Vital Statistics

Table: Random Starting Ages
Race Adulthood Barb, Rog, Sorc Bard, Ftr, Rngr Clr, Drd, Mnk, Wiz
Human 15 years +1d4 +1d6 +2d6
Dwarf 40 years +3d6 +5d6 +7d6
Elf 110 years +4d6 +6d6 +10d6
Gnome 40 years +4d6 +6d6 +9d6
Half-elf 20 years +1d6 +2d6 +3d6
Half-orc 14 years +1d4 +1d6 +2d6
Halfling 20 years +2d4 +3d6 +4d6
The following section determines a character's starting age, height, and weight. The character's race and class influence these statistics. Consult your GM before making a character that does not conform to these statistics.

Age

Table: Aging Effects
Race Middle Age1 Old Age2 Venerable Age3 Maximum Age
Human 35 years 53 years 70 years 70 + 2d20 years
Dwarf 125 years 188 years 250 years 250 + 2d% years
Elf 175 years 263 years 350 years 350 + 4d% years
Gnome 100 years 150 years 200 years 200 + 3d% years
Half-elf 62 years 93 years 125 years 125 + 3d20 years
Half-orc 30 years 45 years 60 years 60 + 2d10 years
Halfling 50 years 75 years 100 years 100 + 5d20 years
1At middle age, -1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
2At old age, -2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
3At venerable age, -3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
You can choose or randomly generate your character's age. If you choose it, it must be at least the minimum age for the character's race and class. Alternatively, roll the dice indicated for your class on Table: Random Starting Ages and add the result to the minimum age of adulthood for your race to determine how old your character is.

With age, a character's physical ability scores decrease and his mental ability scores increase (see Table: Aging Effects). The effects of each aging step are cumulative. However, none of a character's ability scores can be reduced below 1 in this way.

When a character reaches venerable age, secretly roll his maximum age and record the result, which the player does not know. A character who reaches his maximum age dies of old age sometime during the following year.

The maximum ages are for player characters. Most people in the world at large die from pestilence, accidents, infections, or violence before getting to venerable age.

Height and Weight

Table: Random Height and Weight
Race Base Height Base Weight Modifier Weight Multiplier
Human, male 4 ft. 10 in. 120 lbs. 2d10 ×5 lbs.
Human, female 4 ft. 5 in. 85 lbs. 2d10 ×5 lbs.
Dwarf, male 3 ft. 9 in. 150 lbs. 2d4 ×7 lbs.
Dwarf, female 3 ft. 7 in. 120 lbs. 2d4 ×7 lbs.
Elf, male 5 ft. 4 in. 100 lbs. 2d8 ×3 lbs.
Elf, female 5 ft. 4 in. 90 lbs. 2d6 ×3 lbs.
Gnome, male 3 ft. 0 in. 35 lbs. 2d4 ×1 lb.
Gnome, female 2 ft. 10 in. 30 lbs. 2d4 ×1 lb.
Half-elf, male 5 ft. 2 in. 110 lbs. 2d8 ×5 lbs.
Half-elf, female 5 ft. 0 in. 90 lbs. 2d8 ×5 lbs.
Half-orc, male 4 ft. 10 in. 150 lbs. 2d12 ×7 lbs.
Half-orc, female 4 ft. 5 in. 110 lbs. 2d12 ×7 lbs.
Halfling, male 2 ft. 8 in. 30 lbs. 2d4 ×1 lb.
Halfling, female 2 ft. 6 in. 25 lbs. 2d4 ×1 lb.
To determine a character's height, roll the modifier dice indicated on Table: Random Height and Weight and add the result, in inches, to the base height for your character's race and gender. To determine a character's weight, multiply the result of the modifier dice by the weight multiplier and add the result to the base weight for your character's race and gender.

Carrying Capacity

Table: Carrying Capacity
Strength Score Light Load Medium Load Heavy Load
1 3 lbs. or less 4-6 lbs. 7-10 lbs.
2 6 lbs. or less 7-13 lbs. 14-20 lbs.
3 10 lbs. or less 11-20 lbs. 21-30 lbs.
4 13 lbs. or less 14-26 lbs. 27-40 lbs.
5 16 lbs. or less 17-33 lbs. 34-50 lbs.
6 20 lbs. or less 21-40 lbs. 41-60 lbs.
7 23 lbs. or less 24-46 lbs. 47-70 lbs.
8 26 lbs. or less 27-53 lbs. 54-80 lbs.
9 30 lbs. or less 31-60 lbs. 61-90 lbs.
10 33 lbs. or less 34-66 lbs. 67-100 lbs.
11 38 lbs. or less 39-76 lbs. 77-115 lbs.
12 43 lbs. or less 44-86 lbs. 87-130 lbs.
13 50 lbs. or less 51-100 lbs. 101-150 lbs.
14 58 lbs. or less 59-116 lbs. 117-175 lbs.
15 66 lbs. or less 67-133 lbs. 134-200 lbs.
16 76 lbs. or less 77-153 lbs. 154-230 lbs.
17 86 lbs. or less 87-173 lbs. 174-260 lbs.
18 100 lbs. or less 101-200 lbs. 201-300 lbs.
19 116 lbs. or less 117-233 lbs. 234-350 lbs.
20 133 lbs. or less 134-266 lbs. 267-400 lbs.
21 153 lbs. or less 154-306 lbs. 307-460 lbs.
22 173 lbs. or less 174-346 lbs. 347-520 lbs.
23 200 lbs. or less 201-400 lbs. 401-600 lbs.
24 233 lbs. or less 234-466 lbs. 467-700 lbs.
25 266 lbs. or less 267-533 lbs. 534-800 lbs.
26 306 lbs. or less 307-613 lbs. 614-920 lbs.
27 346 lbs. or less 347-693 lbs. 694-1,040 lbs.
28 400 lbs. or less 401-800 lbs. 801-1,200 lbs.
29 466 lbs. or less 467-933 lbs. 934-1,400 lbs.
+10 ×4 ×4 ×4
These carrying capacity rules determine how much a character's equipment slows him down. Encumbrance comes in two parts: encumbrance by armor and encumbrance by total weight.

Encumbrance by Armor: A character's armor determines his maximum Dexterity bonus to AC, armor check penalty, speed, and running speed. Unless your character is weak or carrying a lot of gear, that's all you need to know; the extra gear your character carries won't slow him down any more than the armor already does.

If your character is weak or carrying a lot of gear, however, then you'll need to calculate encumbrance by weight. Doing so is most important when your character is trying to carry some heavy object.
Table: Encumbrance Effects
Load Max Dex Skill Check Speed (30 ft.) Speed (20 ft.) Max Run
Medium +3 -3 20 ft. 15 ft. ×4
Heavy +1 -6 20 ft. 15 ft. ×3

Encumbrance by Weight: If you want to determine whether your character's gear is heavy enough to slow him down more than his armor already does, total the weight of all the character's items, including armor, weapons, and gear. Compare this total to the character's Strength on Table: Carrying Capacity. Depending on the character's carrying capacity, he or she may be carrying a light, medium, or heavy load. Like armor, a character's load affects his maximum Dexterity bonus to AC, carries a check penalty (which works like an armor check penalty), reduces the character's speed, and affects how fast the character can run, as shown on Table: Encumbrance Effects. A medium or heavy load counts as medium or heavy armor for the purpose of abilities or skills that are restricted by armor. Carrying a light load does not encumber a character.

If your character is wearing armor, use the worse figure (from armor or from load) for each category. Do not stack the penalties.

Lifting and Dragging: A character can lift as much as his maximum load over his head. A character's maximum load is the highest amount of weight listed for a character's Strength in the heavy load column of Table: Carrying Capacity.

A character can lift as much as double his maximum load off the ground, but he or she can only stagger around with it. While overloaded in this way, the character loses any Dexterity bonus to AC and can move only 5 feet per round (as a full-round action).

A character can generally push or drag along the ground as much as five times his maximum load. Favorable conditions can double these numbers, and bad circumstances can reduce them by half or more.

Bigger and Smaller Creatures: The figures on Table: Carrying Capacity are for Medium bipedal creatures. A larger bipedal creature can carry more weight depending on its size category, as follows: Large ×2, Huge ×4, Gargantuan ×8, Colossal ×16. A smaller creature can carry less weight depending on its size category, as follows: Small ×3/4, Tiny ×½, Diminutive ×1/4, Fine ×1/8.

Quadrupeds can carry heavier loads than bipeds can. Multiply the values corresponding to the creature's Strength score from Table: Carrying Capacity by the appropriate modifier, as follows: Fine ×1/4, Diminutive ×½, Tiny ×3/4, Small ×1, Medium ×1½, Large ×3, Huge ×6, Gargantuan ×12, Colossal ×24.

Tremendous Strength: For Strength scores not shown on Table: Carrying Capacity, find the Strength score between 20 and 29 that has the same number in the "ones" digit as the creature's Strength score does and multiply the numbers in that row by 4 for every 10 points the creature's Strength is above the score for that row.

Armor and Encumbrance for Other Base Speeds

Effects of Armor on Base Speed
Base Speed Reduced Speed   Base Speed Reduced Speed
5 ft. 5 ft.   65 ft. 45 ft.
10 ft.-15 ft. 10 ft.   70 ft.-75 ft. 50 ft.
20 ft. 15 ft.   80 ft. 55 ft.
25 ft.-30 ft. 20 ft.   85 ft.-90 ft. 60 ft.
35 ft. 25 ft.   95 ft. 65 ft.
40 ft.-45 ft. 30 ft.   100 ft.-105 ft. 70 ft.
50 ft. 35 ft.   110 ft. 75 ft.
55 ft.-60 ft. 40 ft.   115 ft.-120 ft. 80 ft.
Table: Effects of Armor on Base Speed provides reduced speed figures for all base speeds from 5 feet to 120 feet (in 5-foot increments).

Movement

Movement & Distance: One Round (Tactical)*
Speed 15 feet 20 feet 30 feet 40 feet
Walk 15 ft. 20 ft. 30 ft. 40 ft.
Hustle 30 ft. 40 ft. 60 ft. 80 ft.
Run (×3) 45 ft. 60 ft. 90 ft. 120 ft.
Run (×4) 60 ft. 80 ft. 120 ft. 160 ft.
* Tactical movement is often measured in squares on the battle grid (1 square = 5 feet) rather than feet.

Movement & Distance: One Minute (Local)
Speed 15 feet 20 feet 30 feet 40 feet
Walk 150 ft. 200 ft. 300 ft. 400 ft.
Hustle 300 ft. 400 ft. 600 ft. 800 ft.
Run (×3) 450 ft. 600 ft. 900 ft. 1,200 ft.
Run (×4) 600 ft. 800 ft. 1,200 ft. 1,600 ft.

Movement & Distance: One Hour (Overland)
Speed 15 feet 20 feet 30 feet 40 feet
Walk 1½ miles 2 miles 3 miles 4 miles
Hustle 3 miles 4 miles 6 miles 8 miles
Run - - - -
Movement & Distance: One Day (Overland)
Speed 15 feet 20 feet 30 feet 40 feet
Walk 12 miles 16 miles 24 miles 32 miles
Hustle - - - -
Run - - - -
There are three movement scales, as follows:
Modes of Movement: While moving at the different movement scales, creatures generally walk, hustle, or run.
Walk: A walk represents unhurried but purposeful movement (3 miles per hour for an unencumbered adult human).
Hustle: A hustle is a jog (about 6 miles per hour for an unencumbered human). A character moving his speed twice in a single round, or moving that speed in the same round that he or she performs a standard action or another move action, is hustling when he or she moves.
Run (×3): Moving three times speed is a running pace for a character in heavy armor (about 7 miles per hour for a human in full plate).
Run (×4): Moving four times speed is a running pace for a character in light, medium, or no armor ( about 12 miles per hour for an unencumbered human, or 9 miles per hour for a human in chainmail) See Table: Movement and Distance for details.

Tactical Movement

Tactical movement is used for combat. Characters generally don't walk during combat, for obvious reasons they hustle or run instead. A character who moves his speed and takes some action is hustling for about half the round and doing something else the other half.
Table: Hampered Movement
Condition Additional Movement Cost
Difficult terrain ×2
Obstacle* ×2
Poor visibility ×2
Impassable -
* May require a skill check

Hampered Movement: Difficult terrain, obstacles, and poor visibility can hamper movement (see Table: Hampered Movement for details). When movement is hampered, each square moved into usually counts as two squares, effectively reducing the distance that a character can cover in a move.

If more than one hampering condition applies, multiply all additional costs that apply. This is a specific exception to the normal rule for doubling.

In some situations, your movement may be so hampered that you don't have sufficient speed even to move 5 feet (1 square). In such a case, you may use a full-round action to move 5 feet (1 square) in any direction, even diagonally. Even though this looks like a 5-foot step, it's not, and thus it provokes attacks of opportunity normally. (You can't take advantage of this rule to move through impassable terrain or to move when all movement is prohibited to you.)

You can't run or charge through any square that would hamper your movement.

Local Movement

Characters exploring an area use local movement, measured in feet per minute.

Walk: A character can walk without a problem on the local scale.

Hustle: A character can hustle without a problem on the local scale. See Overland Movement, below, for movement measured in miles per hour.

Run: A character can run for a number of rounds equal to his Constitution score on the local scale without needing to rest. See Combat for rules covering extended periods of running.
Table: Terrain and Overland Movement
Terrain Highway Road or Trail Trackless
Desert, sandy ×1 ×½ ×½
Forest ×1 ×1 ×½
Hills ×1 ×3/4 ×½
Jungle ×1 ×3/4 ×1/4
Moor ×1 ×1 ×3/4
Mountains ×3/4 ×3/4 ×½
Plains ×1 ×1 ×3/4
Swamp ×1 ×3/4 ×½
Tundra, frozen ×1 ×3/4 ×3/4
Table: Mounts (carrying load) & Vehicles
Mount/Vehicle Per Hour Per Day
Light horse 6 miles 48 miles
Light horse (175-525 lbs.)1 4 miles 32 miles
Heavy horse 5 miles 40 miles
Heavy horse (229-690 lbs.)1 3-½ miles 28 miles
Pony 4 miles 32 miles
Pony (151-450 lbs.)1 3 miles 24 miles
Dog, riding 4 miles 32 miles
Dog, riding (101-300 lbs.)1 3 miles 24 miles
Cart or wagon 2 miles 16 miles
1Quadrupeds, such as horses, can carry heavier loads than characters can. See Carrying Capacity for more information.
Ship
Ship Type Per Hour Per Day
Raft or barge (poled or towed)2 ½ mile 5 miles
Keelboat (rowed)2 1 mile 10 miles
Rowboat (rowed)2 1½ miles 15 miles
Sailing ship (sailed) 2 miles 48 miles
Warship (sailed and rowed) 2-½ miles 60 miles
Longship (sailed and rowed) 3 miles 72 miles
Galley (rowed and sailed) 4 miles 96 miles
2Rafts, barges, keelboats, and rowboats are most often used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, adding an additional 42 miles to the daily distance traveled. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.

Overland Movement

Characters covering long distances cross-country use overland movement. Overland movement is measured in miles per hour or miles per day. A day represents 8 hours of actual travel time. For rowed watercraft, a day represents 10 hours of rowing. For a sailing ship, it represents 24 hours.

Walk: A character can walk 8 hours in a day of travel without a problem. Walking for longer than that can wear him out (see Forced March, below).

Hustle: A character can hustle for 1 hour without a problem. Hustling for a second hour in between sleep cycles deals 1 point of nonlethal damage, and each additional hour deals twice the damage taken during the previous hour of hustling. A character who takes any nonlethal damage from hustling becomes fatigued.

A fatigued character can't run or charge and takes a penalty of -2 to Strength and Dexterity. Eliminating the nonlethal damage also eliminates the fatigue.

Run: A character can't run for an extended period of time. Attempts to run and rest in cycles effectively work out to a hustle.

Terrain: The terrain through which a character travels affects the distance he can cover in an hour or a day (see Table: Terrain and Overland Movement). A highway is a straight, major, paved road. A road is typically a dirt track. A trail is like a road, except that it allows only single-file travel and does not benefit a party traveling with vehicles. Trackless terrain is a wild area with no paths.

Forced March: In a day of normal walking, a character walks for 8 hours. The rest of the daylight time is spent making and breaking camp, resting, and eating.

A character can walk for more than 8 hours in a day by making a forced march. For each hour of marching beyond 8 hours, a Constitution check (DC 10, +2 per extra hour) is required. If the check fails, the character takes 1d6 points of nonlethal damage. A character who takes any nonlethal damage from a forced march becomes fatigued. Eliminating the nonlethal damage also eliminates the fatigue. It's possible for a character to march into unconsciousness by pushing himself too hard.

Mounted Movement: A mount bearing a rider can move at a hustle. The damage it takes when doing so, however, is lethal damage, not nonlethal damage. The creature can also be ridden in a forced march, but its Constitution checks automatically fail, and the damage it takes is lethal damage. Mounts also become fatigued when they take any damage from hustling or forced marches.

See Table: Mounts and Vehicles: Mounts and Vehicles for mounted speeds and speeds for vehicles pulled by draft animals.

Waterborne Movement: See Table: Mounts and Vehicles: Mounts and Vehicles for speeds for water vehicles.

Evasion and Pursuit

In round-by-round movement, when simply counting off squares, it's impossible for a slow character to get away from a determined fast character without mitigating circumstances. Likewise, it's no problem for a fast character to get away from a slower one.

When the speeds of the two concerned characters are equal, there's a simple way to resolve a chase: If one creature is pursuing another, both are moving at the same speed, and the chase continues for at least a few rounds, have them make opposed Dexterity checks to see who is the faster over those rounds. If the creature being chased wins, it escapes. If the pursuer wins, it catches the fleeing creature.

Sometimes a chase occurs overland and could last all day, with the two sides only occasionally getting glimpses of each other at a distance. In the case of a long chase, an opposed Constitution check made by all parties determines which can keep pace the longest. If the creature being chased rolls the highest, it gets away. If not, the chaser runs down its prey, outlasting it with stamina.