Rules Quick Reference

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A quick reference for complicated rules. Condensed from the 3.5 D&D core rule books published by Wizards of the Coast.



Charge (PHB 154)

  • Move >= 10', straight line, clear terrain, no 5' step
  • no creatures in path unless helpless or got overrun
  • -2 AC, +2 to hit, +2 STR for bull rush or overrun
  • can only make ONE attack regardless of anything

Bull Rush (PHB 154)

  • move opponent back, no dmg
  • 1 size category bigger or less
  • attack action or part of charge
  1. attacker provokes attack of opportunity
  2. opposed STR check, +/- 4 / size ctgry, +2 charge bonus,
    +4 defender bonus for stability (multiple legs or dwarf)
  3. succeed - move opponent back 5', additional 5' for each 5 pts
    by which you won check (you also move, up to move limit)
    fail - you move back 5', if occupied, fall prone there

Overrun (PHB 157)

    knock down opponent, move past

  1. provoke attack of opportunity
  2. opponent avoids
    and is unaffected, you move past
  3. opponent blocks (see right)
  • STR/STR or STR/DEX check, +/- 4 per size category,
    +2 charge bonus to STR, stability bns +4 (multiple legs, dwarf)
  • win - opponent knocked prone, you keep moving
  • fail - oppnnt can knock you down with repeat check

Disarm (PHB 155)

disarm - knock opponent weapon down (you armed)
or take the weapon (you unarmed),
failure, oppnnt can disarm you w/o AoOp

grab - can snatch loose item if you are unarmed,
defender gets +4, can't retaliate w/ disarm

  1. attack of opportunity, if damaged, disarm fails
  2. opposed attack rolls
    +4, 2 handed weapon
    -4, light weapon OR unarmed
    -4, non-melee weapon, (and can't retaliate w/ disarm)
    +4 per size category larger
  3. success / failure - disarm and grab description

Sunder (PHB 158)

destroy carried / worn item
provokes attack of opprtnty,
make attack roll vs. object AC = 10 + size + DEX wearer
snatch item - see disarm

destroy weapon / shield
1. attack of opportunity
2. opposed attack rolls
   +4, 2 handed weapon
   -4, light weapon
   +4 per size category larger
3. if hit, dmg object (PHB 158 tbl 8-8, PHB 166 tbl 9-9)


Trip (PHB 158)

  • trip with weapon - if using certain weapons
    (polearms, spiked chain, whip) to trip, you don't
    provoke an attack of opportunity
  • mounted defender - can oppose with Ride check,
    defender can get pulled off mount
  1. provoke attack of opportunity
  2. STR/STR or STR/DEX check
    +/- 4 per attacker size category difference
    +4 defender stability (multiple legs or dwarf)
  3. success - opponent falls prone (-4 AC)
    failure - opponent can retaliate with trip atk

Grappling (PHB 156)

  1. attack of opportunity - attacker provokes, if dmg done, grapple fails
  2. grab - melee touch attack, if miss, grapple fails
  3. hold - opposed grapple check (BAB + STR + size, +/- per size category)
    fail - no grapple
    succeed - deal dmg as if with unarmed strike
    tie - higher grapple modifier wins, tie that, roll again
  4. maintain - next round, move into opponent's space

Turning or Rebuking Undead (PHB 159)

  1. turn check - HD / one undead = (d20 + CHA)
    How powerful an undead can you turn?
  2. turning damage - total HD = (2d6 + CHA + cleric lvl)
    How many HD of undead do you turn?
  3. destroy undead - if your lvl >= undead HD, poof!
  • turn attemps / day = 3 + CHA
  • turning - turned undead flee for 10 minutes
    - if they can't flee, they cower
    - if you approach within 10', they act normally again
    - you can attack cowering undead from 10' away,
    others can attack from wherever
Turn Check Max HD per Each
Undead Affected
0 cleric lvl - 4
1-3 cleric lvl - 3
4-6 cleric lvl - 2
7-9 cleric lvl - 1
10-12 cleric lvl
13-15 cleric lvl + 1
16-18 cleric lvl + 2
19-21 cleric lvl + 3
22+ cleric lvl + 4
Evil Clerics

Underwater Fighting

Here's a quick reminder for fighting underwater (from the D&D FAQ): If you don't have a swimming speed (or a freedom of movement effect), you suffer a -2 penalty to attacks and damage when underwater. Any slashing weapon, blunt weapon, claw attack, or tail attack also inflicts half damage (subtract the 2 points first, then take half of the rest and round down). Remember that a successful hit still inflicts at least 1 point of damage. Even if you have a swimming speed, you inflict half damage with slashing or blunt weapons (but not claws) unless you have a freedom of movement effect.


Various Conditions

Fatigued --> Exhausted

Shaken --> Frightened --> Panicked (may be Cowering)

Blinded
  • (can't see anything)
  • -2 AC, no AC DEX bonus
  • half speed
  • -4 Search
  • -4 STR/DEX skills
  • 50% miss on attacks
Checked
  • ground - can't move forward
  • flying - move back
Confused
  • roll d10 to determine action
    0 : attack caster (or close if unable)
    1 : act normally
    2-4 : do nothing
    5-6 : flee from caster at top speed
    7-9 : attack nearest creature
  • if attacked, retaliate next round
  • no attacks of opp against foes
    not already being attacked
Cowering
  • -2 AC, no AC DEX bonus
  • unable to act due to fear
Dazed
  • can take no actions
  • (AC unaffected)
Dazzled
  • (due to bright light)
  • -1 to hit
  • -1 Spot and Search
Deafened
  • (can't hear anything)
  • -4 initiative
  • 20% spell failure w/ verbal
Disabled
  • 0 hp or negative but stable and conscious
  • single move action
    OR single standard action only
  • half speed
  • standard actions deal 1 dmg
Dying
  • negative hp (-1 to -9), dead at -10
  • unconscious
  • roll d% to stabilize (10% chance)
    if not stable, lose 1 hp each rnd
Entangled
  • half speed
  • no run, no charge
  • -2 to hit
  • -4 DEX (-2 AC)
  • spell cast cncntrtn check (15 + spell lvl)
Ethereal
  • invisible, intangible on Material plane
  • visible and corporeal on Ethereal plane
  • half speed through solid Material objects
  • see / hear Material 60'
  • affected by Material origin force effects
Exhausted
  • half speed
  • -6 STR, -6 DEX
  • 1 hr rest --> fatigued
Fatigued
  • can't run, can't charge
  • -2 STR, -2 DEX
  • action that normally causes
    fatigue leads to exhaustion
  • 8 hrs rest removes fatigue
Flat-footed
  • before 1st turn in combat
  • no DEX bonus to AC
  • no atk of opp
Frightened
  • flees as best it can
  • if unable to flee, can fight
  • -2 to hit
  • -2 REF, FRT, WILL
  • -2 skill checks
  • -2 ability checks
Grappling
Helpless
  • paralyzed, held, bound, sleeping, unconscious, at attacker's mercy
  • 0 DEX, -5 AC
  • +4 to hit (attacker)
  • coup de grace can be done
Incorporeal
  • no physical body
  • immune to all nonmagical attack
  • harmed by
    * other incorporeal creatures
    * magic weapons
    * spells, spell-like effects
    * supernatural effects
  • 50% miss chance from corporeal atk
  • no sneak dmg
  • no armor bonus, but AC CHA deflection
  • ignore armor, but not deflection or force
  • move through solid, but not force
  • silent (can't Listen for them)
Invisible
  • +2 to hit vs. sighted
  • ignores AC DEX bonus
  • 50% miss if attacked
  • +40 Hide if still (Spot DC 40),
    +20 Hide if moving (Spot DC 20)
    can't be found visually
Nauseated
  • can't attack
  • can't cast
  • can't concentrate
  • single move ok
  • free action ok (not spell)
Panicked
  • drop held objects
  • flee at top speed, random path
  • -2 saves
  • -2 skill checks
  • -2 ability checks
  • if cornered, cowers (total defense)
Paralyzed
  • can't move
  • 0 STR, 0 DEX
  • helpless
  • flyer falls
  • swimmer drowns
Petrified
  • turned to stone
  • unconscious
  • if broken when revived, take permanent dmg
Pinned
Prone
  • lying on ground
  • -4 melee
  • ranged, crossbow only
  • -4 AC melee, +4 AC ranged
Shaken
  • somewhat fearful, see frightened, panicked
  • -2 to hit
  • -2 saves
  • -2 skill checks
  • -2 ability checks
Sickened
  • mildly ill, nauseated worse
  • -2 to hit
  • -2 saves
  • -2 skill checks
  • -2 ability checks
Stable
  • negative hp and unconscious
  • but not losing hp each rnd
Staggered
  • subdual dmg = current hp
  • one move action
    OR one standard action
Stunned
  • -2 AC, lose AC DEX bonus
  • can't take actions
  • drops held items
Unconscious
  • helpless
  • if lethal dmg, hp < 0, dying
  • if subdual dmg, wake up 10% chance