| Table: Walls | ||||||
| Wall Type | Typical Thickness | Break DC | Hardness | Hit Points1 | Climb DC | |
| Masonry | 1 ft. | 35 | 8 | 90 hp | 15 | |
| Superior masonry | 1 ft. | 35 | 8 | 90 hp | 20 | |
| Reinforced masonry | 1 ft. | 45 | 8 | 180 hp | 15 | |
| Hewn stone | 3 ft. | 50 | 8 | 540 hp | 22 | |
| Unworked stone | 5 ft. | 65 | 8 | 900 hp | 20 | |
| Iron | 3 in. | 30 | 10 | 90 hp | 25 | |
| Paper | Paper-thin | 1 | 1 hp | 30 | ||
| Wood | 6 in. | 20 | 5 | 60 hp | 21 | |
| Magically treated2 | +20 | ×2 | ×23 | |||
| 1 Per 10-foot-by-10-foot section. | ||||||
| 2 These modifiers can be applied to any of the other wall types. | ||||||
| 3 Or an additional 50 hit points, whichever is greater. |
| Table: Doors | ||||||
| Break DC | ||||||
| Door Type | Typical Thickness | Hardness | Hit Points | Stuck | Locked | |
| Simple wooden | 1 in. | 5 | 10 hp | 13 | 15 | |
| Good wooden | 1-1/2 in. | 5 | 15 hp | 16 | 18 | |
| Strong wooden | 2 in. | 5 | 20 hp | 23 | 25 | |
| Stone | 4 in. | 8 | 60 hp | 28 | 28 | |
| Iron | 2 in. | 10 | 60 hp | 28 | 28 | |
| Portcullis, wooden | 3 in | 5 | 30 hp | 251 | 251 | |
| Portcullis, iron | 2 in. | 10 | 60 hp | 251 | 251 | |
| Lock | 15 | 30 hp | ||||
| Hinge | 10 | 30 hp | ||||
| 1 DC to lift. Use appropriate door figure for breaking. |
| Survival DC | Survival DC | |||
| Moor or hill, map | 6 | Poor visibility | 12 | |
| Mountain, map | 8 | Mountain, no map | 12 | |
| Moor or hill, no map | 10 | Forest | 15 |
| Category of Forest | ||||
| Sparse | Medium | Dense | ||
| Typical trees | 50% | 70% | 80% | |
| Massive trees | 10% | 20% | ||
| Light undergrowth | 50% | 70% | 50% | |
| Heavy undergrowth | 20% | 50% |
| Marsh Category | |||
| Moor | Swamp | ||
| Shallow bog | 20% | 40% | |
| Deep bog | 5% | 20% | |
| Light undergrowth | 30% | 20% | |
| Heavy undergrowth | 10% | 20% |
| Hills Category | |||
| Gentle Hill | Rugged Hill | ||
| Gradual slope | 75% | 40% | |
| Steep slope | 20% | 50% | |
| Cliff | 5% | 10% | |
| Light undergrowth | 15% | 15% |
| Mountain Category | ||||
| Alpine Meadow | Rugged | Forbidding | ||
| Gradual slope | 50% | 25% | 15% | |
| Steep slope | 40% | 55% | 55% | |
| Cliff | 10% | 15% | 20% | |
| Chasm | 5% | 10% | ||
| Light undergrowth | 20% | 10% | ||
| Scree | 20% | 30% | ||
| Dense rubble | 20% | 30% |
| Desert Category | ||||
| Tundra | Rocky | Sandy | ||
| Light undergrowth | 15% | 5% | 5% | |
| Ice sheet | 25% | |||
| Light rubble | 5% | 30% | 10% | |
| Dense rubble | 30% | 5% | ||
| Sand dunes | 50% |
| Plains Category | ||||
| Farm | Grassland | Battlefield | ||
| Light undergrowth | 40% | 20% | 10% | |
| Heavy undergrowth | 10% | |||
| Light rubble | 10% | |||
| Trench | 5% | 5% | ||
| Berm | 5% |
| Table: Combat Adjustments Underwater | |||||
| Attack/Damage | |||||
| Condition | Slashing or Bludgeoning | Off Balance?4 | |||
| Freedom of movement | normal/normal | normal/normal | normal | No | |
| Has a swim speed | 2/half | normal | normal | No | |
| Successful Swim check | 2/half1 | 2/half | quarter or half2 | No | |
| Firm footing3 | 2/half | 2/half | half | No | |
| None of the above | 2/half | 2/half | normal | Yes | |
| 1 A creature without a freedom of movement effects or a swim speed makes grapple checks underwater at a 2 penalty, but deals damage normally when grappling. | |||||
| 2 A successful Swim check lets a creature move one-quarter its speed as a move action or one-half its speed as a full-round action. | |||||
| 3 Creatures have firm footing when walking along the bottom, braced against a ship's hull, or the like. A creature can only walk along the bottom if it wears or carries enough gear to weigh itself downat least 16 pounds for Medium creatures, twice that for each size category larger than Medium, and half that for each size category smaller than Medium. | |||||
| 4 Creatures flailing about in the water (usually because they failed their Swim checks) have a hard time fighting effectively. An off-balance creature loses its Dexterity bonus to Armor Class, and opponents gain a +2 bonus on attacks against it. | |||||
| Table: Siege Engines | ||||||
| Item | Cost | Damage | Critical | Range Increment | Typical Crew | |
| Catapult, heavy | 800 gp | 6d6 | 200 ft. (100 ft. minimum) | 4 | ||
| Catapult, light | 550 gp | 4d6 | 150 ft. (100 ft. minimum) | 2 | ||
| Ballista | 500 gp | 3d8 | 1920 | 120 ft. | 1 | |
| Ram | 1,000 gp | 3d6* | 10 | |||
| Siege tower | 2,000 gp | 20 | ||||
| * See description for special rules. |
| Catapult Attack Modifiers | ||
| Condition | Modifier | |
| No line of sight to target square | 6 | |
| Successive shots (crew can see where most recent misses landed) | Cumulative +2 per previous miss (maximum +10) | |
| Successive shots (crew can't see where most recent misses landed, but observer is providing feedback) | Cumulative +1 per previous miss (maximum +5) |
| Table: Buildings | ||
| Item | Cost | |
| Simple house | 1,000 gp | |
| Grand house | 5,000 gp | |
| Mansion | 100,000 gp | |
| Tower | 50,000 gp | |
| Keep | 150,000 gp | |
| Castle | 500,000 gp | |
| Huge castle | 1,000,000 gp | |
| Moat with bridge | 50,000 gp |
| Table: Random Weather | |||||
| d% | Weather | Cold Climate | Temperate Climate1 | Desert | |
| 0170 | Normal weather | Cold, calm | Normal for season2 | Hot, calm | |
| 7180 | Abnormal weather | Heat wave (0130) or cold snap (31100) | Heat wave (0150) or cold snap (51100) | Hot, windy | |
| 8190 | Inclement weather | Precipitation (snow) | Precipitation (normal for season) | Hot, windy | |
| 9199 | Storm | Snowstorm | Thunderstorm, snowstorm3 | Duststorm | |
| 100 | Powerful storm | Blizzard | Windstorm, blizzard4, hurricane, tornado | Downpour | |
| 1 Temperate includes forest, hills, marsh, mountains, plains, and warm aquatic. | |||||
| 2 Winter is cold, summer is warm, spring and autumn are temperate. Marsh regions are slightly warmer in winter. | |||||
| Table: Wind Effects | ||||||
| Wind Force | Wind Speed | Ranged Attacks Normal/Siege Weapons1 | Creature Size2 | Wind Effect on Creatures | Fort Save DC | |
| Light | 010 mph | / | Any | None | ||
| Moderate | 1120 mph | / | Any | None | ||
| Strong | 2130 mph | 2/ | Tiny or smaller | Knocked down | 10 | |
| Small or larger | None | |||||
| Severe | 3150 mph | 4/ | Tiny | Blown away | 15 | |
| Small | Knocked down | |||||
| Medium | Checked | |||||
| Large or larger | None | |||||
| Windstorm | 5174 mph | Impossible/4 | Small or smaller | Blown away | 18 | |
| Medium | Knocked down | |||||
| Large or Huge | Checked | |||||
| Gargantuan or Colossal | None | |||||
| Hurricane | 75174 mph | Impossible/8 | Medium or smaller | Blown away | 20 | |
| Large | Knocked down | |||||
| Huge | Checked | |||||
| Gargantuan or Colossal | None | |||||
| Tornado | 175300 mph | Impossible/impossible | Large or smaller | Blown away | 30 | |
| Huge | Knocked down | |||||
| Gargantuan or Colossal | Checked | |||||
| 1 The siege weapon category includes ballista and catapult attacks as well as boulders tossed by giants. | ||||||
| 2 Flying or airborne creatures are treated as one size category smaller than their actual size, so an airborne Gargantuan dragon is treated as Huge for purposes of wind effects. | ||||||
| Checked: Creatures are unable to move forward against the force of the wind. Flying creatures are blown back 1d6×5 feet. | ||||||
| Knocked Down: Creatures are knocked prone by the force of the wind. Flying creatures are instead blown back 1d6×10 feet. | ||||||
| Blown Away: Creatures on the ground are knocked prone and rolled 1d4×10 feet, taking 1d4 points of nonlethal damage per 10 feet. Flying creatures are blown back 2d6×10 feet and take 2d6 points of nonlethal damage due to battering and buffeting. |
| Table: Damage from Falling Objects | ||
| Object Weight | Falling Distance | |
| 200101 lb. | 20 ft. | |
| 10051 lb. | 30 ft. | |
| 5031 lb. | 40 ft. | |
| 3011 lb. | 50 ft. | |
| 106 lb. | 60 ft. | |
| 51 lb. | 70 ft. |