Effects of Encumbrance Encumbrance has two basic effects. First, it reduces your character's movement rate. If encumbrance categories are used, Unencumbered has no effect on movement, Light reduces the movement rate by 1/3 (round fractions down), Moderate reduces it by ½, Heavy reduces it by 2/3, and Severe lowers the movement rate to 1. If the optional system is used, the character's movement rate is reduced to the amount found by using Table 48. The movement rate determines how far your character can move in a round, turn, hour, and day. As his movement rate gets lower, your character moves slower and slower. See "Movement” in Chapter 14: Time and Movement for more details. Encumbrance also reduces your character's combat abilities. If encumbrance reduces your character to ½ of his normal movement rate, he suffers a -1 penalty to his attack roll. If he is reduced to 1/3 or less of his normal movement rate, the attack penalty is -2 and there is an additional AC penalty of +1. If your character's movement is reduced to 1, the attack roll penalty is -4 and the AC penalty is +3. Clearly, the wise thing for a heavily encumbered character to do is to quickly drop most of his gear before entering battle.
Character Encumbrance
Stats Table
Strength | Unencumbered | Light | Moderate | Heavy | Severe | Max. Carried Weight |
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2 | 0-1 | 2 | 3 | 4 | 5-6 | 6 |
3 | 0-5 | 6 | 7 | 8-9 | 10 | 10 |
4-5 | 0-10 | 11-13 | 14-16 | 17-19 | 20-25 | 25 |
6-7 | 0-20 | 21-29 | 30-38 | 39-46 | 47-55 | 55 |
8-9 | 0-35 | 36-50 | 51-65 | 66-80 | 81-90 | 90 |
10-11 | 0-40 | 41-58 | 59-76 | 77-96 | 97-110 | 110 |
12-13 | 0-45 | 46-69 | 70-93 | 94-117 | 118-140 | 140 |
14-15 | 0-55 | 56-85 | 86-115 | 116-145 | 146-170 | 170 |
16 | 0-70 | 71-100 | 101-130 | 131-160 | 161-195 | 195 |
17 | 0-85 | 86-121 | 122-157 | 158-193 | 194-220 | 220 |
18 | 0-110 | 111-149 | 150-188 | 189-227 | 228-255 | 255 |
18/01-50 | 0-135 | 136-174 | 175-213 | 214-252 | 253-280 | 280 |
18/51-75 | 0-160 | 161-199 | 200-238 | 239-277 | 278-305 | 305 |
18/76-90 | 0-185 | 186-224 | 225-263 | 264-302 | 303-330 | 330 |
18/91-99 | 0-235 | 236-274 | 275-313 | 314-352 | 353-380 | 380 |
18/00 | 0-335 | 336-374 | 375-413 | 414-452 | 453-480 | 480 |
Footnote Info
Modified Movement Rates
Stats Table
Strength | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
---|
Score | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | 2 | 1 | 1 | 1 |
2 | 1 | -- | 2 | -- | -- | 3 | -- | -- | 4 | -- | -- | 5 |
3 | 5 | -- | 6 | -- | 7 | -- | -- | 8 | -- | 9 | -- | -- |
4-5 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 | 21 |
6-7 | 20 | 23 | 26 | 29 | 32 | 35 | 38 | 41 | 44 | 47 | 50 | 53 |
8-9 | 35 | 40 | 45 | 50 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 89 |
10-11 | 40 | 46 | 52 | 58 | 64 | 70 | 76 | 82 | 88 | 94 | 100 | 106 |
12-13 | 45 | 53 | 61 | 69 | 77 | 85 | 93 | 101 | 109 | 117 | 125 | 133 |
14-15 | 55 | 65 | 75 | 85 | 95 | 105 | 115 | 125 | 135 | 145 | 155 | 165 |
16 | 70 | 80 | 90 | 100 | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 |
17 | 85 | 97 | 109 | 121 | 133 | 145 | 157 | 169 | 181 | 193 | 205 | 217 |
18 | 110 | 123 | 136 | 149 | 162 | 175 | 188 | 201 | 214 | 227 | 240 | 253 |
18/01-50 | 135 | 148 | 161 | 174 | 187 | 200 | 213 | 226 | 239 | 252 | 265 | 278 |
18/51-75 | 160 | 173 | 186 | 199 | 212 | 225 | 238 | 251 | 264 | 277 | 290 | 303 |
18/76-90 | 185 | 198 | 211 | 224 | 237 | 250 | 263 | 276 | 289 | 302 | 315 | 328 |
18/91-99 | 235 | 248 | 261 | 274 | 287 | 300 | 313 | 326 | 339 | 352 | 365 | 378 |
18/00 | 335 | 348 | 361 | 374 | 387 | 400 | 413 | 426 | 439 | 452 | 465 | 478 |
Footnote Info
Carrying Capacities of Animals
Stats Table
Mount | Base Move | 2/3 Move | 1/3 Move |
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Camel | 0-330 lbs. | 331-500 lbs. | 501-660 lbs. |
Dog | 0-15 lbs. | 16-20 lbs. | 21-30 lbs. |
Elephant | 0-500 lbs. | 501-750 lbs. | 751-1,000 lbs. |
Horse, draft | 0-260 lbs. | 261-390 lbs. | 391-520 lbs. |
Horse, heavy | 0-260 lbs. | 261-390 lbs. | 391-520 lbs. |
Horse, light | 0-170 lbs. | 171-255 lbs. | 256-340 lbs. |
Horse, medium | 0-220 lbs. | 221-330 lbs. | 331-440 lbs. |
Horse, riding | 0-180 lbs. | 181-270 lbs. | 271-360 lbs. |
Mule | 0-250 lbs. | 251-375 lbs. | 376-500 lbs. |
Ox | 0-220 lbs. | 221-330 lbs. | 331-440 lbs. |
Yak | 0-220 lbs. | 221-330 lbs. | 331-440 lbs. |
Footnote Info
Aside from knowing the weight limits, your character needs to have ways to hold all his gear. The capacities of different containers are given in Table 50.
Stowage Capacity
Stats Table
Item | Weight Cap. | Volume |
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Backpack | 50 lbs. | 3'×2'×1' |
Basket, large | 20 lbs. | 2'×2'×2' |
Basket, small | 10 lbs. | 1'×1'×1' |
Belt pouch, large | 8 lbs. | 6"×8"×2" |
Belt pouch, small | 5 lbs. | 4"×6"×2" |
Chest, large | 100 lbs. | 3'×2'×2' |
Chest, small | 40 lbs. | 2'×1'×1' |
Sack, large | 30 lbs. | 2'×2'×1' |
Sack, small | 15 lbs. | 1'×1'×8" |
Saddle bags, large | 30 lbs. | 18"×1'×6" |
Saddle bags, small | 20 lbs. | 1'×1'×6" |
Footnote Info
Rates of Climbing
Stats Table
Type of Surface | Dry | Slightly Slippery | Slippery |
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Very smooth* | ¼ | --** | --** |
Smooth, cracked* | ½ | 1/3 | ¼ |
Rough* | 1 | 1/3 | ¼ |
Rough w/ledges | 1 | ½ | 1/3 |
Ice wall | -- | -- | ¼ |
Tree | 4 | 3 | 2 |
Sloping wall | 3 | 2 | 1 |
Rope and wall | 2 | 1 | ½ |
Footnote Info
* Nonthief characters must be mountaineers and have appropriate tools (pitons, rope, etc.) to climb these surfaces.
** Thief characters can climb very smooth, slightly slippery surfaces at ¼. However, even thieves cannot climb very smooth, slippery surfaces.
Base Climbing Success Rates
Stats Table
Category | Success Rate |
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Thief with mountaineering proficiency* | Climb walls % + 10% |
Thief | Climb walls % |
Mountaineering proficiency* | 40% + 10% per proficiency slot |
Mountaineer (decided by DM) | 50% |
Unskilled climber | 40% |
Footnote Info
*Only if the optional proficiency system is used.
Climbing Modifiers
Stats Table
Situation | Modifier |
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Abundant handholds (brush, trees, ledges) | +40% |
Rope and wall** | +55% |
Sloped inward | +25% |
Armor: |
Banded, splint | -25% |
Plate armors (all types) | -50% |
Scale, chain | -15% |
Studded leather, padded | -5% |
Character race:* |
Dwarf | -10% |
Gnome | -15% |
Halfling | -15% |
Encumbrance | -5% † |
Surface condition: |
Slightly slippery (wet or crumbling) | -25% |
Slippery (icy, slimy) | -40% |
Climber wounded below ½ hp | -10% |
Footnote Info
Light Sources
Stats Table
Source | Radius | Burning time |
---|
Beacon lantern | 240 ft.* | 30 hrs./pint |
Bonfire | 50 ft. | ½ hr./armload |
Bullseye lantern | 60 ft.* | 2 hrs./pint |
Campfire | 35 ft. | 1 hr./armload |
Candle | 5 ft. | 10 min./inch |
Continual light | 60 ft. | Indefinite |
Hooded lantern | 30 ft. | 2 hrs./pint |
Light spell | 20 ft. | Variable |
Torch | 15 ft. | 30 min. |
Weapon** | 5 ft. | As desired |
Footnote Info
* Light from these is not cast in a radius, but rather in a cone-shaped beam. At its far end, the cone of light from a beacon lantern is 90 feet wide. A bullseye lantern has a beam 20 feet wide at its far end.
** Magical weapons shed light if your DM allows this optional rule.
Retreats When one character inflicts melee damage (but not as a result of missile combat) on an enemy without being hit in return, she may force her foe to retreat, driving him back with well-aimed blows. The attacker doesn't have to force her enemy back; she can decide to let him stand fast and not press the advantage. A defender can ignore the requirement to retreat if he is 4 or more levels/Hit Dice higher than the attacker or if he is two sizes larger than the attacker. A retreat cannot occur if the enemy was knocked down during the round. When a character retreats, he must move backward into one of his rear spaces chosen by the attacker. If there is no place to retreat directly behind him, the attacker must choose one of the retreating character's flank spaces. If the character is unable to retreat into any rear or flank space, he must roll a successful saving throw vs. paralyzation or be knocked down in the space he is in. In some special situations, the DM may allow a retreating character a chance to avoid being forced back. This allows a character with his back to a cliff (for example) to avoid giving ground. The creature who forces a retreat may follow her retreating enemy, keeping her foe in a threatened square. The attacker can instead choose to back her enemy off and then hold her own position. Retreats are good for breaking up enemy battle-lines or for maneuvering an enemy into a battlefield hazard. Retreats can also be used to disengage from a threatening creature by driving it back. Retreats don't create attacks of opportunity for the creature forcing the retreat; this is the end of the combat round and everyone is finished attacking for the round. However, the retreating creature may have been pushed into a situation where his rear or flank is exposed to an enemy during the next round of combat.
Base
Human 6
Demi-Human 4
Adj. for encumbrance
Diagonal Movement: Cost 1.5
Running
Double movement rate
No Dex. A.C. bonus
+1 A.C. penalty
May be set (vs. charge) against
May continue to run if Con. Check is made (-2 per rd. after the first)
Sprinting
Triple move
Same as run, except Con. check -10 per rd.
Sitting
Free action
A.C. bonus of 1 vs. missile weapons
A.C. penalty of 2 vs. melee weapons
May use crossbows with no penalty, -2 for all others
Kneeling
Free action
A.C. bonus of 1 vs. missile weapons
A.C. penalty of 2 vs. melee weapons
Use any weapon, no penalty
Prone
Free action
A.C. bonus of 2 vs. missile weapons
A.C. penalty of 4 vs. melee weapons
May use crossbows at ½ ROF
Only use size S melee weapons (-4 hit)
Getting Up (Sitting/Kneeling)
½ move (may attack/½ move at end of round)
Getting Up (Prone)
Full Round
Considered up on inti. number
Fighting Withdrawal
½ movement
Move on init. Roll
No attacks, casting, etc. (gets A.O. when possible)
Opponent can choose to follow
Fleeing
Full move
All Shield Spell, Dex. bonuses lost
Attacker gains A.O. and +2 attack
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