TEXT: Illus. Sam Wood and Mark Zug. ©2003 Monte J. Cook. All rights reserved. UNEARTHED ARCANA is a trademark of Wizards of the
  Coast, Inc., a subsidiary of Hasbro, Inc. ARCANA UNEARTHED is used with permission from Wizards, and all rights are reserved.
  ®
  
  WEAPON SIZE ADJUSTMENT
  ONE SIZE
  ORIGINAL
  ONE SIZE
  SMALLER
  DAMAGE
  LARGER
  1
  1d2
  1d3
  1d2
  1d3
  1d4
  1d3
  1d4
  1d6
  1d4
  1d6
  1d8
  1d6
  1d8
  2d6
  1d6
  1d10
  2d6
  1d8
  1d12
  2d8
  GRENADELIKE WEAPONS
  Damage
  Range
  Weapon*
  Price
  DIRECT
  SPLASH
  Increment
  Weight
  Acid (flask)
  10 gp
  1d6
  1 point*
  10 feet
  1 1/4 lbs.
  Alchemist’s fire 
  (flask)
  20 gp
  1d6
  1 point*
  10 feet
  1 1/4 lbs.
  Alchemist’s frost 
  (flask)
  20 gp
  1d6
  1 point*
  10 feet
  1 1/4 lbs.
  Flash powder
  35 gp
  Blinds
  —
  10 feet
  1 lb.
  Holy water
  (flask)
  25 gp
  2d4
  1 point*
  10 feet
  1 1/4 lbs.
  Smoke bomb
  40 gp
  Smoke
  —
  10 feet 
  1 lb.
  Tanglefoot bag
  50 gp
  Entangles
  —
  10 feet
  4 lbs.
  Thunderstone
  30 gp
  Sonic
  —
  20 feet
  1 lb.
  * Grenadelike weapons deal splash damage as noted to all creatures within 5 feet of where they land.
  ARMOR
  Armor Max.
  Check
  Spell\
  SPEED
  Armor
  Bonus
  Dex
  Penalty Failure
  (30 feet) (20 feet)
  LIGHT ARMOR
  Padded
  +1
  +8
  0
  5%
  30 feet
  20 feet
  Leather jack
  +2
  +6
  0
  10%
  30 feet
  20 feet
  Studded leather jack
  +3
  +5
  –1
  15%
  30 feet
  20 feet
  Chain shirt
  +4
  +4
  –2
  20%
  30 feet
  20 feet
  Leather coat
  +4
  +6
  –2
  10%
  30 feet
  20 feet
  Devanian chain shirt*
  +4
  +8
  –1
  15%
  30 feet
  20 feet
  MEDIUM ARMOR
  Hide
  +3
  +4
  –3
  20%
  20 feet
  15 feet
  Beastscale armor
  +4
  +4
  –3
  20%
  20 feet
  15 feet
  Breastplate
  +5
  +3
  –4
  25%
  20 feet
  15 feet
  Chain hauberk
  +5
  +4
  –4
  20%
  20 feet
  15 feet
  Devanian breastplate*
  +5
  +6
  –3
  20%
  20 feet
  15 feet
  Articulated plate jack*
  +6
  +3
  –4
  20%
  20 feet
  15 feet
  Brigandine
  +6
  +0
  –6
  30%
  20 feet
  15 feet
  HEAVY ARMOR
  Banded mail
  +6
  +1
  –6
  35%
  20 feet**
  15 feet**
  Heavy brigandine
  +7
  +0
  –7
  40%
  20 feet**
  15 feet**
  Chain and plates
  +7
  +2
  –5
  30%
  20 feet**
  15 feet**
  Plate armor
  +8
  +1
  –6
  35%
  20 feet**
  15 feet**
  Devanian plate*
  +8
  +2
  –5
  30%
  20 feet**
  15 feet**
  Dragonscale armor
  +9
  +1
  –6
  25%
  20 feet**
  15 feet**
  Articulated plate*
  +10
  +2
  –5
  35%
  20 feet**
  15 feet**
  Devanian articulated plate* +10
  +3
  –4
  20%
  20 feet
  15 feet
  Superior articulated plate*
  +11
  +2
  –5
  30%
  20 feet**
  15 feet**
  The definitive harness*
  +12
  +3
  –4
  25%
  20 feet
  15 feet
  * Exotic armor
  ** When running in most Heavy armors, a character moves only triple speed, not quadruple speed.
  Shield Size Compared
  Shield Bonus
  Other Factors
  to Character Size
  to AC
  Two sizes smaller
  +1*
  Shield is a buckler (see description)
  One size smaller
  +1
  Character carry other items in the same hand 
  (character cannot use weapons in the shield hand)
  Same
  +2
  Character cannot use shield hand for anything else
  One size larger
  +3
  Possible only with a Devanian shield; character suffers 
  additional –1 check penalty and 5% spell failure chance
  *Bucklers offer no AC bonus against ranged attacks.
  SIMPLE WEAPONS—MELEE
  Range 
  Weapon
  Damage
  Critical
  Increment
  Type
  UNARMED ATTACKS
  Gauntlet (Large)
  1d4 S
  × 2
  —
  B
  Gauntlet (Medium)
  1d3 S
  × 2
  —
  B
  Gauntlet (Small)
  1d2 S
  × 2
  —
  B
  Gauntlet (Tiny)
  1 S
  × 2
  —
  B
  Strike, unarmed (Large) 1d4 S
  × 2
  —
  B
  Strike, unarmed (Medium) 1d3 S
  × 2
  —
  B
  Strike, unarmed (Small) 1d2 S
  × 2
  —
  B
  Strike, unarmed (Tiny)
  1 S
  × 2
  —
  B
  TINY
  Dagger
  1d4
  19–20/× 2
  10 feet
  P
  Dagger, punching
  1d4
  × 3
  —
  P
  Gauntlet, spiked
  1d4
  × 2
  —
  P
  SMALL
  Gauntlet, spiked (giant’s) 1d6
  × 2
  —
  P
  Mace, light
  1d6
  × 2
  —
  B
  Sickle
  1d6
  × 2
  —
  S
  Sprytestaff
  1d4/1d4
  × 2
  —
  B
  MEDIUM
  Club
  1d6
  × 2
  10 feet
  B
  Faen staff
  1d6/1d6
  × 2
  —
  B
  Halfspear
  1d6
  × 3
  20 feet
  P
  Mace, heavy
  1d8
  × 2
  —
  B
  Morningstar
  1d8
  × 2
  —
  B/P
  LARGE
  Greatclub
  1d10
  × 2
  —
  B
  Maul (giant’s mace)
  1d10
  × 2
  —
  B
  Quarterstaff
  1d6/1d6
  × 2
  —
  B
  Shortspear
  1d8
  × 3
  20 feet
  P
  HUGE
  Giant’s club
  2d6
  × 2
  —
  B
  Great maul
  2d8
  × 2
  —
  B
  Greatstaff
  1d8/1d8
  × 2
  —
  B
  MARTIAL WEAPONS—MELEE
  Range 
  Weapon
  Damage
  Critical
  Increment
  Type
  SMALL
  Axe, throwing
  1d6
  × 2
  10 feet
  S
  Hammer, light
  1d4
  × 2
  20 feet
  B
  Handaxe
  1d6
  × 3
  —
  S
  Lance, light
  1d6
  × 3
  —
  P
  Pick, light
  1d4
  × 4
  —
  P
  Sap
  1d6 S
  × 2
  —
  B
  Sword, short
  1d6
  19–20/× 2
  —
  P
  MEDIUM
  Battleaxe
  1d8
  × 3
  —
  S
  Flail, light
  1d8
  × 2
  —
  B
  Lance, heavy*
  1d8
  × 3
  —
  P
  Longsword
  1d8
  19–20/× 2
  —
  S
  Pick, heavy
  1d6
  × 4
  —
  P
  Rapier
  1d6
  18–20/× 2
  —
  P
  Scimitar
  1d6
  18–20/× 2
  —
  S
  Trident
  1d8
  × 2
  10 feet
  P
  Warhammer
  1d8
  × 3
  —
  B
  LARGE
  Falchion
  2d4
  18–20/× 2
  —
  S
  Flail, heavy
  1d10
  19–20/× 2
  —
  B
  Glaive*
  1d10
  × 3
  —
  S
  Greataxe
  1d12
  × 3
  —
  S
  Greatsword
  2d6
  19–20/× 2
  —
  S
  Guisarme
  2d4
  × 3
  —
  S
  Halberd*
  1d10
  × 3
  —
  P/S
  Longspear*
  1d8
  × 3
  —
  P
  Ranseur*
  2d4
  × 3
  —
  P
  Scythe
  2d4
  × 4
  —
  P/S
  HUGE
  Giant’s axe
  2d8
  × 3
  —
  S
  Giant’s sword
  2d8
  19–20/× 2
  —
  S
  Great halberd*
  2d6
  × 3
  —
  P/S
  Greatspear*
  1d10
  × 3
  —
  P
  * Reach Weapon: This weapon adds 5 feet to the reach of the wielder.
  S: This weapon deals subdual rather than normal damage.
  MARTIAL WEAPONS—RANGED
  Range 
  Weapon
  Damage
  Critical
  Increment
  Type
  SMALL
  Blowgun
  —
  —
  —
  —
  Needles, blowgun (20)
  1
  × 2
  10 feet
  P
  Sprytebow
  —
  —
  —
  —
  Arrows (20)
  1d4
  × 3
  50 feet
  P
  Arrows, bodkin (20)
  1d4
  × 3
  50 feet
  P
  MEDIUM
  Shortbow
  —
  —
  —
  —
  Arrows (20)
  1d6
  × 3
  60 feet
  P
  Shortbow, composite
  —
  —
  —
  —
  Arrows (20)
  1d6
  × 3
  70 feet
  P
  Arrows, bodkin (20)
  1d6
  × 3
  70 feet
  P
  LARGE
  Longbow
  —
  —
  —
  —
  Arrows (20)
  1d8
  × 3
  100 feet
  P
  Arrows, bodkin (20)
  1d8
  × 3
  100 feet
  P
  Longbow, composite
  —
  —
  —
  —
  Arrows (20)
  1d8
  × 3
  110 feet
  P
  Arrows, bodkin (20)
  1d8
  × 3
  110 feet
  P
  HUGE
  Giant’s bow
  —
  —
  —
  —
  Arrows (20)
  2d6
  × 3
  100 feet
  P
  Arrows, bodkin (20)
  2d6
  × 3
  100 feet
  P
  EXOTIC WEAPONS—MELEE (AGILE)
  Range 
  Weapon
  Damage
  Critical
  Increment
  Type
  TINY
  Faen nunchaku
  1d4
  × 2
  —
  B
  SMALL
  Battle claw
  1d6
  19–20/× 2
  —
  S
  Nunchaku
  1d6
  × 2
  —
  B
  MEDIUM
  Greater battle claw
  1d8
  19–20/× 2
  —
  S
  Spikestick
  1d8
  × 2
  —
  P
  LARGE
  Spikestick, long
  2d6
  × 3
  —
  P
  EXOTIC WEAPONS—MELEE (HEAVY)
  Range 
  Weapon
  Damage
  Critical
  Increment
  Type
  SMALL
  Faen swordaxe
  1d6
  19–20/× 3
  —
  S
  Spryte’s swordstaff
  1d4/1d4
  19–20/× 2
  —
  S
  MEDIUM
  Faen swordstaff
  1d6/1d6
  19–20/× 2
  —
  S
  Mangler, light
  1d10
  × 3
  —
  P/S
  Sibeccai kopesh
  1d10
  19–20/× 2
  —
  S
  Sword, bastard
  1d10
  19–20/× 2
  —
  S
  Swordaxe
  1d8
  19–20/× 3
  —
  S
  Waraxe
  1d10
  × 3
  —
  S
  LARGE
  Double-headed flail
  1d8/1d8
  × 2
  —
  B
  Litorian warclub
  1d8/1d8
  × 3
  —
  S
  Mangler, heavy
  2d6
  × 3
  —
  P/S
  Swordstaff
  1d8/1d8
  19–20/× 2
  —
  S
  HUGE
  Giant’s swordstaff
  1d10/1d10
  19–20/× 2
  —
  S
  SIMPLE WEAPONS—RANGED
  Range 
  Weapon
  Damage
  Critical
  Increment
  Type
  TINY
  Spryte javelin
  1d3
  × 2
  10 feet
  P
  SMALL
  Crossbow, light
  —
  —
  —
  —
  Bolts, crossbow (10)
  1d8
  19–20/× 2
  80 feet
  P
  Dart
  1d4
  × 2
  20 feet
  P
  Sling
  —
  —
  —
  —
  Bullets, sling (10)
  1d4
  × 2
  50 feet
  B
  MEDIUM
  Crossbow, heavy
  —
  —
  —
  —
  Bolts, crossbow (10)
  1d10
  19–20/× 2
  120 feet
  P
  Javelin
  1d6
  × 2
  30 feet
  P
  LARGE
  Javelin, heavy
  1d8
  × 2
  30 feet
  P
  HUGE
  Crossbow, giant’s
  —
  —
  —
  —
  Bolts, crossbow (10)
  2d6
  19–20/× 2
  120 feet
  P
  EXOTIC WEAPONS—RANGED
  Range 
  Weapon
  Damage
  Critical
  Increment
  Type
  TINY
  Crossbow, hand
  —
  —
  —
  —
  Bolts (10)
  1d4
  19–20/× 2
  30 feet
  P
  Shuriken (5)
  1d2
  × 2
  10 feet
  P
  SMALL
  Furnoch
  1d4
  × 2
  20 feet
  P
  Litorian bola
  1d4
  × 2
  20 feet
  B
  Whip
  1d2 S
  × 2
  15 feet
  S
  MEDIUM
  Crossbow, repeating
  —
  —
  —
  —
  Bolts (5)
  1d8
  19–20/× 2
  80 feet
  P
  Net
  *
  *
  10 feet
  —
  * Special (see weapon description)
  S: Deals subdual rather than normal damage.
  MOVEMENT AND DISTANCE
  BASE SPEED
  15 feet
  20 feet
  30 feet
  40 feet
  ONE ROUND (TACTICAL)
  Walk
  15 feet
  20 feet
  30 feet
  40 feet
  Hustle
  30 feet
  40 feet
  60 feet
  80 feet
  Run (× 3)
  45 feet
  60 feet
  90 feet
  120 feet
  Run (× 4)
  60 feet
  80 feet
  120 feet
  160 feet
  ONE MINUTE (LOCAL)
  Walk
  150 feet
  200 feet
  300 feet
  400 feet
  Hustle
  300 feet
  400 feet
  600 feet
  800 feet
  Run (× 3)
  450 feet
  600 feet
  900 feet
  1,200 feet
  Run (× 4)
  600 feet
  800 feet
  1,200 feet
  1,600 feet
  ONE HOUR (OVERLAND)
  Walk
  1 1/2 miles
  2 miles
  3 miles
  4 miles
  Hustle
  3 miles
  4 miles
  6 miles
  8 miles
  Run
  —
  —
  —
  —
  ONE DAY (OVERLAND)
  Walk
  12 miles
  16 miles
  24 miles
  32 miles
  Hustle
  —
  —
  —
  —
  Run
  —
  —
  —
  —
  ATTACK ROLL MODIFIERS
  Circumstance
  Melee
  Ranged
  Attacker flanking defender*
  +2
  —
  Attacker on higher ground
  +1
  +0
  Attacker prone
  –4
  **
  Attacker invisible
  +2†
  +2†
  Defender sitting or kneeling
  +2
  –2
  Defender prone
  +4
  –4
  Defender stunned, cowering, or off balance +2†
  +2†
  Defender climbing (cannot use shield)
  +2†
  +2†
  Defender surprised or flat footed
  +0†
  +0†
  Defender running
  +0†
  –2†
  Defender grappling (attacker not)
  +0†
  +0††
  Defender pinned
  +4†
  –4†
  Defender has cover
  —–— see “Cover” —–—
  Defender concealed or invisible
  — see “Concealment” —
  Defender helpless
  see “Helpless Defenders”
  * A character flanks a defender when he has an ally on the opposite side of the 
  defender, and that ally threatens the defender.
  ** A character can’t use most ranged weapons while prone; a crossbow is an exception.
  † The defender loses any Dexterity bonus to Armor Class.
  ††When someone makes an attack against two or more grappling characters, roll  
  randomly to see which grappling character is struck. The character attacked also 
  loses any Dexterity bonus to Armor Class.
  OBJECT HARDNESS & HIT POINTS
  Object
  Hardness hp Break DC
  Rope (1 in. diameter)
  0
  2
  23
  Simple wooden door
  5
  10
  13
  Spear
  5
  2
  14
  Small chest
  5
  1
  17
  Good wooden door
  5
  15
  18
  Treasure chest
  5
  15
  23
  Strong wooden door
  5
  20
  23
  Masonry wall (1 ft. thick) 8
  90
  35
  Hewn stone (3 ft. thick)
  8
  540
  50
  Chain
  10
  5
  26
  Manacles
  10
  10
  26
  Masterwork manacles
  10
  10
  28
  Iron door (2 in. thick)
  10
  60
  28
  FUNDAMENTAL ACTIONS IN COMBAT
  Attack of 
  Action
  Opportunity
  ATTACK ACTIONS
  Attack (melee)
  No
  Attack (ranged)
  Yes
  Attack (unarmed)
  Maybe
  Charge
  No
  Full attack
  No
  MAGIC ACTIONS
  Activate magic item
  Maybe
  Cast a spell
  Standard-action spell
  Yes
  Full-round spell
  Yes
  Concentrate to maintain
  No
  Use special ability
  Use spell-like ability
  Yes
  Use supernatural ability
  No
  Use extraordinary ability
  No
  MOVEMENT-ONLY ACTIONS
  Double move
  Maybe
  Run
  Yes
  MISCELLANEOUS ACTIONS
  Attack of 
  Action
  Type
  Opportunity
  Delay
  No action
  No
  Cease concentration on a spell
  Free
  No
  Drop an item
  Free
  No
  Drop to the floor
  Free
  No
  Prepare spell components
  Free**
  No
  to cast a spell
  Speak
  Free
  No
  Climb (one-quarter your speed)
  Move-equivalent
  No
  Draw a weapon
  Move-equivalent†
  No
  Load a hand crossbow
  Move-equivalent
  Yes
  Load a light crossbow
  Move-equivalent
  Yes
  Loose a shield
  Move-equivalent†
  No
  Mount a horse or dismount
  Move-equivalent
  No
  Move a heavy object
  Move-equivalent
  Yes
  Open a door
  Move-equivalent
  No
  Pick up an item
  Move-equivalent
  Yes
  Ready a shield
  Move-equivalent†
  No
  Retrieve a stored item
  Move-equivalent
  Yes
  Sheathe a weapon
  Move-equivalent
  Yes
  Stand up from prone
  Move-equivalent
  No
  Aid another
  Standard
  No
  Bull rush (attack)
  Standard
  Yes
  Bull rush (charge)
  Standard
  Yes
  Concentrate to maintain a spell 
  Standard
  No
  Dismiss a spell
  Standard
  No
  Feint (see Bluff)
  Standard
  No
  Heal an ally
  Standard
  Yes
  Overrun (charge)
  Standard
  No
  Ready (triggers a partial action)
  Standard
  No
  Strike a weapon (attack)
  Standard
  Yes
  Strike an object (attack)
  Standard
  Maybe††
  Total defense
  Standard
  No
  Use a skill that takes 1 action
  Standard
  Usually
  Climb (one-half your speed)
  Full-round
  No
  Coup de grace
  Full-round
  Yes
  Extinguish flames
  Full-round
  No
  Light a torch
  Full-round
  Yes
  Load a heavy crossbow
  Full-round
  Yes
  Load a repeating crossbow
  Full-round
  Yes
  Lock or unlock weapon 
  Full-round
  Yes
  in locked gauntlet
  Use a skill that takes 1 round
  Full-round
  Usually
  Disarm*
  Varies
  Yes
  Grapple*
  Varies
  Yes
  Trip an opponent*
  Varies
  No
  * These attack forms substitute for a melee attack, not an action. As melee attacks,
  they can be used once in the attack or charge action, one or more times in a full
  attack action, or even as an attack of opportunity. 
  ** Unless the component is an extremely large or awkward item (DM’s call). 
  † Performing any one of these actions is a move-equivalent action. If you have a base
  attack of +1 or higher, you can combine one of these actions with a regular move.
  If you have the Two-Weapon Fighting feat, you can draw two light or one-handed
  weapons in the time it would normally take you to draw one. 
  †† If the object is being held, carried, or worn by a creature, yes. If not, no. 
  Substance Hardness
  hp*
  Paper
  0
  2
  Rope
  0
  2
  Glass
  1
  1
  Ice
  0
  3
  Wood
  5
  10
  Substance Hardness
  hp*
  Stone
  8
  15
  Iron
  10
  30
  Mithral
  15
  30
  Adamantite
  20
  40
  * Hit points per inch of thickness 
  SUBSTANCE HARDNESS & HIT POINTS
  STRENGTH CHECK TO:
  DC
  Break down simple door
  13
  Break down good door
  18
  Break down strong door
  23
  Burst rope bonds
  23
  Bend iron bars
  24
  Break down barred door
  25
  Burst chain bonds
  26
  Break down iron door
  28
  SIZE MODIFIER TO AC
  Size
  AC/Attack Mod.
  Fine
  +8
  Diminutive
  +4
  Tiny
  +2
  Small
  +1
  Medium
  0
  Large
  –1
  Huge
  –2
  Gargantuan
  –4
  Colossal
  –8
  COVER
  Degree 
  Cover
  Cover Reflex 
  of Cover
  AC Bonus
  Save Bonus
  1/4
  +2
  +1
  1/2
  +4
  +2
  3/4
  +7
  +3
  9/10
  +10
  +4*
  Total
  —
  —
  *
  Character suffers half damage upon failing the save,
  no damage on a success.
  CONCEALMENT
  Miss
  Degree 
  Cover
  Chance
  1/4
  Light fog, moderate darkness, light foliage
  10%
  1/2
  Dense fog at 5 feet
  20%
  3/4
  Dense foliage
  30%
  9/10
  Near total darkness
  40%
  Total
  Attacker blind, target invisible, 
  50%
  total darkness, dense fog at 10 feet
  SPOTTING DISTANCE
  Terrain
  Distance
  Smoke or heavy fog
  2d4 × 5 feet (average 25 feet)
  Jungle or dense forest
  2d4 × 10 feet (50 feet)
  Light forest
  3d6 × 10 feet (105 feet)
  Scrub, brush, or bush
  6d6 × 10 feet (210 feet)
  Grassland, little cover
  6d6 × 20 feet (420 feet)
  Total darkness
  Limit of sight
  Indoors (lit)
  Line of sight
  SPOTTING DIFFICULTY
  Circumstances
  DC
  Base
  20*
  Size
  +/–4 per size category
  Contrast
  +/–5 or more
  Stillness (not moving)
  +5
  Six or more creatures
  –2
  Moonlight**
  +5
  Starlight†
  +10
  Total darkness
  Impossible††
  COMMON WEAPON AND SHIELD
  HARDNESS & HIT POINTS
  Weapon
  Hardness
  hp
  Tiny blade
  10
  1
  Small blade
  10
  2
  Medium blade
  10
  5
  Large blade
  10
  10
  Small metal-hafted weapon
  10
  10
  Medium metal-hafted weapon
  10
  25
  Small hafted weapon
  5
  2
  Medium hafted weapon
  5
  5
  Large hafted weapon
  5
  10
  Huge club
  5
  60
  Buckler
  10
  5
  Round shield
  10
  10
  Long shield
  10
  20
  INFLUENCING ATTITUDE
  Initial Attitude
  New Attitude
  HOSTILE
  UNFRIENDLY
  INDIFFERENT
  FRIENDLY
  HELPFUL
  Hostile
  Less than 20
  20
  25
  35
  50
  Unfriendly
  Less than 5
  5
  15
  25
  40
  Indifferent
  —
  Less than 1
  1
  15
  30
  Friendly
  —
  —
  Less than 1
  1
  20
  * 
  25 if one side is hiding, and ignore size modifiers. 
  ** +5 bonus on Spot check if the spotter has low-light vision or
  if she has darkvision that extends far enough.
  †
  +5 bonus on Spot check if the spotter has low-light vision, 
  or +10 if she has darkvision that extends far enough.
  †† Unless the spotter has darkvision that extends far enough.
  DM’S SCREEN
  UNEARTHED ARCANA is a trademark of Wizards of the Coast, Inc.,a subsidiary of Hasbro, Inc.
  ARCANA\ UNEARTHED is used with permission from Wizards, and all rights are reserved. 
  ©2003 Monte J. Cook. All rights reserved. 
  This material previously appeared in Monte Cook’s Arcana Unearthed.
  HAMPERED MOVEMENT
  Condition
  Example
  Move 
  Penalty
  OBSTRUCTION
  Moderate
  Undergrowth
  × 3/4
  Heavy
  Thick undergrowth
  × 1/2
  SURFACE
  Bad
  Steep slope 
  × 1/2
  or mud 
  Very bad
  Deep snow
  × 1/4
  POOR VISIBILITY DARKNESS OR FOG
  × 1/2
  
  WEAPON SIZE ADJUSTMENT
  ONE SIZE
  ORIGINAL
  ONE SIZE
  SMALLER
  DAMAGE
  LARGER
  1
  1d2
  1d3
  1d2
  1d3
  1d4
  1d3
  1d4
  1d6
  1d4
  1d6
  1d8
  1d6
  1d8
  2d6
  1d6
  1d10
  2d6
  1d8
  1d12
  2d8
  GRENADELIKE WEAPONS
  Damage
  Range
  Weapon*
  Price
  DIRECT
  SPLASH
  Increment
  Weight
  Acid (flask)
  10 gp
  1d6
  1 point*
  10 feet
  1 1/4 lbs.
  Alchemist’s fire 
  (flask)
  20 gp
  1d6
  1 point*
  10 feet
  1 1/4 lbs.
  Alchemist’s frost 
  (flask)
  20 gp
  1d6
  1 point*
  10 feet
  1 1/4 lbs.
  Flash powder
  35 gp
  Blinds
  —
  10 feet
  1 lb.
  Holy water
  (flask)
  25 gp
  2d4
  1 point*
  10 feet
  1 1/4 lbs.
  Smoke bomb
  40 gp
  Smoke
  —
  10 feet 
  1 lb.
  Tanglefoot bag
  50 gp
  Entangles
  —
  10 feet
  4 lbs.
  Thunderstone
  30 gp
  Sonic
  —
  20 feet
  1 lb.
  * Grenadelike weapons deal splash damage as noted to all creatures within 5 feet of where they land.
  ARMOR
  Armor Max.
  Check
  Spell\
  SPEED
  Armor
  Bonus
  Dex
  Penalty Failure
  (30 feet) (20 feet)
  LIGHT ARMOR
  Padded
  +1
  +8
  0
  5%
  30 feet
  20 feet
  Leather jack
  +2
  +6
  0
  10%
  30 feet
  20 feet
  Studded leather jack
  +3
  +5
  –1
  15%
  30 feet
  20 feet
  Chain shirt
  +4
  +4
  –2
  20%
  30 feet
  20 feet
  Leather coat
  +4
  +6
  –2
  10%
  30 feet
  20 feet
  Devanian chain shirt*
  +4
  +8
  –1
  15%
  30 feet
  20 feet
  MEDIUM ARMOR
  Hide
  +3
  +4
  –3
  20%
  20 feet
  15 feet
  Beastscale armor
  +4
  +4
  –3
  20%
  20 feet
  15 feet
  Breastplate
  +5
  +3
  –4
  25%
  20 feet
  15 feet
  Chain hauberk
  +5
  +4
  –4
  20%
  20 feet
  15 feet
  Devanian breastplate*
  +5
  +6
  –3
  20%
  20 feet
  15 feet
  Articulated plate jack*
  +6
  +3
  –4
  20%
  20 feet
  15 feet
  Brigandine
  +6
  +0
  –6
  30%
  20 feet
  15 feet
  HEAVY ARMOR
  Banded mail
  +6
  +1
  –6
  35%
  20 feet**
  15 feet**
  Heavy brigandine
  +7
  +0
  –7
  40%
  20 feet**
  15 feet**
  Chain and plates
  +7
  +2
  –5
  30%
  20 feet**
  15 feet**
  Plate armor
  +8
  +1
  –6
  35%
  20 feet**
  15 feet**
  Devanian plate*
  +8
  +2
  –5
  30%
  20 feet**
  15 feet**
  Dragonscale armor
  +9
  +1
  –6
  25%
  20 feet**
  15 feet**
  Articulated plate*
  +10
  +2
  –5
  35%
  20 feet**
  15 feet**
  Devanian articulated plate* +10
  +3
  –4
  20%
  20 feet
  15 feet
  Superior articulated plate*
  +11
  +2
  –5
  30%
  20 feet**
  15 feet**
  The definitive harness*
  +12
  +3
  –4
  25%
  20 feet
  15 feet
  * Exotic armor
  ** When running in most Heavy armors, a character moves only triple speed, not quadruple speed.
  Shield Size Compared
  Shield Bonus
  Other Factors
  to Character Size
  to AC
  Two sizes smaller
  +1*
  Shield is a buckler (see description)
  One size smaller
  +1
  Character carry other items in the same hand 
  (character cannot use weapons in the shield hand)
  Same
  +2
  Character cannot use shield hand for anything else
  One size larger
  +3
  Possible only with a Devanian shield; character suffers 
  additional –1 check penalty and 5% spell failure chance
  *Bucklers offer no AC bonus against ranged attacks.
  SIMPLE WEAPONS—MELEE
  Range 
  Weapon
  Damage
  Critical
  Increment
  Type
  UNARMED ATTACKS
  Gauntlet (Large)
  1d4 S
  × 2
  —
  B
  Gauntlet (Medium)
  1d3 S
  × 2
  —
  B
  Gauntlet (Small)
  1d2 S
  × 2
  —
  B
  Gauntlet (Tiny)
  1 S
  × 2
  —
  B
  Strike, unarmed (Large) 1d4 S
  × 2
  —
  B
  Strike, unarmed (Medium) 1d3 S
  × 2
  —
  B
  Strike, unarmed (Small) 1d2 S
  × 2
  —
  B
  Strike, unarmed (Tiny)
  1 S
  × 2
  —
  B
  TINY
  Dagger
  1d4
  19–20/× 2
  10 feet
  P
  Dagger, punching
  1d4
  × 3
  —
  P
  Gauntlet, spiked
  1d4
  × 2
  —
  P
  SMALL
  Gauntlet, spiked (giant’s) 1d6
  × 2
  —
  P
  Mace, light
  1d6
  × 2
  —
  B
  Sickle
  1d6
  × 2
  —
  S
  Sprytestaff
  1d4/1d4
  × 2
  —
  B
  MEDIUM
  Club
  1d6
  × 2
  10 feet
  B
  Faen staff
  1d6/1d6
  × 2
  —
  B
  Halfspear
  1d6
  × 3
  20 feet
  P
  Mace, heavy
  1d8
  × 2
  —
  B
  Morningstar
  1d8
  × 2
  —
  B/P
  LARGE
  Greatclub
  1d10
  × 2
  —
  B
  Maul (giant’s mace)
  1d10
  × 2
  —
  B
  Quarterstaff
  1d6/1d6
  × 2
  —
  B
  Shortspear
  1d8
  × 3
  20 feet
  P
  HUGE
  Giant’s club
  2d6
  × 2
  —
  B
  Great maul
  2d8
  × 2
  —
  B
  Greatstaff
  1d8/1d8
  × 2
  —
  B
  MARTIAL WEAPONS—MELEE
  Range 
  Weapon
  Damage
  Critical
  Increment
  Type
  SMALL
  Axe, throwing
  1d6
  × 2
  10 feet
  S
  Hammer, light
  1d4
  × 2
  20 feet
  B
  Handaxe
  1d6
  × 3
  —
  S
  Lance, light
  1d6
  × 3
  —
  P
  Pick, light
  1d4
  × 4
  —
  P
  Sap
  1d6 S
  × 2
  —
  B
  Sword, short
  1d6
  19–20/× 2
  —
  P
  MEDIUM
  Battleaxe
  1d8
  × 3
  —
  S
  Flail, light
  1d8
  × 2
  —
  B
  Lance, heavy*
  1d8
  × 3
  —
  P
  Longsword
  1d8
  19–20/× 2
  —
  S
  Pick, heavy
  1d6
  × 4
  —
  P
  Rapier
  1d6
  18–20/× 2
  —
  P
  Scimitar
  1d6
  18–20/× 2
  —
  S
  Trident
  1d8
  × 2
  10 feet
  P
  Warhammer
  1d8
  × 3
  —
  B
  LARGE
  Falchion
  2d4
  18–20/× 2
  —
  S
  Flail, heavy
  1d10
  19–20/× 2
  —
  B
  Glaive*
  1d10
  × 3
  —
  S
  Greataxe
  1d12
  × 3
  —
  S
  Greatsword
  2d6
  19–20/× 2
  —
  S
  Guisarme
  2d4
  × 3
  —
  S
  Halberd*
  1d10
  × 3
  —
  P/S
  Longspear*
  1d8
  × 3
  —
  P
  Ranseur*
  2d4
  × 3
  —
  P
  Scythe
  2d4
  × 4
  —
  P/S
  HUGE
  Giant’s axe
  2d8
  × 3
  —
  S
  Giant’s sword
  2d8
  19–20/× 2
  —
  S
  Great halberd*
  2d6
  × 3
  —
  P/S
  Greatspear*
  1d10
  × 3
  —
  P
  * Reach Weapon: This weapon adds 5 feet to the reach of the wielder.
  S: This weapon deals subdual rather than normal damage.
  MARTIAL WEAPONS—RANGED
  Range 
  Weapon
  Damage
  Critical
  Increment
  Type
  SMALL
  Blowgun
  —
  —
  —
  —
  Needles, blowgun (20)
  1
  × 2
  10 feet
  P
  Sprytebow
  —
  —
  —
  —
  Arrows (20)
  1d4
  × 3
  50 feet
  P
  Arrows, bodkin (20)
  1d4
  × 3
  50 feet
  P
  MEDIUM
  Shortbow
  —
  —
  —
  —
  Arrows (20)
  1d6
  × 3
  60 feet
  P
  Shortbow, composite
  —
  —
  —
  —
  Arrows (20)
  1d6
  × 3
  70 feet
  P
  Arrows, bodkin (20)
  1d6
  × 3
  70 feet
  P
  LARGE
  Longbow
  —
  —
  —
  —
  Arrows (20)
  1d8
  × 3
  100 feet
  P
  Arrows, bodkin (20)
  1d8
  × 3
  100 feet
  P
  Longbow, composite
  —
  —
  —
  —
  Arrows (20)
  1d8
  × 3
  110 feet
  P
  Arrows, bodkin (20)
  1d8
  × 3
  110 feet
  P
  HUGE
  Giant’s bow
  —
  —
  —
  —
  Arrows (20)
  2d6
  × 3
  100 feet
  P
  Arrows, bodkin (20)
  2d6
  × 3
  100 feet
  P
  EXOTIC WEAPONS—MELEE (AGILE)
  Range 
  Weapon
  Damage
  Critical
  Increment
  Type
  TINY
  Faen nunchaku
  1d4
  × 2
  —
  B
  SMALL
  Battle claw
  1d6
  19–20/× 2
  —
  S
  Nunchaku
  1d6
  × 2
  —
  B
  MEDIUM
  Greater battle claw
  1d8
  19–20/× 2
  —
  S
  Spikestick
  1d8
  × 2
  —
  P
  LARGE
  Spikestick, long
  2d6
  × 3
  —
  P
  EXOTIC WEAPONS—MELEE (HEAVY)
  Range 
  Weapon
  Damage
  Critical
  Increment
  Type
  SMALL
  Faen swordaxe
  1d6
  19–20/× 3
  —
  S
  Spryte’s swordstaff
  1d4/1d4
  19–20/× 2
  —
  S
  MEDIUM
  Faen swordstaff
  1d6/1d6
  19–20/× 2
  —
  S
  Mangler, light
  1d10
  × 3
  —
  P/S
  Sibeccai kopesh
  1d10
  19–20/× 2
  —
  S
  Sword, bastard
  1d10
  19–20/× 2
  —
  S
  Swordaxe
  1d8
  19–20/× 3
  —
  S
  Waraxe
  1d10
  × 3
  —
  S
  LARGE
  Double-headed flail
  1d8/1d8
  × 2
  —
  B
  Litorian warclub
  1d8/1d8
  × 3
  —
  S
  Mangler, heavy
  2d6
  × 3
  —
  P/S
  Swordstaff
  1d8/1d8
  19–20/× 2
  —
  S
  HUGE
  Giant’s swordstaff
  1d10/1d10
  19–20/× 2
  —
  S
  SIMPLE WEAPONS—RANGED
  Range 
  Weapon
  Damage
  Critical
  Increment
  Type
  TINY
  Spryte javelin
  1d3
  × 2
  10 feet
  P
  SMALL
  Crossbow, light
  —
  —
  —
  —
  Bolts, crossbow (10)
  1d8
  19–20/× 2
  80 feet
  P
  Dart
  1d4
  × 2
  20 feet
  P
  Sling
  —
  —
  —
  —
  Bullets, sling (10)
  1d4
  × 2
  50 feet
  B
  MEDIUM
  Crossbow, heavy
  —
  —
  —
  —
  Bolts, crossbow (10)
  1d10
  19–20/× 2
  120 feet
  P
  Javelin
  1d6
  × 2
  30 feet
  P
  LARGE
  Javelin, heavy
  1d8
  × 2
  30 feet
  P
  HUGE
  Crossbow, giant’s
  —
  —
  —
  —
  Bolts, crossbow (10)
  2d6
  19–20/× 2
  120 feet
  P
  EXOTIC WEAPONS—RANGED
  Range 
  Weapon
  Damage
  Critical
  Increment
  Type
  TINY
  Crossbow, hand
  —
  —
  —
  —
  Bolts (10)
  1d4
  19–20/× 2
  30 feet
  P
  Shuriken (5)
  1d2
  × 2
  10 feet
  P
  SMALL
  Furnoch
  1d4
  × 2
  20 feet
  P
  Litorian bola
  1d4
  × 2
  20 feet
  B
  Whip
  1d2 S
  × 2
  15 feet
  S
  MEDIUM
  Crossbow, repeating
  —
  —
  —
  —
  Bolts (5)
  1d8
  19–20/× 2
  80 feet
  P
  Net
  *
  *
  10 feet
  —
  * Special (see weapon description)
  S: Deals subdual rather than normal damage.
  MOVEMENT AND DISTANCE
  BASE SPEED
  15 feet
  20 feet
  30 feet
  40 feet
  ONE ROUND (TACTICAL)
  Walk
  15 feet
  20 feet
  30 feet
  40 feet
  Hustle
  30 feet
  40 feet
  60 feet
  80 feet
  Run (× 3)
  45 feet
  60 feet
  90 feet
  120 feet
  Run (× 4)
  60 feet
  80 feet
  120 feet
  160 feet
  ONE MINUTE (LOCAL)
  Walk
  150 feet
  200 feet
  300 feet
  400 feet
  Hustle
  300 feet
  400 feet
  600 feet
  800 feet
  Run (× 3)
  450 feet
  600 feet
  900 feet
  1,200 feet
  Run (× 4)
  600 feet
  800 feet
  1,200 feet
  1,600 feet
  ONE HOUR (OVERLAND)
  Walk
  1 1/2 miles
  2 miles
  3 miles
  4 miles
  Hustle
  3 miles
  4 miles
  6 miles
  8 miles
  Run
  —
  —
  —
  —
  ONE DAY (OVERLAND)
  Walk
  12 miles
  16 miles
  24 miles
  32 miles
  Hustle
  —
  —
  —
  —
  Run
  —
  —
  —
  —
  ATTACK ROLL MODIFIERS
  Circumstance
  Melee
  Ranged
  Attacker flanking defender*
  +2
  —
  Attacker on higher ground
  +1
  +0
  Attacker prone
  –4
  **
  Attacker invisible
  +2†
  +2†
  Defender sitting or kneeling
  +2
  –2
  Defender prone
  +4
  –4
  Defender stunned, cowering, or off balance +2†
  +2†
  Defender climbing (cannot use shield)
  +2†
  +2†
  Defender surprised or flat footed
  +0†
  +0†
  Defender running
  +0†
  –2†
  Defender grappling (attacker not)
  +0†
  +0††
  Defender pinned
  +4†
  –4†
  Defender has cover
  —–— see “Cover” —–—
  Defender concealed or invisible
  — see “Concealment” —
  Defender helpless
  see “Helpless Defenders”
  * A character flanks a defender when he has an ally on the opposite side of the 
  defender, and that ally threatens the defender.
  ** A character can’t use most ranged weapons while prone; a crossbow is an exception.
  † The defender loses any Dexterity bonus to Armor Class.
  ††When someone makes an attack against two or more grappling characters, roll  
  randomly to see which grappling character is struck. The character attacked also 
  loses any Dexterity bonus to Armor Class.
  OBJECT HARDNESS & HIT POINTS
  Object
  Hardness hp Break DC
  Rope (1 in. diameter)
  0
  2
  23
  Simple wooden door
  5
  10
  13
  Spear
  5
  2
  14
  Small chest
  5
  1
  17
  Good wooden door
  5
  15
  18
  Treasure chest
  5
  15
  23
  Strong wooden door
  5
  20
  23
  Masonry wall (1 ft. thick) 8
  90
  35
  Hewn stone (3 ft. thick)
  8
  540
  50
  Chain
  10
  5
  26
  Manacles
  10
  10
  26
  Masterwork manacles
  10
  10
  28
  Iron door (2 in. thick)
  10
  60
  28
  FUNDAMENTAL ACTIONS IN COMBAT
  Attack of 
  Action
  Opportunity
  ATTACK ACTIONS
  Attack (melee)
  No
  Attack (ranged)
  Yes
  Attack (unarmed)
  Maybe
  Charge
  No
  Full attack
  No
  MAGIC ACTIONS
  Activate magic item
  Maybe
  Cast a spell
  Standard-action spell
  Yes
  Full-round spell
  Yes
  Concentrate to maintain
  No
  Use special ability
  Use spell-like ability
  Yes
  Use supernatural ability
  No
  Use extraordinary ability
  No
  MOVEMENT-ONLY ACTIONS
  Double move
  Maybe
  Run
  Yes
  MISCELLANEOUS ACTIONS
  Attack of 
  Action
  Type
  Opportunity
  Delay
  No action
  No
  Cease concentration on a spell
  Free
  No
  Drop an item
  Free
  No
  Drop to the floor
  Free
  No
  Prepare spell components
  Free**
  No
  to cast a spell
  Speak
  Free
  No
  Climb (one-quarter your speed)
  Move-equivalent
  No
  Draw a weapon
  Move-equivalent†
  No
  Load a hand crossbow
  Move-equivalent
  Yes
  Load a light crossbow
  Move-equivalent
  Yes
  Loose a shield
  Move-equivalent†
  No
  Mount a horse or dismount
  Move-equivalent
  No
  Move a heavy object
  Move-equivalent
  Yes
  Open a door
  Move-equivalent
  No
  Pick up an item
  Move-equivalent
  Yes
  Ready a shield
  Move-equivalent†
  No
  Retrieve a stored item
  Move-equivalent
  Yes
  Sheathe a weapon
  Move-equivalent
  Yes
  Stand up from prone
  Move-equivalent
  No
  Aid another
  Standard
  No
  Bull rush (attack)
  Standard
  Yes
  Bull rush (charge)
  Standard
  Yes
  Concentrate to maintain a spell 
  Standard
  No
  Dismiss a spell
  Standard
  No
  Feint (see Bluff)
  Standard
  No
  Heal an ally
  Standard
  Yes
  Overrun (charge)
  Standard
  No
  Ready (triggers a partial action)
  Standard
  No
  Strike a weapon (attack)
  Standard
  Yes
  Strike an object (attack)
  Standard
  Maybe††
  Total defense
  Standard
  No
  Use a skill that takes 1 action
  Standard
  Usually
  Climb (one-half your speed)
  Full-round
  No
  Coup de grace
  Full-round
  Yes
  Extinguish flames
  Full-round
  No
  Light a torch
  Full-round
  Yes
  Load a heavy crossbow
  Full-round
  Yes
  Load a repeating crossbow
  Full-round
  Yes
  Lock or unlock weapon 
  Full-round
  Yes
  in locked gauntlet
  Use a skill that takes 1 round
  Full-round
  Usually
  Disarm*
  Varies
  Yes
  Grapple*
  Varies
  Yes
  Trip an opponent*
  Varies
  No
  * These attack forms substitute for a melee attack, not an action. As melee attacks,
  they can be used once in the attack or charge action, one or more times in a full
  attack action, or even as an attack of opportunity. 
  ** Unless the component is an extremely large or awkward item (DM’s call). 
  † Performing any one of these actions is a move-equivalent action. If you have a base
  attack of +1 or higher, you can combine one of these actions with a regular move.
  If you have the Two-Weapon Fighting feat, you can draw two light or one-handed
  weapons in the time it would normally take you to draw one. 
  †† If the object is being held, carried, or worn by a creature, yes. If not, no. 
  Substance Hardness
  hp*
  Paper
  0
  2
  Rope
  0
  2
  Glass
  1
  1
  Ice
  0
  3
  Wood
  5
  10
  Substance Hardness
  hp*
  Stone
  8
  15
  Iron
  10
  30
  Mithral
  15
  30
  Adamantite
  20
  40
  * Hit points per inch of thickness 
  SUBSTANCE HARDNESS & HIT POINTS
  STRENGTH CHECK TO:
  DC
  Break down simple door
  13
  Break down good door
  18
  Break down strong door
  23
  Burst rope bonds
  23
  Bend iron bars
  24
  Break down barred door
  25
  Burst chain bonds
  26
  Break down iron door
  28
  SIZE MODIFIER TO AC
  Size
  AC/Attack Mod.
  Fine
  +8
  Diminutive
  +4
  Tiny
  +2
  Small
  +1
  Medium
  0
  Large
  –1
  Huge
  –2
  Gargantuan
  –4
  Colossal
  –8
  COVER
  Degree 
  Cover
  Cover Reflex 
  of Cover
  AC Bonus
  Save Bonus
  1/4
  +2
  +1
  1/2
  +4
  +2
  3/4
  +7
  +3
  9/10
  +10
  +4*
  Total
  —
  —
  *
  Character suffers half damage upon failing the save,
  no damage on a success.
  CONCEALMENT
  Miss
  Degree 
  Cover
  Chance
  1/4
  Light fog, moderate darkness, light foliage
  10%
  1/2
  Dense fog at 5 feet
  20%
  3/4
  Dense foliage
  30%
  9/10
  Near total darkness
  40%
  Total
  Attacker blind, target invisible, 
  50%
  total darkness, dense fog at 10 feet
  SPOTTING DISTANCE
  Terrain
  Distance
  Smoke or heavy fog
  2d4 × 5 feet (average 25 feet)
  Jungle or dense forest
  2d4 × 10 feet (50 feet)
  Light forest
  3d6 × 10 feet (105 feet)
  Scrub, brush, or bush
  6d6 × 10 feet (210 feet)
  Grassland, little cover
  6d6 × 20 feet (420 feet)
  Total darkness
  Limit of sight
  Indoors (lit)
  Line of sight
  SPOTTING DIFFICULTY
  Circumstances
  DC
  Base
  20*
  Size
  +/–4 per size category
  Contrast
  +/–5 or more
  Stillness (not moving)
  +5
  Six or more creatures
  –2
  Moonlight**
  +5
  Starlight†
  +10
  Total darkness
  Impossible††
  COMMON WEAPON AND SHIELD
  HARDNESS & HIT POINTS
  Weapon
  Hardness
  hp
  Tiny blade
  10
  1
  Small blade
  10
  2
  Medium blade
  10
  5
  Large blade
  10
  10
  Small metal-hafted weapon
  10
  10
  Medium metal-hafted weapon
  10
  25
  Small hafted weapon
  5
  2
  Medium hafted weapon
  5
  5
  Large hafted weapon
  5
  10
  Huge club
  5
  60
  Buckler
  10
  5
  Round shield
  10
  10
  Long shield
  10
  20
  INFLUENCING ATTITUDE
  Initial Attitude
  New Attitude
  HOSTILE
  UNFRIENDLY
  INDIFFERENT
  FRIENDLY
  HELPFUL
  Hostile
  Less than 20
  20
  25
  35
  50
  Unfriendly
  Less than 5
  5
  15
  25
  40
  Indifferent
  —
  Less than 1
  1
  15
  30
  Friendly
  —
  —
  Less than 1
  1
  20
  * 
  25 if one side is hiding, and ignore size modifiers. 
  ** +5 bonus on Spot check if the spotter has low-light vision or
  if she has darkvision that extends far enough.
  †
  +5 bonus on Spot check if the spotter has low-light vision, 
  or +10 if she has darkvision that extends far enough.
  †† Unless the spotter has darkvision that extends far enough.
  DM’S SCREEN
  UNEARTHED ARCANA is a trademark of Wizards of the Coast, Inc.,a subsidiary of Hasbro, Inc.
  ARCANA\ UNEARTHED is used with permission from Wizards, and all rights are reserved. 
  ©2003 Monte J. Cook. All rights reserved. 
  This material previously appeared in Monte Cook’s Arcana Unearthed.
  HAMPERED MOVEMENT
  Condition
  Example
  Move 
  Penalty
  OBSTRUCTION
  Moderate
  Undergrowth
  × 3/4
  Heavy
  Thick undergrowth
  × 1/2
  SURFACE
  Bad
  Steep slope 
  × 1/2
  or mud 
  Very bad
  Deep snow
  × 1/4
  POOR VISIBILITY DARKNESS OR FOG
  × 1/2
  
SOURCE: textdata/thevault/D20 system/Arcana Unearthed (d20)/Arcana Unearthed DM Screen.pdf