Skill Checks
Acrobatics (Dex; ACP)
Surface Width |
Base Acrobatics DC |
> 3 ft |
01 |
1–3 ft |
51 |
7–11 in |
10 |
2–6 in |
15 |
< 2 in |
20 |
1 No check needed unless total DC is 10 or higher.
|
Situation |
Base Acrobatics DC2 |
Move through a threatened area |
Opponent’s CMD |
Move through an enemy’s space |
5 + Opponent’s CMD |
2 DC to avoid AoO. DC increases by 2 for each additional opponent. |
Long Jump |
Acrobatics DC |
5 ft |
5 |
10 ft |
10 |
15 ft |
15 |
20 ft |
20 |
> 20 ft |
+5 per 5 ft |
High Jump |
Acrobatics DC |
1 ft |
4 |
2 ft |
8 |
3 ft |
12 |
4 ft |
16 |
> 4 ft |
+4 per ft |
Acrobatics Modifiers |
DC Modifier |
Lightly Obstructed (gravel, sand) |
+2 |
Severely Obstructed (cavern, rubble) |
+5 |
Slightly Slippery (wet) |
+2 |
Severely Slippery (icy) |
+5 |
Slightly Sloped (<45°) |
+2 |
Severely Sloped (>45°) |
+5 |
Slightly Unsteady (boat in rough water) |
+2 |
Mildly Unsteady (boat in a storm) |
+5 |
Severely Unsteady (earthquake) |
+10 |
Move at full speed on narrow or uneven surfaces |
+53 |
3 This does not apply to checks made to jump. |
|
Bluff (Cha)
Circumstances |
Bluff Modifier |
The target wants to believe you |
+5 |
The lie is believable |
+0 |
The lie is unlikely |
–5 |
The lie is far-fetched |
–10 |
The lie is impossible |
–20 |
The target is drunk or impaired |
+5 |
You possess convincing proof |
up to +10 |
Climb (Str; ACP)
Climb DC |
Example Surface or Activity |
0 |
A slope too steep to walk, knotted rope + wall. |
5 |
Rope + wall, knotted rope, rope with rope trick. |
10 |
A surface with ledges (eg ship’s rigging). |
15 |
Surface with handholds (eg tree/natural wall), unknotted rope, pull ups |
20 |
Uneven surface with narrow handholds (eg typical wall in dungeon). |
25 |
A rough surface (eg brick wall) |
30 |
An overhang or ceiling with handholds but no footholds |
— |
A perfectly smooth, flat, vertical (or inverted) surface cannot be climbed. |
Climb DC Modifier* |
Example Surface or Activity |
–10 |
Climbing a chimney (brace against two opposite walls). |
–5 |
Climbing a corner where you can brace against perpendicular walls. |
+5 |
Surface is slippery. |
* These modifiers are cumulative; use all that apply. |
|
Diplomacy (Cha)
Starting Attitude |
Diplomacy DC |
Hostile |
25 + creature's Cha Modifier |
Unfriendly |
20 + creature's Cha Modifier |
Indifferent |
15 + creature's Cha Modifier |
Friendly |
10 + creature's Cha Modifier |
Helpful |
0 + creature's Cha Modifier |
Request |
Diplomacy Modifier |
Give simple advice or directions |
–5 |
Give detailed advice |
+0 |
Give simple aid |
+0 |
Reveal an unimportant secret |
+5 |
Give lengthy or complicated aid |
+5 |
Give dangerous aid |
+10 |
Reveal secret knowledge |
+10 or more |
Give aid that could result in punishment |
+15 or more |
Additional requests |
+5 per request |
|
Disable Device (Dex; ACP; Trained)
Device |
Time |
DC1 |
Example |
Simple |
1 round |
10 |
Jam a lock |
Tricky |
1d4 rounds |
15 |
Sabotage a wagon wheel |
Difficult |
2d4 rounds |
20 |
Disarm a trap, reset a trap |
Extreme |
2d4 rounds |
25 |
Disarm a complex trap, cleverly sabotage a clockwork device |
1 If you attempt to leave behind no trace of your tampering, add 5 to the DC. |
Lock Quality |
DC |
Simple |
20 |
Average |
25 |
Good |
30 |
Amazing |
40 |
|
Disguise (Cha)
Disguise |
Disguise Check Modifier |
Minor details only |
+5 |
Different gender1 |
–2 |
Different race1 |
–2 |
Different age category1 |
–22 |
Different size & category1 |
-10 |
1 These modifiers are cumulative; use any that apply.
2 Per step of difference between your actual age category and your disguised age category. The steps are: young (younger than adulthood), adulthood, middle age, old, and venerable. |
Familiarity |
Viewer’s Perception Check Bonus |
Recognizes on sight |
+4 |
Friends or associates |
+6 |
Close friends |
+8 |
Intimate |
+10 |
|
Escape Artist (Dex; ACP)
|
Fly (Dex; ACP)
Flying Maneuver |
Fly DC |
Move less than half speed and remain flying |
10 |
Hover |
15 |
Turn greater than 45° by spending 5 feet of movement |
15 |
Turn 180° by spending 10 feet of movement |
20 |
Fly up at a greater than 45° angle |
20 |
Wind Force |
Wind Speed |
Checked Size |
Blown Away Size |
Fly Penalty |
Light |
0–10 mph |
— |
— |
— |
Moderate |
11–20 mph |
— |
— |
— |
Strong |
21–30 mph |
Tiny |
— |
–2 |
Severe |
31–50 mph |
Small |
Tiny |
–4 |
Windstorm |
51–74 mph |
Medium |
Small |
–8 |
Hurricane |
75–174 mph |
Large |
Medium |
–12 |
Tornado |
175+ mph |
Huge |
Large |
–16 |
|
Handle Animal (Cha; Trained)
Task |
Handle Animal DC |
Handle an animal |
10 |
“Push” an animal |
25 |
Teach an animal a trick |
15 or 20 |
Train an animal for a general purpose |
15 or 20 |
Rear a wild animal |
15 + HD of animal |
Heal (Wis)
Task |
DC |
Time |
First aid |
15 |
Standard Action |
Long-term care |
15 |
8 hours |
Treat wounds from caltrops, spike growth, or spike stones |
15 |
10 minutes |
Treat deadly wounds |
20 |
1 hour |
Treat poison |
Poison’s save DC |
Standard Action |
Treat disease |
Disease’s save DC |
10 minutes |
|
Combat
Actions in Combat
Standard Action |
Attack of Opportunity1 |
Attack (melee) |
No |
Attack (ranged) |
Yes |
Attack (unarmed) |
Yes |
Activate a magic item other than a potion or oil |
No |
Aid another |
Maybe2 |
Cast a spell (1 standard action casting time) |
Yes |
Channel energy |
No |
Concentrate to maintain an active spell |
No |
Dismiss a spell |
No |
Draw a hidden weapon (see Sleight of Hand skill) |
No |
Drink a potion or apply an oil |
Yes |
Escape a grapple |
No |
Feint |
No |
Light a torch with a tindertwig |
Yes |
Lower spell resistance |
No |
Read a scroll |
Yes |
Ready (triggers a standard action) |
No |
Stabilize a dying friend (see Heal skill) |
Yes |
Total defense |
No |
Use extraordinary ability |
No |
Use skill that takes 1 action |
Usually |
Use spell-like ability |
Yes |
Use supernatural ability |
No |
Move Action |
Attack of Opportunity1 |
Move |
Yes |
Control a frightened mount |
Yes |
Direct or redirect an active spell |
No |
Draw a weapon3 |
No |
Load a hand crossbow or light crossbow |
Yes |
Open or close a door |
No |
Mount/dismount a steed |
No |
Move a heavy object |
Yes |
Pick up an item |
Yes |
Sheathe a weapon |
Yes |
Stand up from prone |
Yes |
Ready or drop a shield3 |
No |
Retrieve a stored item |
Yes |
Full-Round Action |
Attack of Opportunity1 |
Full attack |
No |
Charge4 |
No |
Deliver coup de grace |
Yes |
Escape from a net |
Yes |
Extinguish flames |
No |
Light a torch |
Yes |
Load a heavy or repeating crossbow |
Yes |
Lock or unlock weapon in locked gauntlet |
Yes |
Prepare to throw splash weapon |
Yes |
Run |
Yes |
Use skill that takes 1 round |
Usually |
Use a touch spell on up to six friends |
Yes |
Withdraw4 |
No |
Free Action |
Attack of Opportunity1 |
Cease concentration on a spell |
No |
Drop an item |
No |
Drop to the floor |
No |
Prepare spell components to cast a spell5 |
No |
Speak |
No |
Swift Action |
Attack of Opportunity1 |
Cast a quickened spell |
No |
Immediate Action |
Attack of Opportunity1 |
Cast feather fall |
No |
No Action |
Attack of Opportunity1 |
Delay |
No |
5-foot step |
No |
Action Type Varies |
Attack of Opportunity1 |
Perform a combat maneuver6 |
Yes |
Use feat7 |
Varies |
1 Regardless of the action, if you move out of a threatened square, you usually provoke an attack of opportunity. This column indicates whether the action itself, not moving, provokes an attack of opportunity. |
2 If you aid someone performing an action that would normally provoke an attack of opportunity, then the act of aiding another provokes an attack of opportunity as well. |
3 If you have a base attack bonus of +1 or higher, you can combine one of these actions with a regular move. If you have the Two-Weapon Fighting feat, you can draw two light or one-handed weapons in the time it would normally take you to draw one. |
4 May be taken as a standard action if you are limited to taking only a single action in a round. |
5 Unless the component is an extremely large or awkward item. |
6 Some combat maneuvers substitute for a melee attack, not an action. As melee attacks, they can be used once in an attack or charge action, one or more times in a full-attack action, or even as an attack of opportunity. Others are used as a separate action. |
7 The description of a feat defines its effect. |
Size Bonuses and Penalties
Size |
AC/Attack |
CMB/CMD |
Fly Skill |
Stealth Skill |
Fine |
+8 |
–8 |
+8 |
+16 |
Diminutive |
+4 |
–4 |
+6 |
+12 |
Tiny |
+2 |
–2 |
+4 |
+8 |
Small |
+1 |
–1 |
+2 |
+4 |
Medium |
+0 |
+0 |
+0 |
+0 |
Large |
–1 |
+1 |
–2 |
–4 |
Huge |
–2 |
+2 |
–4 |
–8 |
Gargantuan |
–4 |
+4 |
–6 |
–12 |
Colossal |
–8 |
+8 |
–8 |
–16 |
Combat Maneuver Summary
CM Stats |
Description |
CMB |
BAB + Str mod + CM size mod |
CMD |
10 + BAB + Str mod + Dex mod + CM size mod + non-physical AC mods |
Combat Maneuver |
Summary |
Bull Rush |
Push target 5 ft1 |
Disarm |
Target drops 1 item (2 if exceeds CMD by 10) |
Grapple |
Target and attacker gain grappled condition |
Overrun |
Move through target (target prone if exceeds CMD by 5) |
Sunder |
Deal damage to item held or worn by target |
Trip |
Knock target prone (attacker prone if fail by 10) |
APG CM |
Summary |
Dirty Trick |
Inflict a condition on target for 1 rnd1 |
Drag |
Pull target 5 ft1 |
Reposition |
Move target 5 ft within your reach1 |
Steal |
Take exposed item from target2 |
1 Effect occurs again for every 5 by which the check exceeds CMD (extra 5 ft, extra 1 rnd, etc) |
2 Can only take items that are removable and not actively held by target, who gets bonus on CMD of +5 or more if item securely attached.
|
|
Attack Roll Modifiers
Armor Class Modifiers
Equipment Hardness and Hitpoints
Weapon or Shield |
Hardness1 (+2/enhance bonus) |
Hit Points2 (+10/enhance bonus) |
Light blade |
10 |
2 |
One-handed blade |
10 |
5 |
Two-handed blade |
10 |
10 |
Light metal-hafted weapon |
10 |
10 |
One-handed metal-hafted weapon |
10 |
20 |
Light hafted weapon |
5 |
2 |
One-handed hafted weapon |
5 |
5 |
Two-handed hafted weapon |
5 |
10 |
Projectile weapon |
5 |
5 |
Armor |
10 |
armor bonus × 5 |
Buckler |
10 |
5 |
Light wooden shield |
5 |
7 |
Heavy wooden shield |
5 |
15 |
Light steel shield |
10 |
10 |
Heavy steel shield |
10 |
20 |
Tower shield |
5 |
20 |
1 Value for standard wood or steel as appropriate. For other materials, see substance table. |
2 Value for Medium equipment. Divide by 2/category smaller or multiply by 2/category larger. |
Substance Hardness and Hit Points
Substance |
Hardness |
Hit Points |
Glass |
1 |
1/in. of thickness |
Paper or cloth |
0 |
2/in. of thickness |
Rope |
0 |
2/in. of thickness |
Ice |
0 |
3/in. of thickness |
Leather or hide |
2 |
5/in. of thickness |
Wood |
5 |
10/in. of thickness |
Stone |
8 |
15/in. of thickness |
Iron or steel |
10 |
30/in. of thickness |
Mithral |
15 |
30/in. of thickness |
Adamantine |
20 |
40/in. of thickness |
Common Object Hardness and Hit Points
Object |
Hardness |
Hit Points |
Break DC |
Rope (1 in. diameter) |
0 |
2 |
23 |
Simple wooden door |
5 |
10 |
13 |
Small chest |
5 |
1 |
17 |
Good wooden door |
5 |
15 |
18 |
Treasure chest |
5 |
15 |
23 |
Strong wooden door |
5 |
20 |
23 |
Masonry wall (1 ft. thick) |
8 |
90 |
35 |
Hewn stone (3 ft. thick) |
8 |
540 |
50 |
Chain |
10 |
5 |
26 |
Manacles |
10 |
10 |
26 |
Masterwork manacles |
10 |
10 |
28 |
Iron door (2 in. thick) |
10 |
60 |
28 |
DCs to Break or Burst Items
Strength Check to: |
DC1 |
Break down simple door |
132 |
Break down good door |
182 |
Break down strong door |
232 |
Burst rope bonds |
23 |
Bend iron bars |
24 |
Break down barred door |
252 |
Burst chain bonds |
26 |
Break down iron door |
282 |
Condition |
DC Adjustment (use larger) |
Hold portal |
+5 |
Arcane lock |
+10 |
1 If an item has lost half or more of its hit points, the item gains the broken condition and the DC to break it drops by 2. |
2 Larger and smaller creatures get size bonuses and size penalties on Strength checks to break open doors as follows: Fine –16, Diminutive –12, Tiny –8, Small –4, Large +4, Huge +8, Gargantuan +12, Colossal +16.
|
Concentration Check DCs
Situation |
Concentration Check DC |
Cast defensively |
15 + double spell level |
Injured while casting |
10 + damage dealt + spell level |
Continuous damage while casting |
10 + 1/2 damage dealt + spell level |
Affected by a non-damaging spell while casting |
DC of the spell + spell level |
Grappled or pinned while casting |
10 + grappler's CMB + spell level |
Vigorous motion while casting |
10 + spell level |
Violent motion while casting |
15 + spell level |
Extremely violent motion while casting |
20 + spell level |
Wind with rain or sleet while casting |
5 + spell level |
Wind with hail and debris while casting |
10 + spell level |
Weather caused by spell |
see spell |
Entangled while casting |
15 + spell level |
|
Underwater Combat
Condition |
Attack/Damage |
Movement |
Off Balance?
(Loses dex to AC,
opponents get +2 to hit) |
Slashing or Bludgeoning |
Piercing |
Freedom of movement |
normal/normal |
normal/normal |
normal |
No |
Has a swim speed |
–2/half |
normal |
normal |
No |
Successful Swim check |
–2/half1 |
normal |
quarter or half2 |
No |
Firm footing |
–2/half1 |
normal |
half |
No |
None of the above |
–2/half1 |
–2/half |
normal |
Yes |
1 A creature without freedom of movement effects or a swim speed makes grapple checks underwater at a –2 penalty, but deals damage normally when grappling. |
2 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action. |
Ranged Weapons: Thrown weapons are ineffective underwater, even when launched from land. Attacks with other ranged weapons take a –2 penalty on attack rolls for every 5 feet of water they pass through, in addition to the normal penalties for range. |
Attacks from Land: Characters in water (at least chest deep) have improved cover (+8 bonus to AC, +4 bonus on Reflex saves) from opponents on land. Completely submerged characters have total cover.
|
|
Conditions
Condition |
Description |
Blinded |
Creature takes a -2 penalty to AC, loses Dex bonus to AC, and takes a -4 penalty on most Str- and Dex-based skill checks and on opposed Perception skill checks. All opponents are considered to have total concealment (50% miss chance) against the blinded character. Creatures must make a DC 10 Acrobatics skill check to move faster than half speed or fall prone. |
Broken |
Weapons suffer a -2 penalty on attack and damage rolls and only score a critical hit on a natural 20 and only deal X2 damage. Armor and shields grant half AC bonus and double armor check penalty. Broken wands or staves use twice as many chages. |
Confused |
01-25: Act normally, 26-50: Babble for one round, 51-75: Deal 1d8 + Str damage to self, 76-100: Attack nearest creature. |
Entangled |
No movement if bonds are anchored, otherwise move at half speed. Creature takes a -2 penalty on all attack rolls and a -4 penalty to Dex. Must make concentration check to cast spells. |
Exhausted |
Creature moves at half speed. -6 penalty to Str and Dex. Rest 1 hour to become fatigued. |
Fatigued |
Creature cannot run or charge. -2 penalty to Str and Dex. Rest 8 hours to remove. |
Frightened |
As shaken, except creature must flee from source. |
Grappled |
Creature cannot move or take action that requires 2 hands. -4 penalty to Dex. -2 penalty to attacks and combat maneuvers (except checks made to maintain or escape). Must make concentration check to cast spells. Cannot take attacks of opportunity. |
Nauseated |
Creature can only take a move action and cannot attack, cast spells, or concentrate. |
Panicked |
As Frightened, except creature drops held items. |
Paralyzed |
Creature's Str and Dex reduced to 0. Fliers using wings fall. Creature is helpless. |
Pinned |
As grappled, except creature is flat-footed, takes a -4 penalty to AC, and can only take verbal or mental actions (except checks made to escape). |
Shaken |
Creature takes a -2 penalty on attack rolls, saving throws, skill checks, and ability checks. |
Sickened |
Creature takes a -2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. |
Staggered |
Creature can only take a move action or standard action (plus swift and immediate). |
Stunned |
Creature cannot take actions, drops everything held, takes a -2 penalty to AC, and loses its Dex bonus to AC (if any). |
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