| DC | Door |
|---|---|
| 10 or lower | A door just about anyone can break open. |
| 11 to 15 | A door that a strong person could break open with one try and an average person might break with one try. |
| 13 | Typical DC for a simple wooden door. |
| 16 to 20 | A door that almost anyone could break, given time. |
| 18 | Typical DC for a good wooden door. |
| 21 to 25 | A door that only a strong or very strong person has a hope of breaking, and probably not on the first try. |
| 23 | Typical DC for a strong wooden door. |
| 25 | Typical DC for an iron-barred wooden door. |
| 26 or higher | A door that only an exceptionally strong person has a hope of breaking. |
| 28 | Typical DC for an iron door. |
| +5* | Hold portal (Increases DC by 5). |
| +10* | Arcane lock (Increases DC by 10). |
| * Not cumulative; of both apply, use the large number. | |
Common Item Success Chart (DC 12)
| Roll | Modifier | Roll | Modifier | Roll | Modifier | Roll | Modifier | Roll | Modifier |
|---|---|---|---|---|---|---|---|---|---|
| 1 | -10% | 2 | -9% | 3 | -8% | 4 | -7% | 5 | -6% |
| 6 | -5% | 7 | -4% | 8 | -3% | 9 | -2% | 10 | -1% |
| 11 | Actual Value | 12 | +1% | 13 | +2% | 14 | +3% | 15 | +4% |
| 16 | +5% | 17 | +7% | 18 | +8% | 19 | +9% | 20 | +10% |
Common Item Failure Chart (DC 12)
| Roll | Modifier | Roll | Modifier | Roll | Modifier | Roll | Modifier | Roll | Modifier |
|---|---|---|---|---|---|---|---|---|---|
| 1 | -50% | 2 | -45% | 3 | -40% | 4 | -35% | 5 | -30% |
| 6 | -25% | 7 | +25% | 8 | +30% | 9 | +35% | 10 | +40% |
| 11 | +50% | 12 | +60% | 13 | +70% | 14 | +80% | 15 | +90% |
| 16 | +100% | 17 | +110% | 18 | +120% | 19 | +130% | 20 | +150% |
Rare Item Success Chart (DC 15, 20 or higher)
| Roll | Modifier | Roll | Modifier | Roll | Modifier | Roll | Modifier | Roll | Modifier |
|---|---|---|---|---|---|---|---|---|---|
| 1 | *70% | 2 | *75% | 3 | *80% | 4 | *85% | 5 | *90% |
| 6 | *95% | 7 | Actual Value | 8 | *101% | 9 | *102% | 10 | *103% |
| 11 | *104% | 12 | *105% | 13 | *106% | 14 | *107% | 15 | *108% |
| 16 | *110% | 17 | *115% | 18 | *120% | 19 | *125% | 20 | *130% |
| Surface | DC | Surface | DC|
|---|---|---|---|
| 7-12 inches wide | 10 | Uneven Floor | 10 |
| 2-6 inches wide | 15 | Surface angled | +5* |
| Less than 2 inches wide | 20 | Surface slippery | +5* |
| Task | DC |
|---|---|
| First Aid | 15 |
| Long-term care | 15 |
| Treat caltrop wound | 15 |
| Treat poison | Poison's DC |
| Treat disease | Disease's DC |
The distances listed are for characters with speeds of 30 feet. If you have a lower speed (from armor, encumbrance, or wieght carried, for instance), reduce the distance jumped proportionally. If you have a higher speed (because you're a barbarian or an experienced monk, for instance), increase the distance jumped proportionally.
Jump (Str; Armor Check Penalty)
TOP
*You must move 20 feet before jumping. A character can't take a running jump in heavy armor.
Type of Jump
Minimum Distance
Additional Distance
Maximum Distance
Running jump*
5 ft.
+1 ft./1 point above 10
Height x 6
Standing jump
3 ft.
+1 ft./2 points above 10
Height x 2
Running high jump*
2 ft.
+1 ft./4 points above 10
Height x 1 1/2
Standing High jump
2 ft.
+1 ft./8 points above 10
Height
Jump back
1 ft.
+1 ft./8 points above 10
Height
Wilderness Lore (Wis)
TOP
DC Task
10 Get along in the wild. Move up to one-half your overland speed while hunting and foraging (no food or water supplies needed). You can provide food and water for one other person for every 2 points by which your check result exceeds 10.
15 Gain +2 on all Fortitude saves against severe weather while moving up to one-half your overland speed, or gain +4 if stationary. You may grant the same bonus to one other character for every 1 point by whish the check result exceeds 15.
15 Avoid getting lost or avoid natural hazards, such as quicksand