatures only.
Sneak Attack
Spell Resistance
PHB 50
DMG 298
Extra 1d6 dmg every other lvl to enemy with denied Dex or flanked living creature with discernible anatomy. Does not multiply on critical hit. Ranged attacks only within 30-ft.
Caster rolls 1d20 + caster lvl vs targets resist #. Success = spell affects target each rnd until spell runs out. Failure = spell doesn't affect target each rnd until spell runs out.
PHB 177
PHB 148
Move into space 1/2 wide as your normal space. Move 1/2 speed, -4 attack & -4 AC. Use Escape Artist to fit in space less than 1/2 wide, not attack, 14 AC, & lose Dex bonus.
Staggered
DMG 301
If nonlethal HP dmg = lethal HP dmg: can only take 1 move or standard action.
DMG 304
No food for 3 days. No water for 1 day + hrs = Con score. Make Con check per day (thirst = per hr) DC 10 +1 per check. Fail = 1d6 nonlethal dmg, fatigued. Magic can't heal.
Stunned
Suffocation
DMG 301
DMG 304
PHB 158
PHB 158
Provoke AoO. Make opposed attacks (2-handed wielder gains +4, light weapon -4, larger size gains +4 per size). Roll dmg to deal vs weapon/shields Hardness & HP.
Ranged touch attack vs target. If aiming at ground = AC 5. If miss: roll 1d6 or 1d8 (diff battle mats) for direction (#1 starts towards thrower), add range increments for distance.
Tremorsense
Trip
DMG 299
PHB 158
Turn Resistance
Turn/Rebuke Undead
DMG 299
PHB 159
MM 317
PHB 143
Automatically sense location of source by detecting movement from ground vibrations even if source is moving in place.
Provoke AoO if unarmed. Make melee attack. Make Str check vs enemy Dex or Str (+4 every size +medium, -4 every size -medium, dwarf or 3+ legged enemy
gain +4). Trip = prone. Fail = free try from enemy.
Add resist # to creatures HD count for determining turn results.
Turn check: 1d20 + Cha mod = (chart pg 159) HD max turned. Turn dmg: 2d6 + lvl + Cha mod = closest total HD turned. Flee/cower 10 rnds ('moving' within
10-ft stops turn), if x2 lvl more than enemy HD = destroy.
Takes +50% more damage from energy effect even if save throw is saved.
Full round action. Move x2 speed for no AoO against you (except vs invisible enemy). Can't withdraw if blinded.
Sunder
Throw Splash Weapon
Example Circumstances
-5
+0
+5
+10
+20
DC
0
5
25
25
---
A slope too steep to walk up, or a knotted rope with a wall to brace against.
A rope with a wall to brace against, or a knotted rope, or a rope affected by
the rope trick spell.
A surface with ledges to hold on to and stand on, such as a very rough wall
or a ship's rigging.
Any surface with adequate handholds and footholds (natural or artificial),
such as a very rough natural rock surface or a tree, or an unknotted rope,
or pulling yourself up when dangling by your hands.
An uneven surface with some narrow handholds and footholds, such as a
typical wall in a dungeon or ruins.
A rough surface, such as a natural rock wall or a brick wall.
An overhang or ceiling with handholds but no footholds.
A perfectly smooth, flat, vertical surface cannot be climbed.
Mod
-10
15
20
-5
+5
+5
Distraction
10 + damage dealt
10 + half continuous dmg.
Distracting spell's save DC
10
15
15
20
20
5
10
Distracting spell's save DC
DC
Lock
DC
20
25
Good lock
Amazing lock
30
40
DC
Difficult Surface
10
15
20
Uneven flagstone
10
Hewn stone floor
10
Sloped or angled floor 10
Surface
10
Helpful
50
40
30
20
1
DC Mod
+2
+5
+2
+5
+2
Time
DC
Example
1 round
Simple
10
Jam a lock
1d4 rounds
Tricky
15
Sabotage a wagon wheel
2d4 rounds
Difficult
20
Disarm a trap, reset a trap
2d4 rounds
Wicked
25
Disarm a complex trap
***If you attempt to leave behind no trace of your tampering,
add 5 to the DC.
Task
10
25
Handle an animal
"Push" an animal
Modifier
Disguise
+5
-2
-2
-2
Recognizes on sight
Friends or associates
Close friends
Intimate
+4
+6
+8
+10
Restraint
+10
20
23
30
30
35
Surface
DC
Task
15
15
15
First Aid
Long-term care
Treat wound from caltrop, spike
growth, or spike stones
Treat poison (see DMG pg 297)
Treat disease (see DMG pg 292)
Poison's save DC
Disease's save DC
5
5 feet
10
10 feet
15
15 feet
20
20 feet
25
25 feet
30
30 feet
***Requires a 20-ft running start or else double the DC.
DC
4
1 foot
8
2 feet
12
3 feet
16
4 feet
20
5 feet
24
6 feet
28
7 feet
32
8 feet
***Not including vertical reach. Requires a 20-ft running start.
Without a running start, double the DC.
Task
10
Ransack a chest full of junk to find an item.
20
Notice a typical secret door or a simple trap.
21 or higher
Find a difficult nonmagical trap (rogue only)
25 + lvl of spell
Find a magic trap (rogue only).
used to create trap
30
Notice a well-hidden secret door.
Sound
DC
-10
0
10
15
15
19
30
A battle.
People talking (If you beat the DC by 10 or more, you can make out
what's being said, assuming that you understand the language.)
A person in medium armor walking at a slow pace (10 ft./round)
trying not to make any noise.
An unarmored person walking at a slow pace (15 ft./round) trying
not to make any noise.
A 1st-lvl rogue using Move Silently to sneak past the listener.
People whispering.
A cat stalking.
An owl gliding in for a kill.
DC
Modifier Condition
+5
+15
+1
+5
Through a door.
Through a stone wall.
Per 10 feet of distance.
Listener distracted.
10
DC
DC
Narrow Surface
Task
Check Modifier
Task
5
5
10
15
15
15
15
20
20
+5
Task
20
25 OR 15
Varies
Hunch
Sense enchantment
Discern secret message
Task
10
20
+20
Penalty
-1
-5
Water
10
15
20
Calm water
Rough water
Stormy water
Most Powerful
Undead Affected
0 or lower
1-3
4-6
7-9
10-12
13-15
16-18
19-21
22 or higher
Cleric's level -4
Cleric's level -3
Cleric's level -2
Cleric's level -1
Cleric's level
Cleric's level +1
Cleric's level +2
Cleric's level +3
Cleric's level +4
Invisible Creature is . . .
DC
DC
In combat or speaking
Moving at half speed
Moving at full speed
Running or charging
Some distance away
Behind an obstacle (door)
Behind an obstacle (stone wall)
0
Move Silently check result
Move Silently check result -4
Move Silently check result -20
+1 per 10 feet
+5
+15
10
10
Task
DC
Task
25
25 + spell lvl
20 + spell lvl
20
20
See text
25
30
Activate blindly
Decipher a written spell
Use a scroll
Use a wand
Emulate a class feature
Emulate an ability score
Emulate a race
Emulate an alignment
-2
-5
Hardness
Hit Points
Break DC
0
5
5
5
5
5
5
8
8
10
10
10
10
2
10
2
1
15
15
20
90
540
5
10
10
60
23
13
14
17
18
23
23
35
50
26
26
28
28
Example
Hardness
HP*
2
Light blade
Short sword
10
5
1-handed blade
Longsword
10
10
2-handed blade
Greatsword
10
10
Light metal-hafted weapon
Light mace
10
20
1-handed metal-hafted weapon Heavy mace
10
2
Light hafted weapon
Handaxe
5
5
1-handed hafted weapon
Battleaxe
5
10
2-handed hafted weapon
Greataxe
5
5
Projectile weapon
Crossbow
5
AC x5
Armor
--special**
5
Buckler
--10
7
Light wooden shield
--5
15
Heavy wooden shield
--5
10
Light steel shield
--10
20
Heavy steel shield
--10
20
Tower shield
--5
* Divide by 2 for each size smaller, or x2 for each size larger.
** Varies by material; see Table 9-9, page 166
DC
13
18
23
23
24
15 + spell lvl
15 + spell lvl
19
20 + spell lvl
20 + spell lvl
20 + spell lvl
25 + spell lvl
25
20
30 or higher
40 ft
Walk
Hustle
Run
1 - 1/2 miles
3 miles
---
2 miles
4 miles
---
3 miles
6 miles
---
4 miles
8 miles
---
16 miles
-----
24 miles
-----
32 miles
-----
DC
Armor
Melee
Ranged
+2 (+1 Ref)
+4 (+2 Ref)
+7 (+3 Ref)
+10 (+4 Ref)
-2
20% miss chance
50% miss chance
+2
+4
+7
+10
-2
-2
-2
-4 to Dex ( in AC)
defender loses Dex AC
defender loses Dex AC
-4
+0 (0 Dex = -5)
-2
+2
-4
+0
-4
+4
-4
-4
-2
-2
------Speed-----20 ft
30 ft
Walk
Hustle
Run
Armor Type
15 ft
Don
Don Hastily
Remove
1 move action
Shield (any)
n/a
1 move action
1 minute
Padded, leather,
5 rounds
1 minute*
studded leather,
hide, or chain shirt
Breastplate,
scale mail,
4 minutes*
1 minutes
1 minutes*
chainmail,
banded mail,
or splint mail
Half-plate
or full plate
4 minutes** 4 minutes* 1d4+1 minutes*
* Has help, cut time in half (2 people can't help each other)
** Must have help. Without help it is donned hastily (-1 AC)
ARMOR AND SHIELDS (Masterwork add 300 gp to cost) (PH 123, DMG 220, A&E 15, RoF 157)
25
26
28
+5
+10
15
25
-1
-2
--+2
+0
---2
-4
DC
15
Ranged
-1
-2
+2
+2
+1
-4
-2
-4
One Hour
(Overland)
15 + spell lvl
Melee
Dazzled
Entangled
Flanking defender
Invisible
On higher ground
Prone
Shaken or frightened
Squeezing through a space
Task
13
15 + spell lvl
2/inch of thickness
2/inch of thickness
1/inch of thickness
3/inch of thickness
5/inch of thickness
10/inch of thickness
15/inch of thickness
30/inch of thickness
30/inch of thickness
40/inch of thickness
Hit Points
0
0
1
0
2
5
8
10
15
20
Attacker is . . .
Hardness
DC Modifier
Surface is . . .
+5
+5
+2
+5
+2
Cost
Armor/Shield
Bonus
Max Dex
Bonus
Armor
Check Penalty
Arcane
Spell Failure
--5 gp
1 gp
10 gp
5 gp
8 gp
10 gp
65 gp
20 gp
35 gp
85 gp
25 gp
18 gp
100 gp
1000 gp
4150 gp
3350 gp
+1
+1
+1
+2
+2
+2
+2
+3
+3
+3
+3
+3
+3
+4
+4
+5
+5
+5
+8
+5
+1
+5
+4
+6
+4
+4
+6
+6
+5
+4
+4
+6
+4
+4
-1
-0
-0
-7
-2
-2
-0
-2
-3
-2
-1
-1
-3
-2
-0
-2
-2
0%
5%
10%
40%
15%
20%
10%
15%
15%
15%
10%
15%
15%
20%
10%
20%
20%
30 ft
30 ft
30 ft
30 ft
30 ft
30 ft
30 ft
30 ft
30 ft
30 ft
30 ft
30 ft
30 ft
30 ft
30 ft
30 ft
30 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
15 gp
25 gp
50 gp
30 gp
75 gp
75 gp
150 gp
200 gp
10200 gp
150 gp
+3
+3
+4
+4
+4
+4
+5
+5
+5
+5
+4
+3
+3
+2
+4
+4
+2
+3
+3
+3
-3
-2
-4
-5
-3
-3
-5
-4
-3
-4
20%
20%
25%
30%
30%
30%
30%
25%
25%
30%
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
15 ft
15 ft
15 ft
15 ft
15 ft
15 ft
15 ft
15 ft
15 ft
15 ft
200 gp
250 gp
225 gp
600 gp
1500 gp
3300 gp
16500 gp
3000 gp
1750 gp
1750 gp
+6
+6
+6
+7
+8
+8
+8
+8
+9
+10
+0
+1
+1
+0
+1
+1
+1
+1
+0
+0
-7
-6
-7
-7
-6
-5
-5
-5
-7
-10
40%
35%
30%
40%
35%
35%
35%
35%
40%
50%
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
20 ft
15 ft
15 ft
15 ft
15 ft
15 ft
15 ft
15 ft
15 ft
15 ft
15 ft
10 ft
15 gp
205 gp
3 gp
9 gp
30 gp
7 gp
20 gp
257 gp
1020 gp
6600 gp
30 gp
+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+4
--------------------+2
-1
-0
-1
-1
-1
-2
-2
-0
-0
-1
-10
5%
5%
5%
5%
5%
15%
15%
15%
5%
5%
50%
-----------------------
-----------------------
+50 gp
8 gp
+10 gp
-------
-------
--Special
---
--can't cast
---
-------
-------
Light armor
Mud
Padded
Wicker
Animal Training Outfit
Bark
Cord (Aquatic)
Leather
Hooked
Bone
Leather Scale
Sharkskin (Aquatic)
Studded leather
Wood
Chain shirt
Mithral Shirt
Elven Chain
Duskwood Breastplate
Medium armor
Hide
Shell (Aquatic)
Scale mail
Brigandine
Chitin (Aquatic varies)
Ring
Chainmail
Breastplate
Adamantine Breastplate
Lamellar
Heavy armor
Splint mail
Banded mail
Coral (Aquatic)
Half-plate
Full plate
Dragonhide Plate
Dwarven Plate
Sectioned
Dwarven Stone
Mechanus Gear
Shields
Buckler
Buckler, Darkwood
Light Shield, Wood
Light Shield, Steel
Light Shield, Wood Stiletto
Heavy Shield, Wood
Heavy Shield, Steel
Heavy Shield, Darkwood
Heavy Shield, Mithral
Buckler, Beetle
Shield, Tower
Extras
Armor spikes
Gauntlet, locked
Shield spikes
Cost
Damage
Critical
Range
Item
Unarmed Attacks
Gauntlet
Unarmed strike
2 gp
---
1d3
1d3*
x2
x2
-----
2 gp
2 gp
5 gp
5 gp
6 gp
1d4
1d4
1d4
1d6
1d6
19-20/x2
x3
x2
x2
x2
10 ft
---------
--12 gp
8 gp
1 gp
1d6
1d8
1d8
1d6
x2
x2
x2
x2
10 ft
----20 ft
5 gp
--2 gp
1d8
1d6/1d6
1d8
x3
x2
x3
----20 ft
50 gp
35 gp
5 sp
1 gp
--1 gp
1 sp
1d10
1d8
1d4
1d6
1d4
-----
19-20/x2
19-20/x2
x2
x2
x2
-----
120 ft
80 ft
20 ft
30 ft
50 ft
-----
Cost
Damage
Critical
Range
8 gp
1 gp
6 gp
8 gp
4 gp
1 gp
special
special
special
10 gp
1d6
1d4
1d6
1d4
1d4
1d6*
1d3
1d6
1d4
1d6
x2
x2
x3
18-20/x2
x4
x2
x2
x2
x2
19-20/x2
10 ft
20 ft
-----------------
10 gp
8 gp
15 gp
8 gp
20 gp
15 gp
special
special
15 gp
12 gp
1d8
1d8
1d8
1d6
1d6
1d6
1d4
1d6
1d8
1d8
19-20/x2
--19-20/x2
--x2
x2
x2
---
----------------10 ft
---
75 gp
8 gp
20 gp
5 gp
15 gp
50 gp
9 gp
10 gp
10 gp
10 gp
18 gp
2d4
1d10
1d12
1d10
1d10
2d6
2d4
1d10
1d8
2d4
2d4
18-20/x2
x3
x3
x2
19-20/x2
19-20/x2
x3
x3
x3
x3
x4
-----------------------
75 gp
100 gp
30 gp
75 gp
1 gp
1d8
1d8
1d6
1d6
---
x3
x3
x3
x3
---
100 ft
110 ft
60 ft
70 ft
---
Cost
Damage
Critical
Range
2 gp
2 gp
1 gp
3 gp
1d6
1d6
1d4
1d6
x2
x2
x2
x2
----10 ft
---
35 gp
30 gp
1 gp
1d10
1d10
1d3
19-20/x2
x3
x2
-------
60 gp
25 gp
90 gp
20 gp
100 gp
50 gp
1d8/1d8
2d4
1d8/1d8
1d8/1d6
1d8/1d8
1d8/1d6
x3
x2
x2
x3/x4
19-20/x2
x3
-------------
5 gp
100 gp
1 gp
20 gp
1d4
1d4
-----
x2
19-20/x2
-----
10 ft
30 ft
--10 ft
Cost
Backpack (empty)
2 gp
Barrel (empty)
2 gp
Basket (empty)
4 sp
Bedroll
1 sp
Bell
1 gp
Blanket, winter
5 sp
Block and tackle
5 gp
Bottle, wine, glass
2 gp
Bucket (empty)
5 sp
Caltrops
1 gp
Candle
1 cp
Canvas (sq. yd.)
1 sp
Case, map or scroll
1 gp
Chain (10 ft)
30 gp
Chalk, 1 piece
1 cp
Chest (empty)
2 gp
Crowbar
2 gp
Earplugs
3 sp
Firewood (per day)
1 cp
Fishhook
1 sp
Fishing net, 25 sq. ft.
4 gp
Flask (empty)
3 cp
Flint and steel
1 gp
Glass Cutter
2 gp
Goggles
2 gp
Grappling hook
1 gp
Grappling hook (collapsible)
3 gp
Hammer
5 sp
Hammock
5 gp
Ink (1 oz. vial)
8 gp
Inkpen
1 sp
Jug, clay
3 cp
Ladder, 10 ft
5 cp
Lamp, common
1 sp
Lantern, bullseye
12 gp
Lantern, hooded
7 gp
Lock
Very simple
20 gp
Average
40 gp
Good
80 gp
Amazing
150 gp
Manacles
15 gp
Manacles, masterwork
50 gp
Mirror, small steel
10 gp
Mug/Tankard, clay
2 cp
Oil (1 pint flask)
1 sp
Paper (sheet)
4 sp
Parchment (sheet)
2 sp
Pick, miner's
3 gp
Pitcher, clay
2 cp
Piton
1 sp
Pole, 10 ft
2 sp
Pot, iron
5 sp
Pouch, belt (empty)
1 gp
Ram, portable
10 gp
Rations, trail (per day)
5 sp
Rope, hempen (50 ft)
1 gp
Rope, silk (50 ft)
10 gp
Saw (folding)
2 gp
Sack (empty)
1 sp
Sealing wax
1 gp
Sewing needle
5 sp
Signal whistle
8 sp
Signet ring
5 gp
Sledge
1 gp
Snowshoes
15 gp
Soap (per lb)
5 sp
Spade or shovel
2 gp
Spyglass
1,000 gp
Tent, one-person
5 gp
Tent, two-person
10 gp
Tent, four-person
20 gp
Torch
1cp
Vial, ink or potion
1gp
Waterskin
1gp
Whetstone
2cp
Artisan's outfit
Cleric's vestments
Cold weather outfit
Courtier's outfit
Entertainer's outfit
Explorer's outfit
Monk's outfit
Noble's outfit
Peasant's outfit
Royal outfit
Scholar's outfit
Traveler's outfit
1 gp
5 gp
8 gp
30 gp
3 gp
10 gp
5 gp
75 gp
1 sp
200 gp
5 gp
1 gp
Cost
Ale
Gallon
Mug
Banquet (per person)
Bread, per loaf
Cheese, hunk of
Inn stay (per day)
Good
Common
Poor
Meals (per day)
Good
Common
Poor
Meat, chunk of
Wine
Common (pitcher)
Fine (bottle)
2 sp
4 cp
10 gp
2 cp
1 sp
2 gp
5 sp
2 sp
5 sp
3 sp
1sp
3 sp
2 sp
10 gp
Cost
Alchemist's lab
500 gp
Artisan's tools
5 gp
Artisan's tools, (MW)
55 gp
Climber's kit
80 gp
Disguise kit
50 gp
Healer's kit
50 gp
Holly and mistletoe
--Holy symbol, wooden
1 gp
Holy symbol, silver
25 gp
Hourglass
25 gp
Magnifying glass
100 gp
Musical instument, common
5 gp
Musical instrument, (MW)
100 gp
Scale, merchant's
2 gp
Spell component pouch
5 gp
Spellbook, wizard's (blank)
15 gp
Thieves' tools
30 gp
Thieves' tools (MW)
100 gp
Tool, (MW)
50 gp
Water clock
1,000 gp
Cost
100 gp
15 gp
30,000 gp
3,000 gp
10,000 gp
50 gp
2 gp
10,000 gp
20 gp
35 gp
25,000 gp
SPELLCASTING/SERVICES
(PH pg 129)
MOUNT-GEAR (PH pg 129)
ADVENTURING GEAR
(PH pg 128 & A&E pg 22)
Item
Barding
Medium creature
Large creature
Bit and bridle
Feed (per day)
Saddle
Military
Pack
Riding
Saddle, Exotic
Military
Pack
Riding
Saddlebags
Stabling (per day)
Cost
x2
x4
2 gp
5 cp
20 gp
5 gp
10 gp
60 gp
15 gp
30 gp
4 gp
5 sp
Service
Coach cab
Hireling, trained
Hireling, untrained
Messenger
Road or gate toll
Ship's passage
Spell, 0-level
Spell, 1st-level
Spell, 2nd-level
Spell, 3rd-level
Spell, 4th-level
Spell, 5th-level
Spell, 6th-level
Spell, 7th-level
Spell, 8th-level
Spell, 9th-level
Cost
3 cp per mile
3 sp per day
1 sp per day
2 cp per mile
1 cp
1 sp per mile
Caster lvl x 5 gp
Caster lvl x 10 gp
Caster lvl x 20 gp
Caster lvl x 30 gp
Caster lvl x 40 gp
Caster lvl x 50 gp
Caster lvl x 60 gp
Caster lvl x 70 gp
Caster lvl x 80 gp
Caster lvl x 90 gp
Potion or Oil
Cost
50 gp
Cure light wounds (1d8+1hp)
50 gp
Endure elements
50 gp
Hide from animals
50 gp
Hide from undead
50 gp
Jump
50 gp
Mage armor
50 gp
Magic fang
50 gp
Magic stone
50 gp
Magic weapon
50 gp
Pass without trace
50 gp
Protection from (alignment)
50 gp
Remove fear
50 gp
Sanctuary
50 gp
Shield of faith +2
50 gp
Shillelagh
100 gp
Bless weapon
250 gp
Enlarge person
250 gp
Reduce person
300 gp
Aid
300 gp
Barkskin +2
300 gp
Bear's endurance (+4 Con)
300 gp
Blur
300 gp
Bull's strength (+4 Str)
300 gp
Cat's grace (+4 Dex)
Cure moderate wounds (2d8+3hp) 300 gp
300 gp
Darkness
300 gp
Darkvision
300 gp
Delay poison
300 gp
Eagle's splendor (+4 Cha)
300 gp
Fox's cunning (+4 Int)
300 gp
Invisibility
300 gp
Lesser restoration
300 gp
Levitate
300 gp
Misdirection
300 gp
Owl's wisdom (+4 Wis)
300 gp
Protection from arrows 10/magic
300 gp
Remove paralysis
300 gp
Resist energy (type) 10
300 gp
Shield of faith +3
300 gp
Spider climb
300 gp
Undetectable alignment
600 gp
Barkskin +3
600 gp
Shield of faith +4
700 gp
Resist energy (type) 20
750 gp
Cure serious wounds (3d8+5hp)
750 gp
Daylight
750 gp
Displacement
750 gp
Flame arrow
750 gp
Fly
750 gp
Gaseous form
750 gp
Greater magic fang +1
750 gp
Greater magic weapon +1
750 gp
Haste
750 gp
Heroism
750 gp
Keen edge
750 gp
Magic circle against (alignment)
750 gp
Magic vestment +1
750 gp
Neutralize poison
750 gp
Nondetection
750 gp
Protection from energy (type)
750 gp
Rage
750 gp
Remove blindness/deafness
750 gp
Remove curse
750 gp
Remove disease
750 gp
Tongues
750 gp
Water breathing
750 gp
Water walk
900 gp
Barkskin +4
900 gp
Shield of faith +5
1,050
gp
Good hope
1,100
gp
Resist energy (type) 30
1,200 gp
Barkskin +5
1,200 gp
Greater magic fang +2
1,200 gp
Greater magic weapon +2
1,200 gp
Magic vestment +2
Protection from arrows 15/magic 1,500 gp
1,800 gp
Greater magic fang +3
1,800 gp
Greater magic weapon +3
1,800 gp
Magic vestment +3
2,400 gp
Greater magic fang +4
2,400 gp
Greater magic weapon +4
2,400 gp
Magic vestment +4
Cost
10 gp
20 gp
50 gp
110 gp
25 gp
20 gp
2 gp
50 gp
30 gp
1 gp
Type
Initial Damage
Contact DC 13
Carrion crawler brain juice
Paralysis (2d6 min)
Contact DC 13
Nitharit
0
Contact DC 16
Sassone leaf residue
2d12 hp
Contact DC 16
Malyss root paste
1 Dex
Contact DC 16
Terinav root
1d6 Dex
Contact DC 20
Black lotus extract
3d6 Con
Contact DC 26
Dragon bile
3d6 Str
Ingested DC 11
Striped toadstool
1 Wis
Ingested DC 13
Arsenic
1 Con
Ingested DC 14
Id moss
1d4 Int
Ingested DC 15
Oil of taggit
0
Ingested DC 17
Lich dust
2d6 Str
Ingested DC 18
Dark reaver powder
2d6 Con
Inhaled DC 15
Ungol dust
1 Cha
Inhaled DC 15
Insanity mist
1d4 Wis
Inhaled DC 18
Burnt othur fumes
1 Con1
Injury DC 11
Black adder venom
1d6 Con
Injury DC 12
Bloodroot
0
Injury DC 13
Drow poison
Unconscious (1d3 hrs)
Injury DC 13
Greenblood oil
1 Con
Injury DC 14
Blue whinnis
1 Con
Shadow essence
1 Str1
Injury DC 17
Wyvern poison
Injury DC 17
2d6 Con
Giant wasp poison
Injury DC 18
1d6 Dex
Deathblade
Injury DC 20
1d6 Con
Purple worm poison
Injury DC 24
1d6 Str
Tiny centipede poison
Injury DC 11
1 Dex
Small centipede poison
Injury DC 11
1d2 Dex
Medium centipede poison
Injury DC 13
1d3 Dex
Large centipede poison
Injury DC 16
1d4 Dex
Huge centipede poison
Injury DC 18
1d6 Dex
Gargantuan centipede poison Injury DC 26
1d8 Dex
Colossal centipede poison
Injury DC 36
2d6 Dex
Tiny scorpion poison
Injury DC 11
1d2 Str
Small scorpion poison
Injury DC 11
1d3 Str
Medium scorpion poison
Injury DC 15
1d4 Str
Large scorpion venom
Injury DC 18
1d6 Str
Huge scorpion poison
Injury DC 26
1d8 Str
Gargantuan scorpion poison
Injury DC 36
2d6 Str
Colossal scorpion poison
Injury DC 54
2d8 Str
Tiny spider venom
Injury DC 11
1d2 Str
Small spider venom
Injury DC 11
1d3 Str
Medium spider venom
Injury DC 14
1d4 Str
Large spider venom
Injury DC 16
1d6 Str
Huge spider venom
Injury DC 22
1d8 Str
Gargantuan spider venom
Injury DC 31
2d6 Str
Colossal spider venom
Injury DC 35
2d8 Str
Bebilith venom
Injury DC 20
1d6 Con
Devilseye
Injury DC 212
1 point of SR4
Lifebane
Injury DC 203
1d6 Con
Eyeblast
Blindness (permanent)
Contact DC 22
Balor bile
1d6 Str
Contact DC 25
3
Vilestar
2d6 Str
Contact DC 24
Sasson juice
1d4 Dex
Inhaled DC 18
Sufferfume
1 all scores
Inhaled DC 20
Urthanyk
1d6 Str
Inhaled DC 19
Mist of Nourn
1d8 Con
Inhaled DC 25
Ishentav
1d6 Str
Inhaled DC 13
Burning angel wing fumes
1d6 Cha
Inhaled DC 18
Basilisk breath
1d6 Con
Inhaled DC 172
Alforna
1d2 Str
Injury DC 11
Banelar essence
2d4 Con
Injury DC 11
Choldrith toxin
Paralysis (2d6 min)
Injury DC 15
Fang dragon venom
1 Con1
Injury DC 15
Gray whinnis
Injury DC 20
1d4 Con
Haluroot
Injury DC 13
1d2 Wis
Redek vine extract
Injury DC 17
2d6 Dex
Rill leaf
Injury DC 14
1d2 Cha
Shreef oil
Injury DC 12
1d2 Str + 1d2 Dex
Vapid leaf extract
Injury DC 16
Dazed (euphoric) (1 rnd)
Aboleth oil
Contact DC 19
0
Anemis
Contact DC 16
1d4 Str
Crippling vine
Contact DC 13
1d4 Str + 1d4 Con
Horror weed extract
Contact DC 20
1 Wis
Mesmer paste
Contact DC 15
Dazzled
Sleeping weed
Contact DC 13
Slowed
Thever paste
Contact DC 12
0
Wraith sheen
Contact DC 16
1d2 Con
Adlevine extract
Ingested DC 14
1d4 Wis, +2 Con bonus
Cretel leaf residue
Ingested DC 14
1d4 Con, +2 Dex bonus
Culum powder
Ingested DC 12
1 Dex
Faralin
Ingested DC 14
1d4 Dex, +2 Str bonus
Lockjaw
Ingested DC 11
Can't speak
Retch
Ingested DC 15
Nausea
Asabi mist
Inhaled DC 12
1d4 Con
Brain dust
Inhaled DC 12
Confusion
Raeliss smoke
Inhaled DC 15
1d6 Cha
Roshon vapor
Inhaled DC 15
1d4 Int
Scorcher fumes
Inhaled DC 18
Lose scent (1d6 x 10 min)
Thever fumes
Inhaled DC 18
0
1Permanent drain, not temporary damage.
2Affects outsiders otherwise immune to poison.
3Damage is vile damage.
4Damage to SR returns at the same rate as ability score damge.
Cost
200 gp
650 gp
300 gp
500 gp
750 gp
4,500 gp
1,500 gp
180 gp
120 gp
125 gp
90 gp
250 gp
300 gp
1,000 gp
1,500 gp
2,100 gp
120 gp
100 gp
75 gp
100 gp
120 gp
250 gp
3,000 gp
210 gp
1,800 gp
700 gp
40 gp
90 gp
110 gp
150 gp
210 gp
950 gp
2,900 gp
90 gp
100 gp
175 gp
200 gp
1,200 gp
3,000 gp
9,000 gp
90 gp
100 gp
150 gp
175 gp
1,000 gp
2,500 gp
3,000 gp
900 gp
1,000 gp
2,000 gp
500 gp
1,000 gp
6,000 gp
500 gp
1,200 gp
2,000 gp
7,000 gp
500 gp
2,800 gp
2,500 gp
75 gp
300 gp
1,200 gp
300 gp
3,000 gp
150 gp
1,500 gp
120 gp
100 gp
250 gp
2,500 gp
750 gp
180 gp
600 gp
300 gp
500 gp
1,500 gp
150 gp
150 gp
150 gp
100 gp
150 gp
250 gp
120 gp
1,000 gp
1,300 gp
2,000 gp
3,100 gp
800 gp
3,000 gp
Land Mount:
AL.
CR
Book Page
Arcadian Pony
Black Unicorn
Camel
Dire Boar
Dire Lion
Dire Wolf
Dire Wolverine
Dog, Riding
Donkey/Mule
Elephant
Frost Worm
Gasper
Gathra
Giant Ant
Giant Strider
Grizzly Mastodon
Horse, Heavy
Horse, Light
Howler
Indricothere
Kuldurath
Lizard, Riding
Nic'Epona
Pony
Purple Worm
Rhinoceros
Spider, Large
Unicorn
War Pony
Warhorse, Heavy
Warhorse, Light
Worg
LN
CE
N
N
N
N
N
N
N
N
N
N
LE
N
N
N
N
N
CE
N
N
N
N
N
N
N
N
CG
N
N
N
NE
1
3
1
4
5
3
4
1
1\6
7
12
10
10
1
1
13
1
1
3
9
8
1
1
1\4
12
4
2
3
1\2
2
1
2
Folder
MoF
MM1
MM1
MM1
MM1
MM1
MM1
MM1
MM1
MM1
PlHB
FF
MM1
MoF
MM2
MM1
MM1
MM1
FF
FF
A&EG
PlHB
MM1
MM1
MM1
MM1
MM1
MM1
MM1
MM1
MM1
Flying Mount:
AL.
CR
Book Page
Asperi
Buraq
Canaloth
Dire Bat
Ecalypse
Giant Dragonfly
Giant Eagle
Giant Owl
Giant Wasp
Griffon
Hippogriff
Nightmare
Pegasus
Slasrath
Soarwhale
Spider Eater
War Bat
NG
NG
NE
N
N
N
NG
NG
N
N
N
NE
CG
N
N
N
N
4
3
5
2
9
1
3
3
3
4
2
5
3
7
15
5
5
Water Mount:
AL.
CR
Dolphin
Elsewhale
Giant Sea Horse
Hippocampus
N
NG
N
N
1
7
1
2
Pets:
AL.
CR
Book Page
Astral Streaker
Boar, Spittle
Cow, Sand
Dog, guard
Ethyk
Homucunlous, Elemental
Hound, Aoskian
Hound, Spectral
LN
N
N
N
N
N
CE
1\6
2
1
1\3
1\2
2
2
Folder
Folder
Folder
MM1 271
Folder
Folder
Folder
Folder
UNUSUAL MATERIALS
Weapons
Book Page
Abyssal Bloodiron
Adamantine
Aurorum
Baatorian Green Steel
Frystalline
Gehennan Morghuth-Iron
Iron, Cold
Pandemonic Silver
PLHB 69
DMG 283
BoED 38
A&E 13
BoED 38
A&E 14
DMG 284
Cwar 136
Serren
Silver, Alchemical
Starmetal
Solarian True-Steel
Thinaun
BoED 38
DMG 284
Carc 141
BoED 38
Cwar 136
Book Page
Light
Weapon
MM2
Folder
MM3
MM1
MotP
A&EG
MM1
MM1
MM1
MM1
MM1
MM1
MM1
FF
A&EG
MM1
MM2
65 gp
3,000 gp
60 gp
500 gp
600 gp
450 gp
500 gp
150 gp
8 gp
600 gp
20,000 gp
22,500 gp
12,000 gp
300 gp
15,000 gp
15,000 gp
200 gp
75 gp
800 gp
9,000 gp
15,000 gp
1,300 gp
32,000 gp
30 gp
20,000 gp
250 gp
2,000 gp
3,000 gp
100 gp
400 gp
150 gp
2,500 gp
83
270
63
63
65
66
272
272
272
111
124
80
284
51
123
273
273
154
100
116
82
130
277
211
278
289
249
277
273
274
256
25
Cost
9,000 gp
9,000 gp
9,000 gp
350 gp
14,000 gp
800 gp
5,000 gp
5,000 gp
1,550 gp
8,500 gp
4,500 gp
9,000 gp
4,000 gp
10,000 gp
10,500 gp
6,000 gp
6,000 gp
200
62
170
90
93
205
285
139
152
194
206
158
89
234
66
Book Page
A&EG 81
PlHB 117
Folder
SW 153
OneHanded
Cost
Cost
120 gp
8,000 gp
150 gp
1,500 gp
Cost
3 gp
10 gp
17 gp
25 gp
150 gp
750 gp
150 gp
6,500 gp
TwoHanded
Ammo
H. Armor
Shield
char
player
race
size
class / lvl
TEMP
FLAT
TCH
spd
fly
TEMP
INT
WIS
GRAPPLE
size
class / lvl
BAB
FLAT
TCH
spd
fly
TEMP
Diplo.
Hide
STR
INT
DEX
WIS
CHR
CON
Listen
FORT
Hide
CHR
Search
hp
Init
Hit Dice
(
(
char
FORT
race
class / lvl
TEMP
FULL
FLAT
TCH
hp
INT
WIS
class / lvl
TEMP
BAB
Hide
FULL
FLAT
STR
INT
DEX
WIS
Search
TCH
hp
Init
Hit Dice
(
(
char
class / lvl
TEMP
class / lvl
FULL
FLAT
TCH
INT
WIS
FORT
FORT
hp
fly
Init
Hit Dice
char
TEMP
class / lvl
FULL
FLAT
TCH
hp
Hit Dice
Init
(
(
BAB
GRAPPLE
Hide
Listen
Move Sil.
FORT
Search
Spellcraft
REF
Spot
WILL
hp
spd
fly
char
STR
INT
DEX
WIS
player
class / lvl
FULL
FLAT
TCH
Hide
CHR
languages
Listen
Move Sil.
FORT
Search
Climb
STR
INT
DEX
WIS
GRAPPLE
Diplo.
Hide
CON
CHR
languages
Listen
Move Sil.
FORT
Search
Spellcraft
REF
Spot
WILL
hp
Hit Dice
Init
Conc.
Jump
Spellcraft
REF
fly
BAB
Jump
CON
spd
AC
Conc.
Diplo.
faction
size
class / lvl
TEMP
Climb
Init
Hit Dice
race
GRAPPLE
Conc.
Diplo.
CHR
languages
BAB
Conc.
INT
WIS
AL
AC
Spot
WILL
STR
DEX
faction
size
class / lvl
Spellcraft
REF
TCH
player
race
Search
FLAT
fly
Climb
CON
Search
Listen
FULL
Spellcraft
Move Sil.
spd
class / lvl
Jump
Listen
Hide
faction
size
class / lvl
AC
Move Sil.
Diplo.
player
Conc.
spd
char
Spot
BAB
CHR
Hide
Jump
anguages
Climb
Diplo.
WILL
AL
GRAPPLE
Init
Hit Dice
TEMP
GRAPPLE
REF
faction
size
player
race
hp
BAB
Spot
(
fly
CHR
languages
Spellcraft
WILL
Search
Spellcraft
Spot
Climb
CON
Listen
REF
FORT
Jump
Move Sil.
FORT
Listen
Move Sil.
spd
class / lvl
Conc.
Diplo.
CHR
CHR
race
Jump
anguages
Hide
WILL
AL
AC
Climb
Diplo.
REF
faction
size
Conc.
player
race
fly
Init
Hit Dice
char
AL
GRAPPLE
GRAPPLE
Spot
WILL
spd
class / lvl
INT
WIS
languages
Search
REF
faction
size
STR
DEX
Spellcraft
player
BAB
Climb
CON
Listen
Spot
WILL
TCH
fly
Jump
Move Sil.
languages
Spellcraft
REF
spd
Jump
Move Sil.
anguages
FLAT
Conc.
Diplo.
Jump
faction
class / lvl
FULL
AC
Climb
GRAPPLE
size
class / lvl
BAB
Conc.
player
race
faction
class / lvl
FULL
char
AL
AC
Climb
player
race
faction
class / lvl
FULL
char
AL
Spot
WILL
hp
Hit Dice
Init