Non Combat Reference

Resting

  • Short Rest: A short rest takes about 5 minutes. A character can spend any number of healing surges to regain hit points, and all encounter powers are regained. Usually this happens automatically after an encounter.
  • Extended Rest: An extended rest takes about 6 hours. A character regains all their hit points, all their healing surges, and all their daily and encounter powers. A character can’t take an extended rest in the middle of a battle or while a clear and present threat is nearby. They don’t need to sleep and can perform light activity.

Rituals

  • Ritual Book: A reusable tome (blank book costs 50 gp, 128 pages). Each ritual takes a number of pages equal to its level. Wizards use their existing spellbook for this purpose.
  • Ritual Scroll: A single-use item that turns to dust after being performed.
    • Anyone can use a scroll, even without the Ritual Caster feat or meeti2ng the level requirement. Components and checks are still required. Scrolls cannot be copied.
  • Purchase: The market price listed for a ritual is the cost to buy a scroll of it, or to have it inscribed into a book you own. A new book containing one ritual would cost the ritual’s market price plus the 50 gp for the book itself.
  • Selling: Sell for one fifth market price, as with all magic items.
  • Creation: You can copy a ritual you have access to from another book (not a scroll).
    • Time: 8 hours (Heroic), 16 hours (Paragon), or 24 hours (Epic). Must be uninterrupted.
    • Cost: The full market price of the ritual in components.
  • Components: Always consumed upon successful completion. The type is determined by the ritual’s key skill (e.g., Alchemical Reagents for Arcana, Sanctified Incense for Religion). Residuum can be used as a substitute for any component type.
  • Skill Check: Sometimes a check made using the ritual’s key skill will be needed, depending on the circumstances or if the ritual has multiple outcomes, but not always.
  • Assistants: Up to four allies within 5 squares can help. They can contribute resources (like healing surges) and aid the skill check (+2 bonus for each assistant who succeeds on a DC 10 check of the same skill).
  • Interruption: If a ritual is interrupted, it fails. No components are lost, but all time spent is wasted. You must start over from the beginning.

Skills

  • Strength
    • Athletics: Climb, jump, or swim. Your Athletics check covers difficult situations you encounter while climbing, jumping, or swimming.
  • Dexterity
    • Acrobatics: Perform an acrobatic stunt, keep your balance while walking on narrow or unstable surfaces, slip free of a grab or restraints, or take less damage from a fall.
    • Stealth: Conceal yourself from enemies, slink past guards, slip away without being noticed, or sneak up on someone.
    • Thievery: Pick locks, disable traps, pickpocket items from others, or perform sleight of hand tricks requiring dexterity and training.
  • Constitution
    • Endurance: Push beyond normal physical limits, resist damage from starvation or thirst, hold your breath, or march for an extended period.
  • Intelligence
    • Arcana: Recall lore about spells, magic items, eldritch symbols, magical traditions, planes of existence, inhabitants of those planes, and arcane phenomena.
    • History: Recall lore pertaining to historical events, legendary people, ancient kingdoms, past disputes, recent wars, and lost civilizations.
    • Religion: Recall lore about deities, religious ceremonies, divine beings, holy symbols, and the practices of divine magic.
  • Wisdom
    • Dungeoneering: Navigate underground areas and caves, recognize underground hazards and aberrant creatures, and recall lore about caverns and dungeons.
    • Heal: Provide first aid and long-term care, treat disease and poison, determine what killed a recently deceased creature, or identify aberrant creatures.
    • Insight: Discern intent and decipher body language during social encounters, determine the true meaning of a conversation, or identify mental influences affecting a creature.
    • Nature: Recognize natural hazards and creatures, predict weather patterns, follow tracks, navigate wilderness areas, or calm domestic animals.
    • Perception: Notice fine details about your environment, spot hidden enemies, find concealed objects, or eavesdrop on conversations.
  • Charisma
    • Bluff: Convince someone of something that isn’t true, create a diversion or distraction, or disguise your true intentions behind false claims.
    • Diplomacy: Influence someone or a group of people with tact, social graces, or good nature to improve their attitude toward you.
    • Intimidate: Force compliance by threats and hostile actions, or make an opponent hesitate during combat through verbal threats and menacing gestures.
    • Streetwise: Navigate urban environments, gather rumors and information, find black market contacts, or blend in with local crowds.

Forms of Movement

One move action can contain any number of forms of movement, limited by movement speed in squares

  • Climbing
    • DC: See the table. If you use a climber’s kit, you get a +2 bonus to your Athletics check. If you can brace yourself between two surfaces, you get a +5 bonus to your check.
    • Success: You climb at one-half your speed. When you climb to reach the top of a surface, such as when you climb out of a pit, the distance to reach the top includes allowing you to arrive in the square adjacent to the surface. The last square of movement places you on that square.
    • Fail by 4 or Less: You stay where you started and lose the rest of your move action, but you don’t fall. You can try again as part of a move action.
    • Fail by 5 or More: You fall and lose the rest of your move action.
    • Grant Combat Advantage: While you are climbing, all enemies have combat advantage against you.
    • Uses Movement: Count the number of squares you climb as part of your move.
    • Taking Damage: If you take damage while climbing, you must make a Climb check using the DC for the surface you’re climbing. If that damage makes you bloodied, increase the DC by 5. If you fail the check, you fall from your current height. If you try to catch hold when you fall, add the damage you take to the DC to catch yourself.
    • Catch Hold: If you fall while climbing, you can make an Athletics check as a free action to catch hold of something to stop your fall. The base DC to catch hold of something is the DC of the surface you were climbing plus 5, modified by circumstances. You can make one check to catch hold. If you fail, you can’t try again unless the DM rules otherwise.
    • Climb Speed: While climbing, creatures that have a climb speed (such as monstrous spiders) use that speed, ignore difficult terrain, do not grant combat advantage because of climbing, and do not make Athletics checks to climb. Note that you still have to make an Athletics check when attempting to climb across an overhanging horizontal surface, unless you have the ability Spider Climb.
  • High Jump
    • Distance Jumped Vertically: Make an Athletics check and divide your check result by 10 (round down). This is the number of feet you can leap up. The result determines the height that your feet clear with a jump. To determine if you can reach something while leaping, add your character’s height plus one-third rounded down (a 6-foot-tall character would add 8 feet to the final distance, and a 4-foottall character would add 5 feet).
    • Running Start: If you move at least 2 squares before making the jump, divide your check result by 5, not 10.
    • Uses Movement: Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move.
  • Long Jump
    • Distance Jumped Horizontally: Make an Athletics check and divide your check result by 10 (don’t round the result). This is the number of squares you can leap across. You land in the square determined by your result. If you end up over a pit or a chasm, you fall and lose the rest of your move action.
    • Distance Cleared Vertically: The vertical distance you clear is equal to one-quarter of the distance you jumped horizontally. If you could not clear the vertical distance of an obstacle along the way, you hit the obstacle, fall prone, and lose the rest of your move action.
    • Running Start: If you move at least 2 squares before making the jump, divide your check result by 5, not 10.
    • Uses Movement: Count the number of squares you jump as part of your move. If you run out of movement, you fall. You can end your first move in midair if you double move.
  • Swim or Tread Water
    • DC: See the table.
    • Success: You swim at one-half your speed, or you stay afloat and tread water.
    • Fail by 4 or Less: Stay where you are and lose the rest of your move action. You can try again as part of a move action.
    • Fail by 5 or More: Sink 1 square and risk suffocation by drowning.
    • Uses Movement: Count the number of squares you swim as part of your move.
    • Swim Speed: While swimming, creatures that have a swim speed (such as sahuagin) use that speed and do not make Athletics checks to swim.
Surface Athletics DC
Ladder 0
Rope 10
Uneven surface (cave wall) 15
Rough surface (brick wall) 20
Slippery surface +5
Unusually smooth surface +5
Water Athletics DC
Calm 10
Rough 15
Stormy 20