These tables suggest suitable DC’s and modifiers for various tasks. The tables are provided primarily for the benefit and guidance of the referee. The referee may choose a different DC if the circumstances of the fiction suggest that the listed value is not appropriate.
DC |
Surface |
|---|---|
5 |
1-3 feet wide |
10 |
7–12 inches wide |
15 |
2–6 inches wide |
20 |
Less than 2 inches wide |
10 |
Uneven floor |
15 |
Thick brush, large rocks |
20 |
Rotten boards, sliding roof tiles |
+5* |
Surface angled |
+5* |
Surface slippery |
+5* |
Surface moving |
*Cumulative if multiple cases apply
Roll |
Speed |
10 Min. |
Hour |
Day |
|---|---|---|---|---|
<10 |
20 feet |
1/3 mile |
2 miles |
16 miles |
10 |
30 feet |
1/2 mile |
3 miles |
24 miles |
15 |
40 feet |
2/3 mile |
4 miles |
32 miles |
20 |
50 feet |
5/6 mile |
5 miles |
40 miles |
25+ |
60 feet |
1 mile |
6 miles |
48 miles |
Modifier |
Circumstance |
|---|---|
+5 |
Target wants to believe you |
+0 |
Doesn’t affect target much |
−5 |
A little hard to believe, or puts at risk |
−10 |
Hard to believe, or entails a large risk |
−20 |
Completely outrageous |
Standard DC to Intimidate a Creature: 10 + Wis + HD
DC |
Surface |
|---|---|
0 |
Steep hillside, knotted rope with wall |
5 |
Rope with wall; or knotted rope. |
10 |
Very rough wall, or ship's rigging. |
15 |
Rocky cliff, tree, or unknotted rope. |
20 |
Typical wall in dungeon or ruins. |
25 |
Natural rock wall, brick wall. |
25 |
Overhang; ceiling with handholds. |
−10* |
Rock chimney (two opposite walls) |
−5* |
Climbing in corner (perpendicular walls). |
+5* |
Slippery surface |
*Cumulative if multiple apply
One climb check is required for each 50 feet climbed. A failure indicates you fall down unless stopped by a rope harness or something else along those lines. The referee may roll 1d10 × 5 to see how many feet you manage to climb before you fall.
Additionally, an Endurance check is required after every 500 feet of climbing at a DC of 9 or less, every 200 feet at a DC of 10 to 19, or every 100 at a DC of 20 or more.
DC |
Text (No Retry) |
|---|---|
20 |
Simplest messages |
25 |
Standard texts |
30 |
Intricate, exotic, or very ancient writing |
Soil |
Base Speed |
Req’d Tools |
|---|---|---|
Loose Soil |
2 feet/hour |
Shovel |
Packed Earth |
1 foot/hour |
Pickaxe |
Soft Stone |
2 inches/hour |
Hammer/chisel |
Hard Rock |
1 inch/hour |
Hammer/chisel |
Base speed is to dig a man-sized passage. Round dig check down to nearest 5, where 15 = 1.5x speed, 20 = 2x speed, etc. Progress is halved (or worse) without the right tools.
DC |
Example Device |
|---|---|
10 |
Jam a lock |
15 |
Sabotage a wagon wheel |
20 |
Typical trap |
25 |
Complex trap |
25 + Spell Level |
Magic trap (requires the Thief trick Disable Magic Traps) |
Modifier |
Disguise |
|---|---|
+5 |
Minor details only |
−2 |
Different sex |
−2 |
Different race |
−2 per step |
Different age category |
DC |
Task |
|---|---|
10 |
Handle a domestic animal |
10 + HD |
Befriend a wild animal |
15 |
Read an animal’s intentions |
15 + HD |
Calm a scared or hostile animal |
+5 |
Creature is a magic beast |
DC |
Task |
|---|---|
10 + neg. HP |
First aid |
15 |
Treat caltrop wound |
Spell’s DC |
Treat magic wounds |
Poison's DC |
Treat poison (advantage on save) |
Disease's DC |
Treat disease (advantage on save) |
DC |
Circumstances |
|
|---|---|---|
10 |
Cloudy day in slightly rough terrain |
|
15 |
Heavy rain/fog; or forested terrain; or very rough terrain |
|
20 |
Bad weather in bad terrain; or overcast night (torchlight only) |
|
25 |
Overcast night in bad terrain, or twisting underground caves |
|
30 |
Twisting caves in total darkness |
Jump |
Min** |
Additional Distance |
|---|---|---|
Run. long* |
5 ft. |
+1 ft./1 point above 10 |
Stand. long |
3 ft. |
+1 ft./2 points above 10 |
Run. high* |
2 ft. |
+1 ft./4 points above 10 |
Stand. high |
2 ft. |
+1 ft./8 points above 10 |
Jump back |
1 ft. |
+1 ft./8 points above 10 |
*Requires 20-foot run-up. Impossible in hv armour.
**Assumes a creature with speed of 30 feet; otherwise, adjust proportionately.
DC |
Open Lock |
|---|---|
20 |
Very simple lock |
25 |
Average lock |
30 |
Good lock |
40 |
Amazing Lock |
Modifier |
Relationship |
Your Offer |
|---|---|---|
+10 |
Intimate |
Fantastic |
+5 |
Friend or associate |
Favourable |
+2 |
Positive impression |
Slightly good |
0 |
Just met |
Fair |
−2 |
Negative impression |
Slightly bad |
−5 |
Personal enemy |
Unfavourable |
−10 |
Archenemy |
Horrible |
Base DC 15 to negotiate with a willing party, or 15 + Wis + HD to overcome intransigence.
DC |
Break Door* |
DC |
Break Item |
|---|---|---|---|
13 |
Simple |
23 |
Rope |
18 |
Good |
23 |
Treasure chest |
23 |
Strong |
24 |
Iron bars |
28 |
Stone/iron |
26 |
Chain/manacles |
*DC when stuck; add +2 if locked, +2 if barred. Lifting a portcullis is DC 20 or higher.
Modifier |
Creature |
|---|---|
+10 |
Intimate |
+5 |
Friend or associate |
+2 |
Casual acquaintance |
0 |
Just met |
−2 |
Different race/culture |
−5 |
Unknown race/culture |
−10 |
Alien creature |
DC |
Restraint |
|---|---|
Use Rope +10 |
Ropes |
Grapple check |
Grappler |
20 |
Net |
30 |
Manacles |
30 |
Head-sized squeeze |
DC |
Circumstance |
|---|---|
20 |
Base DC |
+/-4 |
Size (per category) |
+/-5 |
Contrast |
+5 |
Stillness |
-2 |
6+ creatures |
+5 |
Moonlight (without adequate darkvision) |
+10 |
Starlight (without adequate darkvision) |
DC |
Foraging |
Example |
|---|---|---|
n/a |
Obvious source |
Apple orchard |
10 |
Abundant food |
Forest in the summer |
15 |
Limited |
Typical grasslands or hills |
20 |
Very limited |
Winter, desert, drought |
DC |
Fishing Spot |
|---|---|
−4 |
Boat in middle of water |
12 |
Clear, deep lake |
14 |
Muddy pond or lake |
16 |
Cool, fast-moving mountain stream |
20 |
Shallow or slow-moving creek |
25 |
Swamp or bog |
DC |
Task |
|---|---|
15 |
Cleanly harvest a pelt from a creature’s corpse |
15 |
Smoke and preserve meat (1 hour per ration) |
20 |
Collect a vial of poison from a dead creature |
DC |
Swim |
|---|---|
10 |
Calm water |
15 |
Rough water |
20 |
Stormy water |
A -1 penalty applies to swim checks for each slot of gear you are carrying while swimming, except floating objects (such as wooden poles). This penalty is doubled for metal armour (e.g., chain mail results in a -6 penalty, not -3).
You can always take 10 on Swim checks in calm water when carrying no equipment.
One Swim check is required for every 10 minutes of swimming. A failure indicates you sink and may drown. While underwater, you can attempt a new Swim check each combat round to attempt to surface. You can drop carried items to reduce your weight before rolling.
Additionally, an endurance check is required after every hour of swimming.
DC |
Ground |
Example |
|---|---|---|
5 |
Very soft |
Snow, mud |
10 |
Soft |
Sand, dry streambed |
15 |
Firm |
Grass, woods |
20 |
Hard |
Bare rock, indoor floors |
30 |
Water |
Flowing stream |
Or use an opposed camouflage check, if higher.
DC Mod |
Condition |
|---|---|
−1 |
Every three creatures in group |
+1 |
Every 24 hours since trail was made |
+1 |
Every hour of rain |
+10 |
Fresh snow since trail was made |
DC Mod |
Creature Size |
+2 |
Tiny |
+1 |
Small |
−1 |
Large |
−2 |
Huge |
−4 |
Gargantuan |
−8 |
Colossal |
DC Mod |
Visibility |
+6 |
Moonless night |
+3 |
Moonlight |
+3 |
Inclement weather |
DC |
Task |
|---|---|
10 |
Tie a firm knot |
10 + 2 per 10 feet |
Secure a grappling hook |
15 |
Secure climbing harness |
15 |
Tie a trick knot |
10 + HD + (grap. size) |
Lasso a creature |