D&D4e Rules
Basic Mechanics

Skills & Broad Uses

Strength Checks
Carry, Lift, Drag
Str Attacks
Athletics

Dexterity Checks
Dex Attacks
Acrobatics
Stealth
Thievery

Constitution Checks
Con Attacks
Endurance
Other Hazards
Intelligence Checks
Int Attacks
Arcana
Detect Magic
History
Religion

Wisdom Checks
Wis Attacks
Heal
Dungeoneering
Insight
Recognize Illusions
Nature
Perception

Charisma Checks
Cha Attacks
NPC Reactions
Bluff
Diplomacy
Intimidate
Streetwise
Languages

Movement & Actions
Actions Per Round
Types of Actions
Opportunity Actions
Immediate Actions
Talking Actions

Overland Travel

Combat
Defense Scores
Combat Modifiers
Combat Advantage
Combat Superiority
Area of Effect
Common Armors
Common Weapons
Weapon Properties
Weapon Sizes
Healing, Death & Dying
Resting
Saving Throws
Conditions
Falling Damage

Light Sources
Concealment

Magic Items

Planned Rewards By Level

Misc. House Rules
Damage Severity
Sizes & Encumbrance
Quick NPC Reactions
Commands To NPCs
Crafting & Building

BASIC MECHANICS

Make an attack or skill roll...

1d20 + ABILITY MODIFIER + LEVEL MODIFIER +/- OTHER MODIFIERS
   
Score 30-31 ... +10
Score 28-29 ... +9
Score 26-27 ... +8
Score 24-25 ... +7
Score 22-23 ... +6
Score 20-21 ... +5
Score 18-19 ... +4
Score 16-17 ... +3
Score 14-15 ... +2
Score 12-13 ... +1
Score 10-11 ... +0
Score 8-9 ... -1
Score 6-7 ... -2
Score 4-5 ... -3
Score 2-3 ... -4
Score 1 ... -5
 
Level 30 ... +15
Level 28-29 ... +14
Level 26-27 ... +13
Level 24-25 ... +12
Level 22-23 ... +11
Level 20-21 ... +10
Level 18-19 ... +9
Level 16-17 ... +8
Level 14-15 ... +7
Level 12-13 ... +6
Level 10-11 ... +5
Level 8-9 ... +4
Level 6-7 ... +3
Level 4-5 ... +2
Level 2-3 ... +1
Level 1 ... +0
 
Feats
Racial Features
Class Features
Power Effects
Skill Training
Weapon Accuracy
Enchantment Bonus
Combat Advantage
Cover
Concealment
Aid from Allies
etc.

...aiming for a total equal or greater to the target's Defense or task's Difficulty Class.

DIFFICULTY CLASS BY LEVEL

LEVEL EASY MODERATE HARD   Threat scale based on location...
1 8 12 19   Farms within protected lands of the Mortal World
2 9 13 20   Settlements within protected lands of the Mortal World
3 9 13 21   Orc realms; cities within settled lands of the Mortal World
4 10 14 21   Eladrin realms; benign areas of the Feywild or Shadowfell
5 10 15 22   Patrolled trade routes between "points of light" in the Mortal World
6 11 15 23   Gnoll realms; remote borderlands in the Mortal World
7 11 16 23   Remote borderlands in the Feywild or Shadowfell
8 12 16 24   Duergar realms; benign undersea realms in the Mortal World
9 12 17 25   Wilderness in the Mortal World
10 13 18 26   Vampire realms in the Shadowfell; wilderness in the Feywild or Shadowfell
11 13 19 27   Troll or drow realms; shallows of the Underdark; hostile undersea realms
12 14 20 28   Githyanki realms; heavily patrolled wards in Sigil (Lady's Ward, Market Ward)
13 14 20 29   Kuo-toa realms; gate-towns and satellite realms in the Astra Sea
14 15 21 29   Moderately patrolled wards in Sigil (Clerk's Ward, Guildhall Ward)
15 15 21 30   Savage wilderness in Mortal, Feywild or Shadowfell realms
16 16 22 31   Poorly patrolled wards in Sigil (The Lower Ward, The Hive)
17 16 23 31   Fomorian realms in the Feydark; aboleth realms of the deep Underdark
18 17 23 32   Illithid realms; unpatrolled wards in Sigil (The Slags, UnderSigil)
19 17 24 33   Wilderness in the deep Underdark
20 18 25 34   Mostly stable elemental realms (City of Brass, Duchy of Fume)
21 19 26 35   Benign astral realms (Arvandor, Celestia, Hestavar)
22 20 27 36   Trade cities within the Abyss (Zelatar)
23 20 27 37   Unstable elemental realms
24 21 18 37   Uncharted areas of the Astral Sea
25 21 29 38   Barren astral realms (Carceri, Pandemonium, Pluton, Shom)
26 22 29 39   Most realms within the Abyss
27 22 30 39   Hostile astral realms (Baator, Chernoggar, Kalandurren, Tytherion)
28 23 30 40   Courts of lesser immortals in the Astral Sea
29 23 31 41   Courts of greater immortals in the Astral Sea
30 24 32 42   Courts of demon princes in the Abyss


AID ANOTHER
* Action: Standard action. When a creature takes this action, it chooses a target adjacent to it.
* DC: The assisting creature makes a skill check or an ability check against a DC equal to 10 + one-half its level.
* Success: The target gains a +2 bonus to the next check using the same skill or ability before the end of the assisting creature's turn.
* Failure: The target takes a -1 penalty to the next check using the same skill or ability before the end of the assisting creature's next turn. This penalty represents the distraction or interference caused by the failed assistance.
* A creature can affect a particular check only once using the Aid Another action. However, up to four creatures can us aid another to affect a single check. In certain circumstances, the DM might decide that only fewer than four creatures - or even no creatures - can try to aid a check. For instance, it is unlikely that more than one creature can assist in picking a lock.

SKILL CHALLENGE COMPLEXITY
Number of successful skill check rolls needed before rolling 3 failures, ending the challenge.

COMPLEXITY# SUCCESSES needed......before # FAILURESAdvantagesTypical DCs
143-4 moderate
263-5 moderate, 1 hard
38326 moderate, 2 hard
410347 moderate, 3 hard
512368 moderate, 4 hard


ADVANTAGES
For each Advantage allowed by degree of Complexity, the DM and/or players may apply one of the following effects...
* One success against a Hard DC may count as two successes, one Hard and one Moderate DC check.
* One success against a Hard DC removes one failure instead of counting as a success.
* One success against an Easy DC may count as a success against a Moderate DC.
* One success against a Moderate DC counts as a success even though a character making the check has already used the same skill to gain success against a Moderate DC during this challenge.


CREATURE STATS BY LEVEL

    Defenses     Hit Points
Level XP AC F/R/W Attack Damage Low Medium High
1 100 xp 1513 1d20+6 Severity 4 30/15 32/16 34/17
2 125 xp 1614 1d20+7 Severity 4 36/18 40/20 44/22
3 150 xp 1715 1d20+8 Severity 5 42/21 48/24 54/27
4 175 xp 1816 1d20+9 Severity 5 48/24 56/28 64/32
5 200 xp 1917 1d20+10 Severity 5 54/27 64/32 74/37
6 250 xp 2018 1d20+11 Severity 6 60/30 72/36 84/42
7 300 xp 2119 1d20+12 Severity 6 66/33 80/40 94/47
8 350 xp 2220 1d20+13 Severity 6 72/36 88/44 104/52
9 400 xp 2321 1d20+14 Severity 7 78/39 96/48 114/57
10 500 xp 2422 1d20+15 Severity 7 84/42 104/52 124/62
11 600 xp 2523 1d20+16 Severity 8 90/45 112/56 134/67
12 700 xp 2624 1d20+17 Severity 8 96/48 120/60 144/72
13 800 xp 2725 1d20+18 Severity 8 102/51 128/64 154/77
14 1,000 xp 2826 1d20+19 Severity 9 108/54 136/68 164/82
15 1,200 xp 2927 1d20+20 Severity 9 114/57 144/72 174/87
16 1,400 xp 3028 1d20+21 Severity 9 120/60 152/76 184/92
17 1,600 xp 3129 1d20+22 Severity 10 126/63 160/80 194/97
18 2,000 xp 3230 1d20+23 Severity 10 132/66 168/84 204/102
19 2,400 xp 3331 1d20+24 Severity 10 138/69 176/88 214/107
20 2,800 xp 3432 1d20+25 Severity 11 144/72 184/92 224/112
21 3,200 xp 3533 1d20+26 Severity 11 150/75 192/96 234/117
22 4,150 xp 3634 1d20+27 Severity 12 156/78 200/100 244/122
23 5,100 xp 3735 1d20+28 Severity 12 162/81 208/104 254/127
24 6,050 xp 3836 1d20+29 Severity 12 168/84 216/108 264/132
25 7,000 xp 3937 1d20+30 Severity 13 174/87 224/112 274/137
26 9,000 xp 4038 1d20+31 Severity 13 180/90 232/116 284/142
27 11,000 xp 4139 1d20+32 Severity 13 186/93 240/120 294/147
28 13,000 xp 4240 1d20+33 Severity 14 192/96 248/124 304/152
29 15,000 xp 4341 1d20+34 Severity 14 198/99 256/128 314/157
30 19,000 xp 4442 1d20+35 Severity 15 204/102 264/132 324/162


DAMAGE SEVERITY: Modify as follows: Brutes +2, encounter powers +4, multiple targets affected by hit -2, solos multiply by 1.75. For minions, "take 10" instead of rolling for damage.

HIT POINTS: Artillery, Lurker = Low; Controller, Skirmisher, Solider = Medium; Brute = High; Elite: Hit points x 2; Solo: Hit points x 4

DAMAGE SEVERITY

A faster, cleaner alternative to "#dx+#dx+#" rolling. Roll 1d20 and apply hp damage based on the attack's Severity.

DAMAGE
SEVERITY
1d20 ROLL...
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Severity 111111222223333344444
Severity 211122233334445556666
Severity 311223334455666778899
Severity 423344556678899101011111212
Severity 523445667889101111121313141515
Severity 634567889101112131414151617181919
Severity 7345678910111213141516171819202122
Severity 856789101213141516171820212223242526
Severity 9567910111314151618192022232426272829
Severity 106791012131516181920222325262829313233
Severity 116891112141617192022242527283032333536
Severity 1279111214161819212325262830323335373940
Severity 1379111315171921232426283032343638404243
Severity 14911131517192123252729313335373941434547
Severity 15911131517202224262831333537394244464850
Severity 161012151719222426293133363840434547505254
Severity 171012151720222527303235374042454750525557
Severity 181114161922242730323538404346485154565961
Severity 191114172022252831343639424548505356596264
Severity 201215182124273033363942454851545760636668
Severity 211316192225283134374044475053565962656871
Severity 221417202327303336404346495356596266697275
Severity 231417212427313438414448515558616568727578
Severity 241519222629333640434751545861656872757982
Severity 251519232630343741454852566063677174788285
Severity 261620242832363943475155596366707478828689
Severity 271620242832364044485256606468727680848892
Severity 281822263034384347515559636772768084889296
Severity 291822263135394448525661656974788287919599
Severity 3019232832374146505559636872778186909599103


SKILLS AND THEIR BROAD USES

ACROBATICS (Dex): Stunts; balance; escaping grabs or restraints; reduce damage from falling.

ARCANA (Int): Detect magic; know facts about elemental, fey or shadow monsters; perform some types of rituals; know physics, astronomy, chemistry, mathematics and other sciences; have any knowledge of the Far Realm.

ATHLETICS (Str): Climb; break free from a grab; jump; swim.

ATTACK (varies): Strike targets or show off martial skill; note: not a skill, but can be used as part of a skill challenge.

BLUFF (Cha): Fast-talk; tell convincing lies; practice acts of seduction; create a diversion to hide or make a feint in combat; give a convincing acting performance.

DIPLOMACY (Cha): Communicate with tact and social grace; negotiate deals or agreements; attempt to persuade individuals or groups to action; calm angry mobs or individuals.

DUNGEONEERING (Wis): Navigate while underground; recognize underground hazards; apply knowledge of geology science and mining skills; forage for food and water in the Underdark; know facts about aberrant monsters.

ENDURANCE (Con): Resist fatigue and the effects of starvation, thirst, extreme temperatures or exhaustion; hold one's breath; avoid diseases that are infecting a local population; recover from a current infection of disease.

HEAL (Wis): Give first aid to prevent dying; help treat a disease, substituting for the infected victim's Endurance; recognize components used in healing rituals; assess how wounded a monster might be (percent of hit points remaining).

HISTORY (Int): Know facts about past kingdoms, royal families, famous heroes and various legends; appraise the age and value of art; recognize current and past heraldry; know about fine (high) culture (in medieval societies).

INSIGHT (Wis): Read peoples' body language to intuit true motives and moods; detect lies; recognize illusions.

INTIMIDATE (Cha): Influence the behavior of others through hostile actions, overt threats and deadly persuasion; bully a bloodied enemy into surrendering; terrify people.

NATURE (Wis): Navigate while in wilderness; identify and know facts about plants, animals, weather and terrain; forage for food and water in the wilderness; handle and train animals; know facts about natural monsters.

PERCEPTION (Wis): Notice clues, hidden objects, secret doors. traps or causes of imminent danger; see, hear or smell nearby sensations; spot enemies attempting to use stealth; follow tracks through wilderness.

RELIGION (Int): Know the traditions, myths, dogma and rituals associated with various gods and their followers; recall nuances among different cultures; appeal to spirits in their raw forms; perform some types of rituals; know facts about undead or immortal monsters.

STEALTH (Dex): Move quietly, almost silently; hide in shadows; sneak up on enemies without getting noticed.

STREETWISE (Cha): Gather information from locals in a settlement; carouse and network for minor favors or loans; recognize and contact local professional guilds or organized criminal groups; fence stolen goods; know about popular (low) culture.

THIEVERY (Dex): Disable or remove hidden traps; pick pockets and perform other sleights of hand; open locks.

STRENGTH CHECKS & SKILLS

CARRYING, LIFTING AND DRAGGING...

House rule: Size and shape matter. (In rules-as-written, creatures of all sizes follow the limits listed below for Medium.) This rule only applies to lifting and carrying weights; it does not apply to other Strength-related tasks or modifiers.
» Humanoids: Humans, dwarves, elves, giants, etc. Use weights listed below.
» Quadrupeds+: Centaurs, dragons, spiders, etc. Add 50% to Strength score compared to humanoids; see examples below.

TINY SIZE CREATURESHUMANOIDSQUADRUPEDS+
Normal load (max. carried without penalty)Str. x 2.5 lbs. (1 kg)Str. x 3.75 lbs. (1.7 kg)
Heavy load (max. lift or carry while slowed)Str. x 5 lbs. (2 kg)Str x 7.5 lbs. (3.4 kg)
Maximum drag load (max. push or drag)Str x 11 lbs. (5 kg)Str x 16 lbs. (7.5 kg)

SMALL SIZE CREATURESHUMANOIDSQUADRUPEDS+
Normal load (max. carried without penalty)Str. x 5 lbs. (2 kg)Str. x 7.5 lbs. (3.4 kg)
Heavy load (max. lift or carry while slowed)Str. x 10 lbs. (4.5 kg)Str x 15 lbs. (6.8 kg)
Maximum drag load (max. push or drag)Str x 25 lbs. (11 kg)Str x 37 lbs. (17 kg)

MEDIUM SIZE CREATURESHUMANOIDSQUADRUPEDS+
Normal load (max. carried without penalty)Str. x 10 lbs. (4.5 kg)Str. x 15 lbs. (6.8 kg)
Heavy load (max. lift or carry while slowed)Str. x 20 lbs. (9 kg)Str x 30 lbs. (13.6 kg)
Maximum drag load (max. push or drag)Str x 50 lbs. (22 kg)Str x 75 lbs. (34 kg)

LARGE SIZE CREATURESHUMANOIDSQUADRUPEDS+
Normal load (max. carried without penalty)Str. x 20 lbs. (9 kg)Str. x 30 lbs. (13.6 kg)
Heavy load (max. lift or carry while slowed)Str. x 40 lbs. (18 kg)Str x 60 lbs. (27 kg)
Maximum drag load (max. push or drag)Str x 100 lbs. (45 kg)Str x 150 lbs. (68 kg)

HUGE SIZE CREATURESHUMANOIDSQUADRUPEDS+
Normal load (max. carried without penalty)Str. x 40 lbs. (18 kg)Str. x 60 lbs. (27 kg)
Heavy load (max. lift or carry while slowed)Str. x 80 lbs. (36 kg)Str x 120 lbs. (54 kg)
Maximum drag load (max. push or drag)Str x 200 lbs. (90 kg)Str x 300 lbs. (136 kg)

GARGANTUAN SIZE CREATURESHUMANOIDSQUADRUPEDS+
Normal load (max. carried without penalty)Str. x 80 lbs. (36 kg)Str. x 120 lbs. (54 kg)
Heavy load (max. lift or carry while slowed)Str. x 160 lbs. (72 kg)Str x 240 lbs. (108 kg)
Maximum drag load (max. push or drag)Str x 400 lbs. (180 kg)Str x 600 lbs. (272 kg)

ATTACKS AND POWERS
Basic melee attack ... vs. target's AC
Bull rush ... (push target 1 square, shift into space) ... vs. opponent's Fortitude
Grab an opponent ... vs. opponent's Reflex
Move a grabbed opponent ... vs. opponent's Fortitude
Barbarian Attack 1: Devastating Strike, Howling Strike, Pressing Strike, Recuperating Strike ... vs. target's AC
Fighter Attack 1: Cleave, Reaping Strike, Tide of Iron ... vs. target's AC
Fighter Attack 1: Sure Strike ... +2 to roll vs. target's AC
Paladin Attack 1: Holy Strike ... vs. target's AC
Paladin Attack 1: Valiant Strike ... +1 per adjacent enemy vs. targets' AC
Ranger Attack 1: Careful Attack (melee attack) ... +2 to roll vs. target's AC
Ranger Attack 1: Hit and Run, Twin Strike (melee) ... vs. target's AC
Warden Feature: Warden's Fury ... vs. target's Fortitude
Warden Attack: Earth Shield Strike, Strength of Stone, Thorn Strike, Weight of Earth ... vs. target's AC
Warlord Attack 1: Furious Smash ... vs. target's Fortitude
Warlord Attack 1: Viper's Strike, Wolf Pack Tactics ... vs. target's AC

MISCELLAEOUS STRENGTH ABILITY ACTIONS
Break down wooden door ... DC 16
Break down barred door ... DC 20
Break down stone or iron door ... DC 25
Break down adamantine door ... DC 29
Break through wooden wall (6 in. thick) ... DC 26
Break through masonry wall (1 ft. thick) ... DC 35
Break through hewn stone wall (3 ft. thick) ... DC 43
Break through force portal ... DC 38
Break through natural stone wall (3 ft. thick) ... DC 43
Burst rope bonds ... DC 26
Burst iron chains ... DC 30
Burst adamantine chains ... DC 34
Force open wooden portcullis ... DC 23
Force open iron portcullis ... DC 28
Force open adamantine portcullis ... DC 33
Smash a wooden chest ... DC 19
Smash an iron box ... DC 26
Smash an adamantine box ... DC 32

ATHELTICS SKILL USES (Armor check penalty may apply)

Climb...
- Ladder ... DC 0
- Rope ... DC 10
- Uneven surface (cave wall) ... DC 15
- Rough surface (brick wall) ... DC 20
- Wooden wall ... DC 30
- Slippery surface ... DC +5
- Unusually smooth surface ... DC +5
- Using a climber's kit ... DC -2
- Bracing between two surfaces ... DC -5

Escape from a grab (move action) ... vs. opponent's Fortitude

Jump...
- Standing high jump, distance jumped vertically: Athletics check divided by 10 (round down) equals feet, plus height of jumper.
- Running high jump (min. 2 square/10 feet), distance jumped vertically: Athletics check divided by 5 (round down) equals feet, plus height of jumper.
- Standing long jump, distance jumped horizontally: Athletics check divided by 10 (round down) equals feet.
- Running long jump (min. 2 square/10 feet), distance jumped horizontally: Athletics check divided by 5 (round down) equals feet.

High jump (vertical), long jump (horizontal)...
Athletics roll 1-5 ... 0.5 foot standing / 1 foot running
Athletics roll 6-10 ... 1 foot standing / 2 feet running
Athletics roll 11-15 ... 1.5 feet standing / 3 feet running
Athletics roll 16-20 ... 2 feet standing / 4 feet running
Athletics roll 21-25 ... 2.5 feet standing / 5 feet running
Athletics roll 26-30 ... 3 feet standing / 6 feet running
Athletics roll 31-35 ... 3.5 feet standing / 7 feet running
Athletics roll 36-40 ... 4 feet standing / 8 feet running
Athletics roll 41-45 ... 4.5 feet standing / 9 feet running

Swim...
- Calm water ... DC 10
- Rough water ... DC 15
- Stormy water ... DC 20

- Success: You swim at one-half your speed, or you stay afloat and tread water.
- Fail by 4 or Less: Stay where you are and lose the rest of your move action. You can try again as part of a move action.
- Fail by 5 or More: Sink 1 square and risk suffocation by drowning (details are in Chapter 9 of the Dungeon Master's Guide).
- Uses Movement: Count the number of squares you swim as part of your move.
- Swim Speed: While swimming, creatures that have a swim speed (such as sahuagin) use that speed and do not make Athletics checks to swim.

DEXTERITY CHECKS & SKILLS

ATTACKS AND POWERS
Basic ranged attack ... vs. target's AC
Ranger Attack 1: Careful Attack (ranged attack) ... +2 to roll vs. target's AC
Ranger Attack 1: Nimble Strike, Twin Strike (ranged) ... vs. target's AC
Rogue Attack 1: Deft Strike, Riposte Strike, Sly Flourish ... vs. target's AC
Rogue Attack 1: Piercing Strike ... vs. target's Reflex
Racial Power: Dragonborn Breath Weapon ... +2 to roll vs. target's Reflex

ACROBATICS SKILL USES (Armor check penalty may apply)

Acrobatic stunt ... DC 15
Balance, narrow or unstable surface ... DC 20
Balance, very narrow (< 6 inches) ... DC 25
Balance, narrow and unstable surface ... DC 25
Balance, very narrow and unstable surface ... DC 30
Escape from a grab (move action) ... vs. opponent's Reflex
Escape from restraint in 5 minutes ... DC 20
Escape from restraint as a standard action ... DC 30
Reduce falling damage ... reduce damage by half of roll total

STEALTH SKILL USES (Armor check penalty may apply)

Hiding ... vs. observers' Perception
- Attempting to hide while speaking ... Stealth check -5
- Attempting to hide, moving more than 2 squares ... Stealth check -5
- Attempting to hide while running ... DC -10
- Attempting to hide while holding light source ... automatic failure

THIEVERY SKILL USES (Armor check penalty may apply)

Disable trap..
- Heroic tier trap ... DC 20
- Paragon tier trap ... DC 30
- Epic tier trap ... DC 35
- Using thieves' tools ... +2 to check
- Delaying traps rather than disabling ... +5 to check

Open lock...
- Heroic tier lock ... DC 20
- Paragon tier lock ... DC 30
- Epic tier lock ... DC 35
- Using thieves' tools ... +2 to check

Pick Pocket, normal situation ... DC 20 + target's level
Pick Pocket, during combat ... DC 30 + target's level
Sleight of Hand ... DC 15

CONSTITUTION CHECKS & SKILLS

ATTACKS AND POWERS
Warlock Attack 1: Eldritch Blast, Hellish Rebuke ... vs. target's Reflex
Warlock Attack 1: Dire Radiance ... vs. target's Fortitude
Racial Power: Dragonborn Breath Weapon ... +2 to roll vs. target's Reflex

ENDURANCE SKILL USES (Armor check penalty may apply)

To avoid losing healing surge in extreme condition...
- Severe weather (thunderstorm, blizzard, sandstorm) (check every 8 hours) ... DC 20
- High altitude (mountains, 8,000 to 18,000 feet / 2,500m to 5,500m) (check 8 hrs.) ... DC 21
- Extreme altitude (tallest peaks, more than 18,000 feet / 5,500m) (check every 4 hours) ... DC 26
- Cold (< 32 degrees F / 0 degrees C) (check every 8 hours) ... DC 22
- Frigid cold (< 15 degrees F / -10 degrees C) (check every 4 hours) ... DC 26
- Heat (> 85 degrees F / 30 degrees C) (check every 8 hours) ... DC 22
- Stifling heat (> 105 degrees F / 40 degrees C or less if humid) (check every 4 hours) ... DC 26
- Pervasive smoke or ash (forest fire or nearby volcano eruption) (check every 2 hours) ... DC 26
- Pervasive necromantic energy (check every 2 hours) ... DC 31

Other hazards...
Resist disease, improve state to one better status ... Hard DC by level
Resist disease, maintain state at current status ... Moderate DC by level
Ignore hunger ... DC 10 + 2 per day
Ignore thirst ... DC 15 + 4 per day
Hold breath (each round after 5) ... DC 10 + 1 per round
Swim or tread water (after 1 hour) ... DC 15 + 2 per hour

INTELLIGENCE CHECKS & SKILLS

ATTACKS AND POWERS
Wizard Attack 1: Cloud of Daggers, Magic Missile ... vs. target's Reflex
Wizard Attack 1: Ray of Frost, Thunderwave ... vs. target's Fortitude

ARCANA SKILL USES

Arcane knowledge...
- Heroic common ... DC 15
- Heroic expert ... DC 20
- Heroic master ... DC 25
- Paragon common ... DC 25
- Paragon expert ... DC 30
- Paragon master ... DC 35
- Epic common ... DC 30
- Epic expert ... DC 35
- Epic master ... DC 40

Elemental, fey or shadow monster knowledge...
- Name, type, and keywords ... DC 15
- Powers ... DC 20
- Resistances and vulnerabilities ... DC 25
- Paragon tier creature ... DC +5
- Epic tier creature ... DC +10

Detect Magic...
- Identify conjuration or zone (minor action) ... DC 15 + (power level/2)
- Identify ritual (standard action) ... DC 20 + (ritual level/2)
- Identify magical effect (standard action) ... DC 20 + (effect level/2)
- Sense the presence of magic (1 minute) ... DC 20 + (magic item level/2)

HISTORY SKILL USES

Historical knowledge...
- Heroic common ... DC 15
- Heroic expert ... DC 20
- Heroic master ... DC 25
- Paragon common ... DC 25
- Paragon expert ... DC 30
- Paragon master ... DC 35
- Epic common ... DC 30
- Epic expert ... DC 35
- Epic master ... DC 40

RELIGION SKILL USES

Religion knowledge...
- Heroic common ... DC 15
- Heroic expert ... DC 20
- Heroic master ... DC 25
- Paragon common ... DC 25
- Paragon expert ... DC 30
- Paragon master ... DC 35
- Epic common ... DC 30
- Epic expert ... DC 35
- Epic master ... DC 40

Immortal or undead monster knowledge...
- Name, type, and keywords ... DC 15
- Powers ... DC 20
- Resistances and vulnerabilities ... DC 25
- Paragon tier creature ... DC +5
- Epic tier creature ... DC +10

WISDOM CHECKS & SKILLS

ATTACKS AND POWERS
Avenger Attack 1: Bond of Pursuit, Bond of Retribution, Overwhelming Strike ... vs. target's AC
Avenger Attack 1: Radiant Vengeance ... vs. target's Reflex
Cleric feature: Channel Divinity: Turn Undead ... vs. target's Will
Cleric Attack 1: Lance of Faith, Sacred Flame ... vs. target's Reflex
Cleric Attack 1: Priest's Shield, Righteous Brand ... vs. target's AC
Druid Attack 1: Call of the Beast ... vs. target's Will
Druid Attack 1: Chill Wind, Thorn Whip ... vs. target's Fortitude
Druid Attack 1: Flame Seed, Grasping Claws, Pounce, Savage Rend, Storm Spike ... vs. target's Reflex
Invoker Attack 1: Avenging Light, Grasping Shards ... vs. target's Fortitude
Invoker Attack 1: Divine Bolts, Sun Strike, Vanguard's Lightning ... vs. target's Reflex
Shaman Feature: Spirit's Fangs, Spirit's Shield ... vs. target's Reflex
Shaman Attack 1: Defending Strike, Watcher's Strike ... vs. target's Reflex
Shaman Attack 1: Haunting Spirits, Protecting Strike ... vs. target's Will
Shaman Attack 1: Stalker's Strike, Wrath of Winter ... vs. target's Fortitude

HEAL SKILL USES

First aid...
- Help adjacent character use Second Wind without spending action ... DC 10
- Stabilize a dying character ... DC 15
- Help grant an adjacent ally a saving throw ... DC 15

Treat disease... (replaces effected character's Endurance check if higher)

DUNGEONEERING SKILL USES

Dungeoneering knowledge...
- Heroic common ... DC 15
- Heroic expert ... DC 20
- Heroic master ... DC 25
- Paragon common ... DC 25
- Paragon expert ... DC 30
- Paragon master ... DC 35
- Epic common ... DC 30
- Epic expert ... DC 35
- Epic master ... DC 40

Forage food and water to last 24 hours...
- For one person ... DC 15
- For two to five people ... DC 20
- Cultivated underdark ... DC -5
- Barren underdark ... DC +5

Aberrant monster knowledge...
- Name, type, and keywords ... DC 15
- Powers ... DC 20
- Resistances and vulnerabilities ... DC 25
- Paragon tier creature ... DC +5
- Epic tier creature ... DC +10

INSIGHT SKILL USES

Sense motives, attitudes ... DC 10 + creature's level
Sense outside influence ... DC 25 + effect's level
Recognize effect as illusory ... DC 15 + effect's level

NATURE SKILL USES

Forage food and water to last 24 hours...
- For one person ... DC 15
- For two to five people ... DC 20
- Cultivated underdark ... DC -5
- Barren underdark ... DC +5

Handle animal ... resolve as Skill Challenge of appropriate level

Nature knowledge...
- Heroic common ... DC 15
- Heroic expert ... DC 20
- Heroic master ... DC 25
- Paragon common ... DC 25
- Paragon expert ... DC 30
- Paragon master ... DC 35
- Epic common ... DC 30
- Epic expert ... DC 35
- Epic master ... DC 40

Natural monster knowledge...
- Name, type, and keywords ... DC 15
- Powers ... DC 20
- Resistances and vulnerabilities ... DC 25
- Paragon tier creature ... DC +5
- Epic tier creature ... DC +10

PERCEPTION SKILL USES

Spot or hear a hiding creature ... vs. creature's Stealth

Listen... - Battle in progress ... DC 0
- Normal conversation, ritual casting ... DC 10
- Quiet conversation, whispers ... DC 20
- Battle preparations (weapons drawn, etc.) ... DC 30
- Through a door ... DC +5
- Through a wall ... DC +10
- More than 10 squares away ... DC +2

Spot or Search...
- Barely hidden ... DC 10
- Well hidden ... DC 25
- More than 10 squares away ... DC +2
- Secret door ... Hard DC by level

Find Tracks...
- Soft ground (snow, loose dirt, mud) ... DC 15
- Hard ground (wood or stone) ... DC 25
- Rain or snow since tracks made ... DC +10
- Each day since tracks were made ... DC +2
- Quarry obscured its tracks ... DC +5
- Huge or larger creature ... DC -5
- Group of ten or more ... DC -5

CHARISMA CHECKS AND SKILLS

ATTACKS AND POWERS
Bard Attack 1: Guilding Strike, War Song Strike ... vs. target's AC
Bard Attack 1: Misdirected Mark ... vs. target's Reflex
Bard Attack 1: Vicious Mockery ... vs. target's Will
Paladin Attack 1: Bolstering Strike, Enfeebling Strike ... vs. target's AC
Sorcerer Attack 1: Acid Orb, Burning Spray ... vs. target's Reflex
Sorcerer Attack 1: Chaos Bolt ... vs. target's Will
Sorcerer Attack 1: Dragonfrost, Storm Walk ... vs. target's Fortitude
Warlock Attack 1: Eldritch Blast ... vs. target's Reflex
Warlock Attack 1: Eyebite ... vs. target's Will

House Rule: NPC REACTION TABLES
Converted from GURPS 3rd Edition

Modifiers to any Charisma-based skill check...
+5 to -5 ... Player's role-playing of interaction with NPC.

NPC bias toward PCs' racial, religious or cultural group...
+10 ... Preference: Familial closeness in spirit.
+5 ... Goodwill: Neighborly feelings of inclusion.
+2 ... Tolerance: Generally acceptable, if not loved.
-2 ... Neutrally: Some suspicion will be evidenced.
-5 ... Antipathy: Resentment and aversion.
-10 ... Hatred: Disgust, anger and fear.

BLUFF SKILL USES

Gain combat advantage ... vs. opponent's Insight
Create diversion to hide ... vs. opponent's Insight

DIPLOMACY SKILL USES (Generic Table)

House rule converted from GURPS 3rd Edition

0 or less ... Disastrous: The NPC hates the characters and will act in their worst interest.
1 to 4 ... Very Bad: The NPC dislikes the characters and will act against them if it's convenient to do so.
5 to 9 ... Bad: The NPC cares nothing for the characters and will act against them if he can profit by doing so.
10 to 14 ... Poor: The NPC is unimpressed. He may become hostile if there is much profit in it, or little danger.
15 to 19 ... Neutral: The NPC ignores the characters as much as possible. He is totally uninterested.
20 to 24 ... Good: The NPC likes the characters and will be helpful within reasonable, everyday limits.
25 to 29 ... Very Good: The NPC thinks highly of the characters and will be quite helpful and friendly.
30 or better ... Excellent: The NPC is extremely impressed by the characters, and will act in their best interests at all times, within the limits of his own ability. Merchants will offer very good deals.

INTIMIDATE SKILL USES

Intimidate in shared language ... vs. enemy's Will
- Lack shared language ... Defense Will modifier +2
- Enemy is unfriendly ... Defense Will modifier +5
- Enemy is hostile ... Defense Will modifier +10

STREETWISE SKILL USES

Gathering information from locals after one hour of carousing/networking...
- Typical settlement ... DC 15
- Hostile settlement ... DC 20
- Totally alien settlement ... DC 30
- Information is readily available ... DC -2
- Information is hard to come by ... DC +5
- Information is secret or closely guarded ... DC +10

LANGUAGES

Depending on race, a character starts off knowing two or three languages and the script associated with each. Additional languages may be learned by taking the Linguist feat (PHB p. 198). A character cannot choose the Abyssal or Supernal languages as a 1st-level character.

Language (Script) ... Spoken by...
Common (Common) ... Humans, halflings, tieflings
Deep Speech (Rellanic) ... Mind flayers, githyanki, kuo-toas
Draconic (Iokharic) ... Dragons, dragonborn, kobolds
Dwarven (Davek) ... Dwarves, azer
Elven (Rellanic) ... Elves, eladrin, fomorians
Giant (Davek) ... Giants, orcs, ogres
Goblin (Common) ... Goblins, hobgoblins, bugbears
Primordial (Barazhad) ... Efreets, archons, elementals
Supernal (Supernal) ... Angels, devils, gods
Abyssal (Barazhad) ... Demons, gnolls, sahuagin

MOVEMENT & ACTIONS

SPEED AND ACTIONS IN A ROUND

Roll for initiative (1d20 + Dex bonus + other Initiative modifiers), then follow these steps through each 6-second round for every character and monster in the encounter.

1.) At the start of a character's turn...
- A character suffers hit point loss from ongoing damage effects.
- A character regenerates lost hit points (if the character has regeneration).
- Players resolve or end any other effects with a duration lasting "until the start the character's turn."

2.) A character may perform one of the following combinations of action types during a single turn...
- One standard action, one move action and one minor action.
- One standard action and two minor actions.
- Two move actions and one minor action.
- One move action and two minor actions.
- Three minor actions.

A character may take one immediate action per round, either as a readied action or as the result of something that triggers a special ability. A character may take as many free actions as desired (up to the limits of the DM's common sense). A character also may take as many opportunity actions as become available during a whole round, but only one per combatant turn.

A player may spend one action point once per encounter to grant a character one extra standard, move or minor action during a turn.

Limitations...
- A character that is dying, petrified, stunned or unconscious cannot take any actions.
- A character that is surprised may only take free actions, not standard, move, minor, immediate or opportunity actions.
- A character that is immobilized or restrained cannot move spaces but can take other standard actions, move via a teleport power or be forced to move by a pull, push or a slide.
- A dazed or dominated character may only take one standard action, one move action or one minor action, and cannot take immediate actions or opportunity actions. Dominated characters may only be forced to use at-will powers, not encounter or daily powers.

3.) At the end of a character's turn...
- A character checks saving throws against any effect for which a save ends.
- A character's powers and effects sustained for multiple rounds end unless the character took actions in the round to keep them going.
- Effects which stop at the end of the character's turn now end.

TYPES OF ACTIONS


STANDARD ACTIONS

Administer a potion: Help an unconscious creature consume a potion.
Aid another: Improve an ally's attack roll, defense, skill check, or ability check.
Basic attack: Make a basic attack.
Bull rush: Push a target 1 square and shift into the vacated space.
Charge: Move and then make a melee basic attack or a bull rush. (Note a character can Walk or Run as a Move action, then Charge distance as a Standard action -- essentially a double move ending with an attack, or charge-attack-move to retreat but risk an opportunity attack.)
Coup de grace: Make a critical hit against a helpless enemy.
Equip or stow a shield: Use a shield or put it away.
Grab: Grab an enemy. (Additional opposed Strength check needed to move a grabbed opponent.)
Ready an action: Ready an action to perform when a specified trigger occurs.
Second wind: Spend a healing surge and gain a bonus to defenses (only once per encounter unless boosted by a class power - such as cleric or warlord buffs - or by a magic item).
Total defense: Gain a +2 bonus to all your defenses until the start of your next turn.

MOVE ACTIONS

Crawl: While prone, move up to half your speed.
Escape: Escape a grab and shift.
Run: Move up to your speed + 2; grant combat advantage until next turn.
Stand up: Stand up from prone.
Shift: Move 1 square (5 feet) without provoking opportunity attacks.
Squeeze: Reduce your space by 1, move up to half your speed, and grant combat advantage.
Walk: Move up to your speed.

Note: Moving through the side or corners of squares count the same. (The D&D3.5e rule about "1.5 square cost" for diagonal movement does not apply in D&D4e except that corners may not be used to move around obstacles such as walls.) Difficult terrain squares may cost additional speed counts to enter or cross.

MINOR ACTIONS

Draw or sheathe a weapon: You can draw or sheathe a weapon.
Drink a potion: Consume a potion.
Drop prone: Drop down so that you are lying on the ground.
Load a crossbow: Load a crossbow so that you can fire it.
Open or close a door: Open or close a door or container that isn't locked or stuck.
Pick up an item: Pick up an object in your space or in an unoccupied square within reach.
Retrieve or stow an Item: Retrieve or stow an item on your person.

IMMEDIATE ACTIONS

Readied action: Take your readied action when its trigger occurs.

OPPORTUNITY ACTIONS

Opportunity attack: Make a melee basic attack against an enemy that provokes an opportunity attack.

FREE ACTIONS

Drop held items: Drop any items you currently hold.
End a grab: Let go of an enemy.
Spend an action point: Spend an action point to take an extra action (once per encounter, not in a surprise round).
Talk: Speak a few sentences.

NO ACTION

Delay: Put off your turn until later in the initiative order.

OTHER ACTION RULES

ACTIONS DURING OTHER CHARACTERS' TURNS: There are two situations that might allow a character to act outside the normal initiative sequence: opportunity actions and immediate actions.

OPPORUNITY ACTIONS: A character can take one opportunity action during each combatant's turn. An opportunity action (usually an opportunity attack) is triggered in two ways...

1.) ...when an opponent moves more than one square out of an adjacent space that the character threatens. (A single square shift -- the free "5-foot step" -- does not provoke an opportunity attack.)

2.) ...when an opponent uses a ranged or area power from an adjacent square space that the character threatens.

(In D&D3e/3.5e, some combat actions such as fighting unarmed could trigger an opportunity attack; not so in D&D4e rules.)

IMMEDIATE ACTIONS: A character can take one immediate action per round, either an immediate interrupt of another character's action or as an immediate reaction. An immediate action must be triggered by an event or an action on another combatant's turn. Note that an immediate interrupt does not guarantee the action stop what triggered it.

House Rule: TALKING ACTIONS...

This house rule sets limits on how much PC heroes may command NPCs during combat. Giving detailed directions requires the use of a standard action, brief or vague orders may be done with a minor action, and single word shouts are free actions. How NPCs interpret such orders is up to the DM. Any communication between PCs count as free actions.

These rules should not apply to powers that affect ally or enemy PCs, even if the flavor description mentions commands or rally cries. (For example, a minor action power that allows all allies within range to shift X number of squares would not require using a standard action to affect NPC allies.)

Standard Action Talking: Speaking several sentences, any full use of the Bluff, Diplomacy or Intimidate or skills during a combat situation. (Streetwise takes one hour per use, follow-up checks may shorter.)

Minor Action Talking: Speaking a few sentences during your turn in a round. Communication to affect NPCs through one-sentence directions ("run for the door on the left," "go alert the city guard," etc.). Attempting to persuade a group of NPCs as a minor action is resolved as a basic Charisma check without no skill bonuses.

Free Action Talking: Speaking a few words whenever able to do so (during your or another character's turn in a round). Directions by one-word commands ("wait," "help," "flee," "attack," "surrender," etc.) and will only affect NPCs who already have a strong opinion about the character's authority (either positive as leader or fearful as enemy).

OVERLAND TRAVEL RATES

Speed Per Day Per Hour Per Minute Examples
1 5 miles 0.5 mile 50 ft.  
2 10 miles 1 mile 100 ft.  
3 15 miles 1.5 miles 150 ft. rowboat
4 20 miles 2 miles 200 ft.  
5 25 miles 2.5 miles 250 ft. dwarf, cart, wagon
6 30 miles 3 miles 300 ft. human, halfling
7 35 miles 3.5 miles 350 ft. elf, sailing ship
8 40 miles 4 miles 400 ft. troll, warhorse, wolf
9 45 miles 4.5 miles 450 ft.  
10 50 miles 5 miles 500 ft. riding horse
11 55 miles 5.5 miles 550 ft.  
12 60 miles 6 miles 600 ft.  
13 65 miles 6.5 miles 650 ft.  
14 70 miles 7 miles 700 ft.  
15 75 miles 7.5 miles 750 ft. griffon in flight

TERRAIN AND MOVEMENT MODIFIERS
Distance Multiplier ... Terrain
x 0.5 ... Mostly difficult terrain: dense forests, mountains, deep swamps, rubble-choked ruins
x 0.75 ... Extensive difficult terrain: forests, hills, swamps, crumbling ruins, natural caves, cities
x 1 ... Very little difficult terrain: open fields, plains, roads, clear dungeon corridors

COMBAT


TARGET DEFENSE SCORES


Base Defense: All defenses start with 10 + one-half your level.

Armor Class: Add the armor bonus of the armor you wear and the shield bonus of the shield you carry. (See: COMMON ARMORS.) If you're wearing light armor or no armor, also add your Dexterity modifier or Intelligence modifier, whichever is higher.

Fortitude: Add your Strength modifier or Constitution modifier, whichever is higher.

Reflex: Add your Dexterity modifier or Intelligence modifier, whichever is higher. If you're using a shield, add its shield bonus.

Will: Add your Wisdom modifier or Charisma modifier, whichever is higher.

Other modifiers that may apply: Racial or feat bonuses; an enhancement bonus (usually from a neck slot magic item); an item bonus; a power bonus; or other untyped bonuses (cover, concealment, etc.).

COMBAT ATTACK MODIFIERS

The following modifiers apply to all melee, ranged and magic attacks unless noted otherwise...

+2 ... Combat advantage against target (see list below)
-2 ... Attacker is prone (lying flat on ground, move action to get up)
-2 ... Attacker is restrained
-2 ... Target has cover (around corner, protected by terrain)
-5 ... Target has superior cover (behind window or arrow slit)
-2 ... Target has concealment (adjacent obscured square) (melee and ranged only)
-5 ... Target has total concealment (invisible, distant obscured square) (melee and ranged only)
-2 ... Long range (weapon attacks only), more than number before the slash but equal to or less than the number after the slash.
+1 ... Charge attack (melee only)

COMBAT ADVANTAGE

An attacker gains a +2 bonus against a targeted defender who is...

Balancing ... (see D&D4e PH p. 180)
Blinded ... (see D&D4e PH p. 277)
Climbing ... (see D&D4e PH p. 182)
Dazed ... (see D&D4e PH p. 277)
Flanked by the attacker ... (see D&D4e PH p. 285)
Helpless ... (see D&D4e PH p. 277)
Prone (melee attacks only) ... (see D&D4e PH p. 277)
Restrained ... (see D&D4e PH p. 277)
Running ... (see D&D4e PH p. 291)
Squeezing ... (see D&D4e PH p. 292)
Stunned ... (see D&D4e PH p. 277)
Surprised ... (see D&D4e PH p. 277)
Unable to see the attacker ... (see D&D4e PH p. 281)
Unaware of you ... (see D&D4e PH p. 188)
Unconscious ... (see D&D4e PH p. 277)

Once per encounter, a character can try to gain combat advantage against a target by making a Bluff check (see D&D4e PH p. 183)

COMBAT SUPERIORITY (Fighter Class Feature)

If the enemy's movement causes it to leave a square the fighter threatens, an opportunity attack and chance to halt move can be made. However, shifts, teleports, pulls, pushes and slides don't count. Also, if the fighter is dazed, stunned or surprised, this class feature cannot be used.

In effect, moving directly away from a fighter's square probably only provokes one opportunity attack, while moving past a fighter's square through the first corner, side and last corner squares probably provokes three opportunity attacks -- each hit spoiling one Move action. Second Move actions can be made to keep going, and presumably even third Move actions may be forced by spending an Action Point if possible. Shifting does not provoke an opportunity attack, even if the target is shifting multiple squares.

From the Player's Handbook 1: You gain a bonus to opportunity attacks equal to your Wisdom modifier. An enemy struck by your opportunity attack stops moving, if a move provoked the attack. If it still has actions remaining, it can use them to resume moving (either by uses a second Move action and/or spending an Action Point).

If an enemy leaves a square adjacent to you, you can make an opportunity attack against that enemy. However, you can't make one if the enemy shifts or teleports or is forced to move away by a pull, a push, or a slide. (Shifting out of a threatened space does not provoke an opportunity attack.)

A target that is running (adding two squares to its Speed for each move action) grants combat advantage. For opportunity attacks, this fact only means a +2 bonus to hit the target. (Once per encounter, a character can try to gain combat advantage against a target by making a Bluff check; see DnD4e PHB1 p. 183. Some powers also have additional effects with combat advantage. Neither option comes into play for opportunity attacks.)

If you are affected by a condition that prevents you from taking opportunity actions (such as dazed, stunned, surprised, or unconscious), you cannot use the Combat Superiority class feature.

Combat Challenge (marking an enemy) is not a prerequisite for Combat Superiority. Whenever a marked enemy that is adjacent to a fighter shifts or makes an attack that does not include the marking fighter, that fighter can make a melee basic attack against that enemy as an immediate interrupt. (Such an attack does not halt movement unless the above rule also applies.)

There is no limit to the number of opportunity attacks a character may make during a round, but all such attacks are only melee basic attacks (Strength vs. AC; Hit: 1[W] + Strength modifier damage; Increase damage to 2[W] + Strength modifier at 21st level). Other class or magic item powers cannot be used as opportunity attacks (unless otherwise noted).

Several feats can factor into opportunity attacks. Having the Combat Reflexes feat gives you a +1 bonus to attack rolls with opportunity attacks. The Blade Opportunist feat grants a +2 bonus to opportunity attack rolls with a heavy blade or a light blade. (A bonus that's untyped -- such as one expressed as simply a "+2 bonus" -- usually applies only in certain situations. These situational bonuses reward particular combat tactics.)

The Defensive Mobility feat grants a +2 bonus to AC against opportunity attacks. The Distracting Shield feat means a target hit by opportunity attack takes -2 to attack rolls. The Potent Challenge feat allows a Con 15+ fighter to add Con modifier damage to a target hit with an opportunity attack.

AREA OF EFFECT FOR POWERS

All areas are measured in square shapes. When a character makes an area attack, separate attack rolls are made against each target in the area of effect but only one damage roll is made to harm all affected targets equally.

Blast 3"Blast 3" affects a 3-by-3 square adjacent the character (essentially a cone fanning out from the character). Here is an illustration of a Blast 3 effect...

Using a blast power while adjacent to an opponent's square provokes an opportunity attack.

Close Burst 1"Close Burst" is centered on the character as the point of radius. Here is an example of a Close Burst 1 effect...

Anything with "close" keyword does not provoke opportunity attack actions.

Burst 2"Burst 2 within 10" affects a square as the point of origin within a range of 10 squares, then applies to a 2 square radius from the target square. The end result would be a 5-by-5 square area ("radius of effect"). Here is an example of Burst 2 within 10 if the target is within a 10 square (50 foot) range of the character invoking the power...

Using a burst power while adjacent to an opponent's square provokes an opportunity attack.

COMMON ARMORS

Armor Type AC Bonus Check Modf. Speed Price Weight
Cloth armor Light 0 — — 1 g.p. 4 lb.
Leather armor Light 2 — — 25 g.p. 15 lb.
Hide armor Heavy 3 -1 — 30 g.p. 25 lb.
Chainmail Heavy 6 -1 -1 40 g.p. 40 lb.
Scale armor Heavy 7 — -1 45 g.p. 45 lb.
Plate armor Heavy 8 -2 -1 50 g.p. 50 lb.
Light shield Shield 1 — — 5 g.p. 6 lb.
Heavy shield Shield 2 -2 — 10 g.p. 15 lb.

COMMON WEAPONS

Weapon Prof. Modf. 1[W] Dmg Range (-2/Max) Properties
Bastard sword +3 1d10 - Versatile
Battleaxe +2 1d10 - Versatile
Broadsword +2 1d10 - Versatile
Club +2 1d6 - -
Craghammer +2 1d10 - Brutal 2, 2-hand, versatile
Crossbow +2 1d8 15/30 Load minor, two-handed
Dagger +3 1d4 5/10 Off-hand, light thrown
Dagger, parrying +2 1d4 - Defensive, off-hand
Double axe +2 1d10/1d10 - Defsv., double, off-hand
Double flail +2 1d10/1d10 - Defsv., double, off-hand
Double sword +3 1d8/1d8 - Defsv., double, off-hand
Execution axe +2 1d12 - Brutal 2, high crit
Falchion +3 2d4 - High crit, two-handed
Flail +2 1d10 - Versatile
Flail, heavy +2 2d6 - Two-handed
Flail, triple-head +3 1d10 - Versatile
Fullblade +3 1d12 - High crit, two-handed
Glaive +2 2d4 - Reach, two-handed
Greataxe +2 1d12 - High crit, two-handed
Greatclub +2 2d4 - Two-handed
Greatspear +3 1d10 - Reach, two-handed
Greatsword +3 1d10 - Two-handed
Halberd +2 1d10 - Reach, two-handed
Hand crossbow +2 1d6 10/20 Load free
Handaxe +2 1d6 5/10 Off-hand, heavy thrown
Javelin +2 1d6 10/20 Heavy thrown
Katar +3 1d6 - Off-hand, high crit
Khopesh +2 1d8 - Brutal 1, versatile
Kukri +2 1d6 - Brutal 1, off-hand
Longbow +2 1d10 20/40 Load free, two-handed
Longspear +2 1d10 - Reach, two-handed
Longsword +3 1d8 - Versatile
Mace +2 1d8 - Versatile
Maul +2 2d6 - Two-handed
Mordenkrad +2 2d6 - Brutal 1, two-handed
Morningstar +2 1d10 - Two-handed
Quarterstaff +2 1d8 - Two-handed
Rapier +3 1d8 - -
Scimitar +2 1d8 - High crit
Scourge +2 1d8 - Off-hand
Scythe +2 2d4 - Two-handed
Short sword +3 1d6 - Off-hand
Shortbow +2 1d8 15/30 Load free, small, two-handed
Shuriken +3 1d4 6/12 Thrown
Sickle +2 1d6 - Off-hand
Sling +2 1d6 10/20 Load free
Spear +2 1d8 - Versatile
Spiked chain +3 2d4 - Reach, two-handed
Spiked gauntlet +2 1d6 - Off-hand
Spiked shield +2 1d6 - Off-hand
Throwing hammer +2 1d6 5/10 Off-hand, heavy thrown
Tratnyr +2 1d8 10/20 Heavy thrown, versatile
Trident +2 1d8 - Heavy thrown, versatile
Urgrosh +2 1d20/1d8 - Defsv., double, off-hand
War pick, light +2 1d6 - High crit, off-hand
War pick +2 1d8 - High crit, versatile
War pick, heavy +2 1d12 - High crit
Waraxe +2 1d12 - Versatile
Warhammer +2 1d10 - Versatile

Improvised attacks...
Weapon Prof. Modf. 1[W] Dmg Range (-2/Max) Properties
Unarmed attack 0 1d4 - -
Improvised melee weapon (two-handed) 0 1d8 - Two-handed
Improvised melee weapon (one-handed) 0 1d4 - -
Improvised ranged weapon 0 1d4 5/10 -

WEAPON PROPERTIES

Brutal: A brutal weapon's minimum damage is higher than that of a normal weapon. When rolling the weapon's damage, reroll any die that displays a value equal to or lower than the brutal value given for the weapon. Reroll the die until the value shown exceeds the weapon's brutal value and use the new value.

Defensive: A defensive weapon grants you a +1 bonus to AC while you wield the defensive weapon in one hand and wield another melee weapon in your other hand. Wielding more than one defensive weapon does not increase this bonus. To gain this benefit, you need not attack with the defensive weapon, but you must be proficient with it.

Double: Wielding a double weapon is like wielding a weapon in each hand. The first die given in the damage column of the table for a double weapon is for the primary (or main) end of the weapon; the second damage die is for the secondary (or off-hand) end. You can use either end of a double weapon to deliver an attack unless a power specifies a main or off-hand weapon attack. An enchanted double weapon receives an enhancement bonus on both ends, but weapon properties or powers conferred by the enchantment affect only the primary end of the weapon. Like two-handed weapons, double weapons cannot normally be wielded by Small creatures unless the weapon has the small property.

Heavy Thrown: You hurl a thrown weapon from your hand, rather than using it to loose a projectile. A ranged basic attack with a heavy thrown weapon uses your Strength instead of your Dexterity for the attack and damage rolls.

High Crit: A high crit weapon deals more damage when you score a critical hit with it. A critical hit deals maximum weapon damage and an extra 1[W] at 1st-10th levels, an extra 2[W] at 11th-20th levels, and an extra 3[W] at 21st-30th levels. This extra damage is in addition to any critical damage the weapon supplies if it is a magic weapon.

Light Thrown: A ranged basic attack with a light thrown weapon uses your Dexterity. Some powers let you hurl several of them at once or in rapid succession.

Load: Ranged weapons that loose projectiles, including bows, crossbows, and slings, take some time to load. When a weapon shows "load free," you draw and load ammunition as a free action, effectively part of the action used to attack with the weapon. Any weapon that has the load property requires two hands to load, even if you can use only one hand to attack with it. (The sling, for example, is a one-handed weapon, but you need a free hand to load it.) The crossbow is "load minor," which means it requires a minor action to load a bolt into the weapon. If a power allows you to hit multiple targets, the additional load time is accounted for in the power.

Off-Hand: An off-hand weapon is light enough that you can hold it and attack effectively with it while holding a weapon in your main hand. You can't attack with both weapons in the same turn, unless you have a power that lets you do so, but you can attack with either weapon.

Reach: With a reach weapon, you can attack enemies that are 2 squares away from you as well as adjacent enemies, with no attack penalty. You can still make opportunity attacks only against adjacent enemies. Likewise, you can flank only an adjacent enemy.

Small: This property describes a two-handed or a versatile weapon that a Small character can use in the same way a Medium character can. A halfling can use a shortbow, for example, even though halflings can't normally use two-handed weapons.

Versatile: Versatile weapons are one-handed, but you can use them two-handed. If you do, you deal an extra 1 point of damage when you roll damage for the weapon. A Small character such as a halfling must use a versatile weapon two-handed and doesn't deal extra damage.

WEAPON SIZES

The weapon tables assume a Medium wielder, which includes almost all player characters. Characters and creatures that are smaller or larger than Medium have special rules.

Small characters use the same weapons that Medium creatures do. However, a Small character (such as a halfling) can't use a two-handed weapon. When a Small character uses a versatile weapon, he or she must wield it two-handed and doesn't deal any extra damage for doing so.

Large, Huge, and Gargantuan creatures use weapons that are specially sized for them. Each size category larger than Medium increases the weapon's damage die by one size.

One-Handed
1d4 » 1d6 » 1d8 » 1d10 » 1d12 » 2d6 » 2d8 » 2d10

Two-Handed
1d8 » 2d4 » 1d10 » 1d12 » 2d6 » 2d8 » 2d10

Thus, a longsword sized for a Large fire giant deals 1d10 weapon damage instead of 1d8, and a Large quarterstaff deals 2d4 weapon damage.

Large creatures can use two-handed weapons intended for creatures one size category smaller than themselves and treat them as one-handed weapons. A fire giant (Large) can use a human's greatsword with one hand, and a fire titan (Huge) can use a fire giant's greatsword with one hand. A creature can't use an undersized one-handed weapon at all; its hand is too large to effectively hold the weapon's small grip.

Creatures can't use weapons designed for creatures larger than themselves. A human can't fit his or her hands properly around the hilt of a fire giant's dagger, let alone use it as an effective weapon. When a creature that has a natural reach uses a reach weapon, the weapon increases the creature's natural reach by 1 square.

HEALING, DEATH AND DYING

When a character's hit points drops to 0 to negative half total hit points, the character falls unconscious and begins dying. At the end of the character's turn each round, a d20 saving throw is made to measure how close the character is to death:
Death saving throw = less than 10: The character slips closer to death. If this result comes up three times before the character rests or gets aid, the character dies. (Think: Three strikes and you're out.)

Death saving throw = 10 to 19: No change.

Death saving throw = 20 or better: The character spends a healing surge to automatically heal back up to 0 hit points, is no longer dying and becomes conscious (but remains prone until getting back up). An additional healing surge may be used to restore more hit points as normal. If the character has no more healing surges left, the condition does not change. New damage causes the character to start dying again.

Instant death: Regardless of missing three death saving throws, when a character takes damage that reduces current hit points to a bloodied value expressed as a negative number, the character dies (no saving throws to recover). For example, a character with a maximum full-health total of 24 hit points automatically dies at -12 hit points or less.

SHORT RESTS: A short rest is about 5 minutes long. Characters may take as many short rests per day as they want. A character may stand guard, sit in place, ride on a wagon or other vehicle, or do other tasks that don't require much exertion. After a short rest, a character's encounter powers renew and become available for the next encounter. While on a short rest, a character may spend any number of healing surges up to the character's daily limit. An encounter power (such as a healing power) used during a short rest requires another short rest to renew. If a short rest is interrupted, characters need to rest another 5 minutes to get the benefits of a short rest.

EXTENDED RESTS: An extended rest is at least 6 hours long. A character must wait 12 hours before beginning another extended rest. Characters normally sleep during an extended rest, though they do not have to. Light activity that doesn't require much exertion is okay. At the end of an extended rest, "everything resets." Characters regain all lost hit points, all healing surges, all encounter powers, all daily powers and Action Points reset to 1 (additional unspent action points from previous encounters are lost). If anything interrupts an extended rest, such as an attack, add the time spent dealing with the interruption to the total time needed to spend in the extended rest.

OTHER HEALTH NOTES...

Damage Types: Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, or Thunder.

Regeneration: Each round at the start of its turn, the monster regains hit points equal to the stated amount. This ability functions until the creature is reduced to 0 hit points. Some types of regeneration can be suppressed by certain types of damage or by specific circumstances, and some monsters can use regeneration only under specific circumstances (for example, only while bloodied).

Resist: Resistance means you take less damage from a specific damage type. If you have resist 5 fire, then any time you take fire damage, you reduce that damage by 5. (An attack can't do less than 0 damage to you.) Sometimes a monster's resist entry includes an ability that reduces damage in general, such as insubstantial.

Variable Resistance: As a free action, the monster chooses a type of damage from the following list: acid, cold, fire, lightning, or thunder. The monster gains the specified amount of resistance to the chosen damage type for the rest of the encounter, and this replaces any resistance the monster already had against that damage type. This is an encounter power unless otherwise noted. If a monster can use this ability more than once per encounter, it can resist only one type of damage from this ability at any one time. A monster can't use this ability to resist a damage type to which it has vulnerability.

Vulnerable: Being vulnerable to a damage type means you take extra damage from that damage type. If you have vulnerable 5 fire, then any time you take fire damage, you take an additional 5 fire damage. Some creatures have additional weaknesses tied to damage types. For example, if you use cold against an elemental made of magma, you might slow it or otherwise hinder its moves or attacks.

SAVING THROWS

End of Turn: At the end of your turn, you make a saving throw against each effect on you that a save can end. Roll a d20, with one of the following results:
Lower than 10: Failure. The effect continues.

10 or higher: Success. The effect ends.

Choose Order: Whenever you make a saving throw, you choose which effect to roll against first, which effect to roll against second, and so on.

Modifiers: A saving throw normally doesn't include modifiers; it's just a d20 roll. Some powers, feats, or racial traits might modify a saving throw.

CONDITIONS

In addition to hit points, character may suffer from any of the following conditions due to special attacks, traps or other circumstances...

Blinded: You grant combat advantage. You can't see any target (your targets have total concealment). You take a -10 penalty to Perception checks. You can't flank an enemy.

Bloodied: Your hit points are less than half your total hit points but more than 0.

Dazed: You grant combat advantage. You can take either a standard action, a move action, or a minor action on your turn (you can also take free actions). You can't take immediate actions or opportunity actions. You can't flank an enemy.

Deafened: You can't hear anything. You take a -10 penalty to Perception checks.

Dominated: You're dazed. The dominating creature chooses your action. The only powers it can make you use are at-will powers.

Dying: You're unconscious. You're at 0 or negative hit points. You make a death saving throw every round.

Helpless: You grant combat advantage. You can be the target of a coup de grace. (Note: Usually you're helpless because you're unconscious.)

Immobilized: You can't move from your space, although you can teleport and can be forced to move by a pull, a push, or a slide.

Marked: You take a -2 penalty to attack rolls for any attack that doesn't target the creature that marked you.

Petrified: You have been turned to stone. You can't take actions. You gain resist 20 to all damage. You are unaware of your surroundings. You don't age.

Prone: You grant combat advantage to enemies making melee attacks against you. You get a +2 bonus to all defenses against ranged attacks from nonadjacent enemies. You're lying on the ground. (If you're flying, you safely descend a distance equal to your fly speed. If you don't reach the ground, you fall.) You take a -2 penalty to attack rolls. You can drop prone as a minor action.

Restrained: You grant combat advantage. You're immobilized. You can't be forced to move by a pull, a push, or a slide. You take a -2 penalty to attack rolls.

Slowed: Your speed becomes 2. This speed applies to all your movement modes, but it does not apply to teleportation or to a pull, a push, or a slide. You can't increase your speed above 2, and your speed doesn't increase if it was lower than 2. If you're slowed while moving, stop moving if you have already moved 2 or more squares.

Stunned: You grant combat advantage. You can't take actions. You can't flank an enemy.

Surprised: You grant combat advantage. You can't take actions, other than free actions. You can't flank an enemy.

Unconscious: You're helpless. You take a -5 penalty to all defenses. You can't take actions. You fall prone, if possible. You can't flank an enemy.

Weakened: Your attacks deal half damage.

FALLING DAMAGE

1d10 per 10 feet, up to 20d10 for 200 feet.

LIGHT SOURCES

Source Radius Brightness Duration
Candle 2 squares (10 feet) dim 1 hour
Torch 5 squares (25 feet) bright 1 hour
Lantern 10 squares (50 feet) bright 8 hours/pint of oil
Campfire 10 squares (50 feet) bright 8 hours
Sunrod 20 squares (100 feet) bright 4 hours
Phosphorescent fungi 10 squares (50 feet) dim ongoing
Sacrificial brazier 10 squares (50 feet) bright 8 hours
Fireplace/oven 5 squares (25 feet) bright 8 hours/load of fuel
Forge 2 squares (10 feet) bright 8 hours/load of fuel
Magma 40 squares (200 feet) bright ongoing
Tiny fire creature 2 squares (10 feet) bright ongoing
Small fire creature 5 squares (25 feet) bright ongoing
Medium fire creature 10 squares (50 feet) bright ongoing
Large fire creature 20 squares (100 feet) bright ongoing
Huge or Gargantuan fire creature 40 squares (200 feet) bright ongoing

Bright Light: This category includes the light provided by most portable light sources, daylight, and the light cast by surrounding fires or lava. There are no special rules for vision in bright light.

Dim Light: This category includes the light provided by a candle or another dim light source, moonlight, indirect illumination (such as in a cave interior whose entrance is nearby or in a subterranean passageway that has narrow shafts extending to the surface), and the light cast by things such as phosphorescent fungi. Characters who have normal vision can't see well in dim light: Creatures in the area have concealment. Characters and monsters who have low-light vision or darkvision see normally in dim light.

Darkness: Darkness prevails outside on a moonless night or in rooms with no light sources. Characters who have normal vision or low-light vision can't see creatures or objects in darkness. Characters who have darkvision can see without penalty.

CONCEALMENT

Concealment (-2 Penalty to Attack Rolls): The target is in a lightly obscured square or in a heavily obscured square but adjacent to you.

Total Concealment (-5 Penalty to Attack Rolls): You can't see the target. The target is invisible, in a totally obscured square, or in a heavily obscured square and not adjacent to you.

Melee Attacks and Ranged Attacks Only: Attack penalties from concealment apply only to the targets of melee or ranged attacks.

MAGIC ITEM COSTS

LEVEL VALUE EXAMPLES
1 360 gp +1 magical weapon, armor, orb, wand, rod, staff, or holy symbol
2 520 gp dwarven or razor armor, symbol of life, vicious or resounding weapon
3 680 gp fireburst, frost, thunder, symbol of hope, wand of (power level 1)
4 840 gp bloodcut armor, staff of terror, everlasting provisions
5 1,000 gp flaming or lifedrinker weapon, symbol of battle, bag of holding
6 1,800 gp +2 magical weapon, armor, orb, etc.
7 2,600 gp
8 3,400 gp rod of first blood, staff of the war mage
9 4,200 gp
10 5,000 gp handy haversack, rope of climbing
11 9,000 gp +3 magical weapon, armor, orb; ritual candle, sending stones (pair)
12 13,000 gp keoghtom's ointment
13 17,000 gp dust of appearance
14 21,000 gp feather boat, iron ring of the dwarf lords
15 25,000 gp ring of freedom of movement
16 45,000 gp +4 magical weapon, armor, orb, etc.
17 65,000 gp dimensional shackles, ring of protection
18 85,000 gp ring of invisibility
19 105,000 gp portable hole, ring of true seeing
20 125,000 gp flying carpet, revenant ankh, ring of flight
21 225,000 gp +5 magical weapon, armor, orb, etc.; ring of wizardry
22 325,000 gp
23 425,000 gp
24 525,000 gp ring of regeneration
25 625,000 gp
26 1,125,000 gp +6 magical weapon, armor, orb, etc.; star opal ring
27 1,625,000 gp
28 2,125,000 gp
29 2,625,000 gp
30 3,125,000 gp

PLANNED REWARDS BY LEVEL

Numbers shown are per player character as a total for all encounters faced adventuring at that level Multiply adventure totals by the number of PCs in the party.

LEVEL TREASURE EXPERIENCE NEEDED TOTAL FOR NEXT LEVEL ABILITY BONUSES
1 144 gp 1,000 xp 0 xp see race
2 208 gp 1,250 xp 1,000 xp —
3 271 gp 1,500 xp 2,250 xp —
4 336 gp 1,750 xp 3,750 xp +1 to two
5 400 gp 2,000 xp 5,500 xp —
6 720 gp 2,500 xp 7,500 xp —
7 1,040 gp 3,000 xp 10,000 xp —
8 1,360 gp 3,500 xp 13,000 xp +1 to two
9 1,680 gp 4,000 xp 16,500 xp —
10 2,000 gp 5,500 xp 20,500 xp —
11 3,600 gp 6,000 xp 26,000 xp +1 to all
12 5,200 gp 7,000 xp 32,000 xp —
13 6,800 gp 8,000 xp 39,000 xp —
14 8,400 gp 10,000 xp 47,000 xp +1 to two
15 10,000 gp 12,000 xp 57,000 xp —
16 18,000 gp 14,000 xp 69,000 xp —
17 26,000 gp 16,000 xp 83,000 xp —
18 34,000 gp 20,000 xp 99,000 xp +1 to two
19 42,000 gp 24,000 xp 11,9000 xp —
20 50,000 gp 32,000 xp 14,3000 xp —
21 90,000 gp 35,000 xp 17,5000 xp +1 to all
22 130,000 gp 45,000 xp 21,0000 xp —
23 170,000 gp 55,000 xp 25,5000 xp —
24 210,000 gp 65,000 xp 31,0000 xp +1 to two
25 250,000 gp 75,000 xp 37,5000 xp —
26 450,000 gp 100,000 xp 45,0000 xp —
27 650,000 gp 125,000 xp 55,0000 xp —
28 850,000 gp 150,000 xp 67,5000 xp +1 to two
29 1,050,000 gp 175,000 xp 82,5000 xp —
30 1,250,000 gp 200,000 xp 1,000,000 xp —

CRAFTING AND CONSTRUCTION

The following house rules adapt the building costs from the AD&D2e supplement Castle Guide.

New Feat: CRAFTER (WEAPONS)
Prerequisite: Wis 10
Benefit: You may create weapons using the rules below.

Also, following same requirement as above but separate feats: CRAFTER (ARMOR), CRAFTER (ADVENTURING GEAR), CRAFTER (VEHICLES/TRANSPORTS), CRAFTER (MINING AND CONSTRUCTIONS).

ALCHEMY, the crafting of consumable elixirs and similar items, requires the ALCHEMIST feat and follows its own official rules; see Adventurer's Vault pp. 20-31. Any character class which gains the Ritual Caster feat as a class feature may gain Alchemist instead at 1st level.


RULES OF THUMB FOR CRAFTING AND CONSTRUCTION

A craftsman (any character with a Crafter feat) can produce 1 g.p. of value per level per day. For example, a level 4 craftsman can make four 1 g.p. items in one day, or one 40 g.p. item in 10 days.

A typical human population has a number of craftsmen levels available for work equal to 20% of its total productive population. This doesn't necessarily mean 1 in 5 people is a craftsman, but the formula works to measure available productivity. For example, a community of 300 productive adults yields 60 levels worth of labor per day; maybe that's 10 level 6 workers, or one level 10 guildmaster, four level 4 journeymen, and 30 level 1 apprentices. For large populations, measure productivity using the chart below.

When planning constructions, each person needs about 500 square feet of living space. Couples may cram together a bit, such as allowing two to live in 800 square feet. Wealthy or "noble born" characters may demand much more living space.

Some races and cultures may be more productive at specific tasks. For example, dwarves gain double levels worth of productivity toward forging hammers and axes, brewing ales and mining tunnels and underground chambers, while elves gain a similar benefit when crafting bows or arrows, making wine, constructing musical instruments and weaving traveling garments.

Double the listed cost if raw materials for crafting items or constructing buildings must also be gathered/harvested. Such a penalty applies to remote or frontier settlements disconnected from a developed trade route or urban center.

Rushing work requires a Wisdom check (1d20 + Wisdom modifier) versus a DC equal to 10 + item's cost in g.p. Success allows the crafter work "double shifts" and increase productivity by 50% (1.5 g.p. per level per day). Failure by 1 to 5 means the crafter worked "double shifts" but was no more productive than usual. Failure by more than 5 results in errors and waste, resulting in no net production for that day. Rolling a "natural 1" on this Wisdom check triggers a catastrophic accident that destroys the item or building, forcing work to begin anew.

Magic may also be used to conjure items or speed up fabrication; rules TBD.


WEAPONS, ARMOR, ADVENTURING GEAR AND TRANSPORTS/VEHICLES

As listed price in the Player's Handbook or other source, 1 g.p. equals one 1 level/day work.


PREPARING LAND

Clearing land does not require any Crafter feat, anyone can do it, but follows the same work/time rules.

100 g.p. ... Clearing light forest, per acre (208' x 208')
200 g.p. ... Clearing heavy forest, per acre (208' x 208')
300 g.p. ... Clearing and draining swamp, per acre (208' x 208')
100 g.p. ... Planting/tending crops in cleared land, per acre (208' x 208') per season


CONSTRUCTIONS & DEFENSES

Underground...

100 g.p. ... Tunnel/underground chamber in earth or limestone: 10' long, 10' wide, 10' high
200 g.p. ... Tunnel/underground chamber in hard stone (sedimentary rock): 10' long, 10' wide, 10' high
400 g.p. ... Tunnel/underground chamber in very hard stone (igneous rock): 10' long, 10' wide, 10' high

Note: Mining rock may be used for stone constructions on a 1-to-1 basis; for example, 400 g.p. worth of work mining work (any rock) provides the raw materials for 400 g.p. worth of building stone buildings or towers.

Wooden Buildings...

40 g.p. ... Building, Small Wooden: 20' x 20', 2' thick walls, 15' high, one level, living space for 1 person
60 g.p. ... Building, Medium Wooden: 40' x 20', 2' thick walls, 15' high, one level, living space for 1-2 people
90 g.p. ... Building, Large Wooden: 60' x 30', 2' thick walls, 15' high, one level, living space for 3-4 people
200 g.p. ... Building, Great Wooden: 60' x 30', 2 thick walls, 30' high, two levels, living space for 7-8 people
375 g.p. ... Building, Grand Wooden: 80' x 40', 2' thick walls, 45' high, three levels, living space for 20 people

Note: Double the cost and/or time if building wooden buildings high up and secured to tall trees (about 30' to 60' above the ground), or over water on stilts, or using some other exotic foundation.

Stone Buildings...

2,000 g.p. ... Building, Small Stone: 20' x 20', 2' thick walls, 15' high, one level, living space for 1 person
3,000 g.p. ... Building, Medium Stone: 40' x 20', 2' thick walls, 15' high, one level, living space for 1-2 people
4,500 g.p. ... Building, Large Stone: 60' x 30', 2' thick walls, 15' high, one level, living space for 3-4 people
10,000 g.p. ... Building, Great Stone: 60' x 30', 2 thick walls, 30' high, two levels, living space for 7-8 people
19,000 g.p. ... Building, Grand Stone: 80' x 40', 2' thick walls, 45' high, three levels, living space for 20 people

12,000 g.p. ... Tower, Small Round: 30' diameter inside, 10' thick walls, 30' high, two levels, living space for 2-3 people
15,000 g.p. ... Tower, Medium Round: 40' diameter inside, 10' thick walls, 30' high, two levels, living space for 5-6 people
21,000 g.p. ... Tower, Large Round: 60' diameter inside, 10' thick walls, 30' high, two levels, living space for 11-12 people

14,000 g.p. ... Tower, Small Square: 30' x 30' inside, 10' thick walls, 30' high, two levels, living space for 3-4 people
18,000 g.p. ... Tower, Medium Square: 40' x 40' inside, 10' thick walls, 30' high, two levels, living space for 6-7 people
24,000 g.p. ... Tower, Large Square: 60' x 60' inside, 10' thick walls, 30' high, two levels, living space for 14-15 people

+30% cost of structure ... Installing professional specialty facilities into a building (blacksmith's forge, granary mill wheel, prisoner cells for a jail, alchemist's workshop, and so forth).

Other structures...

10 g.p. ... Ditch: 10' long, 10' wide, 5' deep

Note: Count as segments for larger uses. A 100' moat at 10' wide, 15' deep is equal to 30 ditches, so worth 300 g.p. (Adding the water is free).

5 g.p. ... Wall, Wooden: 10' long, 3' thick, 15' high
500 g.p. ... Wall, Stone: 10' long, 10' thick, 15' high

Note about walls: Doubling height to 30' triples the cost per 10' segment and increases the base width to 20' thick.

550 g.p. ... Drawbridge: 20' long, 10' wide

Note: A drawbridge must be anchored to at least one stone building or tower.

PRODUCTIVITY OF POPULATIONS

On the whole, group populations across the campaign world are equally productive. (A typical 20% population of dwarves works harder and faster than humans, but spends twice as much time arguing and drinking. Orcs are half as effective as humans but can force 40% of their population to focus on a leader's orders versus time used toward daily living.)

Leaders can motivate populations to increase production up to double output as a Hard skill challenge, typically using Diplomacy and Intimidate for successes, History as a +2 boosting skill. Increasing a day's worth of output requires 4 successes before 3 failures (+25% production per success). Increasing a week's worth of output requires 8 successes before 3 failures (+15% production per success). Increasing a month's worth of output requires 12 successes before 3 failures (+5% production per success). A dedicated leader spends time traveling about supervising and encouraging workers; no other leadership or adventuring actions may be done while rallying a workforce.

Total Population Work Per Day (in g.p.) Work Per Week (in g.p.) Work Per Month (in g.p.)
10020140600
200402801,200
400805602,400
8001601,1204,800
1,2002401,6807,200
1,6003202,2409,600
2,0004002,80012,000
2,5005003,50015,000
3,0006004,20018,000
3,5007004,90021,000
4,0008005,60024,000
4,5009006,30027,000
5,0001,0007,00030,000
6,0001,2008,40036,000
7,0001,4009,80042,000
8,0001,60011,20048,000
9,0001,80012,60054,000
10,0002,00014,00060,000
11,0002,20015,40066,000
12,0002,40016,80072,000
13,0002,60018,20078,000
14,0002,80019,60084,000
15,0003,00021,00090,000
16,0003,20022,40096,000
17,0003,40023,800102,000
18,0003,60025,200108,000
19,0003,80026,600114,000
20,0004,00028,000120,000
22,5004,50031,500135,000
25,0005,00035,000150,000
27,5005,50038,500165,000
30,0006,00042,000180,000
32,5006,50045,500195,000
35,0007,00049,000210,000
37,5007,50052,500225,000
40,0008,00056,000240,000
45,0009,00063,000270,000
50,00010,00070,000300,000
55,00011,00077,000330,000
60,00012,00084,000360,000
65,00013,00091,000390,000
70,00014,00098,000420,000
75,00015,000105,000450,000
80,00016,000112,000480,000