Back to Main Menu
Main Menu Introduction Character Creation Ability Scores Races Classes Role·Playing Details Skills Feats Equipment Special Companions The Gods Character Advancement Inspiration Adventuring Combat Various Dangers Advanced Combat Rules Planes of Existence Spellcasting Spell Lists Magic Items Harmful Conditions Difficulty Tables Creature Statistics License Information

Difficulty Tables

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.

Balance

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

Boating

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

Bluff

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

Climb

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.

Decipher Script

DC

Text (No Retry)

20

Simplest messages

25

Standard texts

30

Intricate, exotic, or very ancient writing

Dig

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.

Disable Device

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)

Disguise

Modifier

Disguise

+5

Minor details only

−2

Different sex

−2

Different race

−2 per step

Different age category

Handle Animal

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

Heal

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)

Intuit Direction

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

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.

Open Lock

DC

Open Lock

20

Very simple lock

25

Average lock

30

Good lock

40

Amazing Lock

Parley

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.

Strength

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.

Sense Motive

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

Slip Free

DC

Restraint

Use Rope +10

Ropes

Grapple check

Grappler

20

Net

30

Manacles

30

Head-sized squeeze

Spot (Outdoor Encounters)

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)

Survival

Foraging

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

Fishing

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

Other

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

Swim

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.

Track

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

Use Rope

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