Useful Tables
(Splash Weapons, Time for Events, Light Sources Encounter chance and Donning Armor)
Splash Weapons
Missile Type Cost A.O.E. Damage Splash Range Thrown Range Save
Acid 10 gp 5' 1d6 1 5' 10' None
Alchemist Fire 20 gp 5' 1d6 1 5' 10' None
Grenade 50 gp 10' 2d6 3d6 5' 10' Reflex 15 DC for 1/2 damage
Holy Water 25 gp 5' 2d4 1 5' 10' None
Methane Grenado 25 gp 10' 2d6 2d6 5' 10' Reflex 15 DC for 1/2 damage
Oil, Burning 25 gp 5' 1d4 1 5' 10' None
Poison Varies 5' Varies Varies 5' 10' Special, Fort save as per the posion
Tanglefoot 50 gp 5' Special none 0' 10' Reflex 15 DC for 0 effect, becomes brittle and fails in 2d4 rounds.
Thunderstone 50 gp 10' Deafens none 10' 20' Fort 15 DC for 0 effect, deafens for 1 hour.
 
Notes:
Specifics for Poison vary with the poison.
Tanglefoot glues the person's foot to the floor unless they make their saving roll; taking a -2 to attack and -4 to Dexterity. Even if they save their movement is reduced to 1/2. To break free the person needs to do 15 points of damage (as a full round action they automatically hit and don't damage themselves) or make a Strength 17 check. Huge or larger creatures are not affected. Flying creatures will not be stuck to the floor, but they can have their wings stuck and if they fail their save they fall. Spell casters stuck by the tangle foot must pass a DC 15 Concentration check to cast a spell.
Thunderstone deafens a person unless they save; if they fail they suffer a -4 to initiative and have a 20% chance to fail a spell casting for 1 hour.
 
Time an event Takes Area Time Chance
Find Traps 10' square 1d10 rnds As per character's skill
Search for Secret Doors 20'x10' rectangle 10 rnds Find 1 on 1d6
Search for Concealed Doors 20'x10' rectangle 10 rnds Find 1-2 on 1d6
Disable Device 5' sqaure 12 rnds As per character's skill
 
Duration of Light Source Encounter Ranges
Light Source Radius of Light
Bright/Shadowy
Burning Time Encounter Situation Range
Both groups surprised 1d4 x 5'
Beacon Lantern 240'/400' 2 hours / pint One group surprised 1d6 x 5'
Bonfire 50'/100' 5 hours / cord No Surprise:  
Bullseye Lantern 60'/120' 6 hours / pint      Smoke / Heavy Fog 1d8 x 5'
Campfire 35'/70' 1 hour / cord      Jungle / Dense Forest d210 x 5'
Candle 0'/5' 10 minutes / inch      Light Forest 4d6 x 5'
Continual Flame spell 20'/40' Permanent      Scrub / Brush / Bush 4d12 x 5'
Dancing Lights spell 20'/40' 1 minute      Grassland / Field 10d6 x 5'
Daylight spell 20'/40' 30 minutes      Dungeon / Night Limit of vision
Everburning Torch 20'/40' Permanent      No cover Missile Range
Hooded Lantern 30'/60' 6 hours / pint    
Magic Weapon 0'/5' as desired Notes:
Sunrod 30'/60' 6 hours Low Light vision allows vision at twice the listed vision distance in the table.
Torch 20'40' 1 hour
 
Putting on Armor
Type of Armor Time to Don Time to Don Hastily Remove
Shield (any) 1 move n/a 1 move
Padded, Leather, Hide, Studded Leather or Chain Shirt 1 minute 5 rounds 1 minute †
Breastplate, Scale Mail, Chain Mail, Banded Mail or Splint Mail 4 minutes † 1 minute 1 minute †
Half or Full Plate 4 minutes ‡ 4 minutes † 1d4+1 minutes †
Notes:
Don Hastily = -1 AC
† Half the time with help
‡ Requires help, otherwise it can only be donned hastily

Table of Contents
Pathfinder Table of Contents