Exploration
Encumbrance
Encumbrance determines how much a character’s armor and equipment slow them down. Encumbrance comes in two parts: encumbrance by bulk and encumbrance by total weight.
Weight: To determine a character's carrying capacity, compare their strength to the following chart. A character can carry a light load without penalty.
Lifting and Dragging: A character can lift up to their maximum load over his or her head. A character can lift as much as double their maximum load off the ground, but they can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action). A character can generally push or drag along the ground as much as five times their maximum load.
Strength Score | Light Load | Medium Load | Heavy Load |
3 | 10 lb or less | 11-20 lb | 21-30 lb |
4 | 13 lb or less | 14-26 lb | 27-40 lb |
5 | 16 lb or less | 17-33 lb | 34-50 lb |
6 | 20 lb or less | 21-40 lb | 41-60 lb |
7 | 23 lb or less | 24-46 lb | 47-70 lb |
8 | 26 lb or less | 27-53 lb | 54-80 lb |
9 | 30 lb or less | 31-60 lb | 61-90 lb |
10 | 33 lb or less | 34-66 lb | 67-100 lb |
11 | 38 lb or less | 39-76 lb | 77-115 lb |
12 | 43 lb or less | 44-86 lb | 87-130 lb |
13 | 50 lb or less | 51-100 lb | 101-150 lb |
14 | 58 lb or less | 59-116 lb | 117-175 lb |
15 | 66 lb or less | 67-133 lb | 134-200 lb |
16 | 76 lb or less | 77-153 lb | 154-230 lb |
17 | 86 lb or less | 87-173 lb | 174-260 lb |
18 | 100 lb or less | 101-200 lb | 201-300 lb |
19 | 116 lb or less | 117-233 lb | 234-350 lb |
20 | 133 lb or less | 134-266 lb | 267-400 lb |
21 | 153 lb or less | 154-306 lb | 307-460 lb |
22 | 173 lb or less | 174-346 lb | 347-520 lb |
23 | 200 lb or less | 201-400 lb | 401-600 lb |
24 | 233 lb or less | 234-466 lb | 467-700 lb |
Bulk: A well-packed bag full of supplies is no more encumbering than its weight makes it; a bundle of pikes is bulky and off balancing despite its relatively low weight. Any load which is moderately bulky automatically counts as a medium load. Any load which is very bulky automatically counts as a heavy load.
Penalties for Encumbrance: The following penalties stack with any armor penalties.
Stacking Speed Penalties: Different speed penalties (such as those for being exhausted and carrying a heavy load) stack, but only up to a point. These stacking penalties cannot reduce your speed by more than 50%.
Load | Max Dex | AC Penalty | Check Penalty | Speed Penalty |
Medium | +3 | -1 | -3 | -5 ft |
Heavy | +1 | -2 | -6 | -10 ft |
Exhaustion
Heat, cold, hunger, thirst, long marches, sleepless nights, and sleeping in armor can all cause a character to become fatigued. Often, this can be avoided or reduced with a successful Constitution check. These conditions persist until a character gets enough rest, unless an ability says otherwise (a barbarian's rage leaves them fatigued for just 6 rounds, for example).
Fatigued: A fatigued character takes a -2 penalty to all ability scores and a -5 ft penalty to speed. Doing anything that would normally cause fatigue causes a fatigued character to become exhausted as well. A character is no longer fatigued after a full night's rest.
Exhausted: An exhausted character takes an additional -2 penalty to all ability scores and can't run or charge. Doing anything that would normally cause fatigue causes an exhausted character to fall unconscious. A character who rests for an hour is no longer exhausted.
Light and Darkness
Characters need a way to see in the dark, dangerous places where they often find adventures. Typically, adventurers bring along torches or lanterns, and spellcasters have spells that can create light.
Light Source | Bright | Shadowy | Duration |
Candle | 0 ft | 5 ft | 1 hour |
Lamp | 15 ft | 30 ft | 6 hours/pint |
Lantern | 30 ft | 60 ft | 6 hours/pint |
Torch | 20 ft | 40 ft | 1 hour |
Bright: In an area of bright light, all characters can see clearly. A creature can’t hide in an area of bright light unless it is invisible or has cover.
Shadowy: In an area of shadowy illumination, a character can see dimly. Creatures within this area have concealment (see ???). A creature in an area of shadowy illumination can make a Hide check to conceal itself (see ???).
Dark: In areas of darkness, most characters are effectively blinded. A blinded creature counts as off-guard, has a 50% miss chance in combat (because all opponents have total concealment), moves at half speed, and takes penalties on relevant skill checks.
Breaking and Entering
There inevitably comes a time when a character must break something, whether it’s a door, a chain, or a chest full of treasure.
When attempting to break an object, you have two choices: attack it with a weapon or break it with sheer strength.
Object | Hardness | HP | Break DC |
Light blade | 10 | 2 | -- |
Heavy blade | 10 | 7 | -- |
Metal-hafted weapon | 10 | 10 | -- |
Wood-hafted weapon | 5 | 7 | -- |
Projectile weapon | 5 | 5 | -- |
Buckler | 10 | 5 | -- |
Wooden Shield | 5 | 15 | -- |
Reinforced Shield | 7 | 15 | -- |
Simple Wooden Door | 5 | 10 | 13 |
Good Wooden Door | 5 | 15 | 18 |
Strong Wooden Door | 5 | 20 | 23 |
Iron Door (2 in. thick) | 10 | 60 | 28 |
Rope | 0 | 2 | 23 |
Chain | 10 | 5 | 26 |
Manacles | 10 | 10 | 26 |
Small Chest | 5 | 5 | 17 |
Large Chest | 5 | 15 | 23 |
Attacking Objects
Smashing a weapon or shield with a slashing or bludgeoning weapon is accomplished by the sunder special attack. Smashing an object is a lot like sundering a weapon or shield, except that hitting an object is trivially easy, except in rare circumstances.
Different types of damage will affect objects differently. For example, ranged weapons deal half damage against objects, and you can generally smash an object only with a bludgeoning or slashing weapon. On the other hand, a fire spell might be especially potent against wooden structures.
Armor Class: Normally, you can automatically strike an unattended item with a melee weapon. To hit an object with a ranged attack, or a melee attack when you are seriously hindered in some way, you must hit the objects AC. An inanimate object normally has an AC of 3 + size modifier.
Hardness: Each object has hardness—a number that represents how well it resists damage. Whenever an object takes damage, subtract its hardness from the damage. Only damage in excess of its hardness is applied to the object.
Hit Points: An object’s hit point total depends on what it is made of and how big it is. When an object has taken damage equal to its HP, it’s ruined. Very large objects have separate hit point totals for different sections. For example, you can attack and ruin a wagon wheel without destroying the whole wagon.
Immunities: Objects are immune to nonlethal damage and to critical hits.
Saving Throws: Nonmagical, unattended items never make saving throws. They are considered to have failed their saving throws, so they always are affected by (for instance) a disintegrate spell. An item attended by a character (being grasped, touched, or worn) makes saving throws as the character (that is, using the character’s saving throw bonus).
Breaking Objects
When a character tries to break something with sudden force rather than by dealing damage, use a Strength check (rather than an attack roll and damage roll, as with the sunder special attack) to see whether they succeed. The DC depends more on the construction of the item than on the material. For instance, an iron door with a weak lock can be forced open much more easily than it can be hacked down. If an item has lost half or more of its hit points, the DC to break it drops by 2.
A crowbar, battering ram or other appropriate tool can drastically improve a character’s chance of breaking an object.
Overland Travel
Many adventures happen far from civilization, across difficult and dangerous wilderness. Travel over difficult terrain is made easier with good planning, but ultimately, each step of the journey will take its toll.
A journey is divided up into phases, determined by the GM. Each phase presents its own threats and challenges, which must be endured or overcome. Successful planning can ease a journey somewhat; failures can compound threats and add new problems.
Planning
To prepare for a journey, the chief planner of the expedition rolls one planning check for each phase of the journey. The DC of this check is set according to the difficulty of the phase: DC 10 for relatively easy terrain, DC 15 for rough wilderness, and DC 20 or higher for the most extreme places.
A successful check leaves the party well-prepared for this phase. A failed check means there will be some kind of mishap related to planning, supply, or information: weak mounts, insufficient or poorly sealed rations, no warning about local threats, etc.
Planning Roll: Your planning roll is equal to 1d20 + (Planner's Skill Modifier ÷ 2) + Supply Modifier + Information Modifier
The planner can use any relevant Profession skill for their planning (i.e. Merchant, Guide, Soldier, Steward), with Int as the key ability. The other modifiers are summarized in the following table:
Supply Level | Planning Check Modifier |
Rich | +4 |
Good | +2 |
Adequate | +0 |
Poor | -2 |
Very Poor | -4 |
Quality of Information | Planning Check Modifier |
Excellent | +4 |
Decent | +0 |
Limited | -2 |
None | No planning possible |
Enduring the Journey
Each phase of the journey can present a variety of different challenges. Common challenges (and how they're handled) include:
- Difficult Terrain (Group skill checks to overcome the obstacle, potentially aided by planning. Failure can mean injury and detour.)
- Exhaustion (Constitution checks to resist; extreme exhaustion forces rest and delay.)
- Wayfinding (One pathfinder makes survival checks, against a DC set by the terrain and conditions.)
- Weather (Constitution checks to resist, potentially aided by survival checks.)
- Wildlife and Brigands (Detected with skill checks, driven off through combat or diplomacy.)
No Comments