Quick Reference Front
Item Cost Gear Slots AC Properties Leather armor 10 gp 1 11 + DEX mod - Chainmail 60 gp 2 13 + DEX mod Disadv on stealth, swim Plate mail 130 gp 3 15 No swim, disadv stealth Shield 10 gp 1 +2 Occupies one hand Mithral (metal armor only) x4 -1 - No penalty stealth, swim ARMOR Weapon Cost Type Range Damage Properties Bastard sword 10 gp M C 1d8/1d10 V, 2 slots Club 5 cp M C 1d4 - Crossbow 8 gp R F 1d6 2H, L Dagger 1 gp M/R C/N 1d4 F, Th Greataxe 10 gp M C 1d8/1d10 V, 2 slots Greatsword 12 gp M C 1d12 2H, 2 slots Javelin 5 sp M/R C/F 1d4 Th Longbow 8 gp R F 1d8 2H Longsword 9 gp M C 1d8 - Mace 5 gp M C 1d6 - Shortbow 6 gp R F 1d4 2H Shortsword 7 gp M C 1d6 - Spear 5 sp M/R C/N 1d6 Th Staff 5 sp M C 1d4 2H Warhammer 10 gp M C 1d10 2H WEAPONS
Difficulty Class Spell Focus Morale Dying Distance/Movement Easy, DC 9. Leaping a narrow chasm, sneaking up on an inattentive guard. Normal, DC 12. Kicking open a stuck door, picking a poor lock. Hard, DC 15. Swimming against a strong current, giving first aid to stop a character from dying. Extreme, DC 18. Climbing a slippery cliff one-handed, restraining a frenzied lion. You can't cast other focus spells while focusing. Do a spellcasting check at the start of your turn for the focus spell to maintain it. Success. The spell stays in effect until the start of your next turn. Failure. The spell ends. If you were focusing, you do not lose the ability to cast that spell. Distraction. Make a spellcasting check to maintain focus. Close = 5 feet. Near = up to 30 feet. Far = within sight. Climbing. DEX or STR check, half speed. Fall if fail by 5+ points. Falling. 1d6 damage every 10'. Moving Through. Move freely through allies. Pass a STR or DEX check to move through enemies. Swimming. Swim half speed (STR check in rough water). Hold breath for CON mod rounds (min. 1). Then, CON checks or 1d6 damage/rd until exiting hazard). Enemies who are reduced to half their number (or half their hit points for a solo enemy) flee if they fail a DC 15 Wisdom check. Large Groups. Make one check using the leader's WIS modifier. Death Timer. 1d4 + CON modifier rounds (min. 1). On turn, roll a d20. 20 = rise with 1 HP. Stabilize. Close range, DC 15 INT check. On success, target stops dying (but is still unconscious).