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The Krawl: Rule Book

Contents

Introduction

Your Dungeon Master weaves the tale while you forge your legend. The Krawl is an open-world, endless RPG that captures the spirit of classic pen-and-paper adventures. Create heroes defined by race, class, and ever-evolving abilities as you delve into perilous castles, ancient dungeons, forgotten crypts, crumbling ruins, and sprawling kingdoms.

Every action—combat strikes, skill attempts, magical incantations—resolves with a single d20 roll, keeping gameplay swift and decisive. The world is yours to explore, and your choices will shape the story.

Characters

Abilities

All characters have six abilities. Ability scores are integers (e.g., -3, -2, -1, 0, +1, +2, +3, …) with no max or min; 0 is an average human, with every point roughly equal to a 10% change. For example + 10 would be 100% better than the average human.

Scores act as modifiers to combat, skill checks, and saving throws.

  • Strength (STR): Modifies melee attack's chance to hit H, and damage D.
  • Dexterity (DEX): Modifies ranged/thrown attack's chance to hit H, Armor chance to be hit, and initiative rolls.
  • Constitution (CON): Modifies hit points gained per level.
  • Intelligence (INT): Modifies Mage spell potency.
  • Wisdom (WIS): Modifies Cleric spell potency.
  • Charisma (CHA): Modifies social interactions.

Races

Starting player races include Human, Elf, Dwarf and Orc. Baseline value for all stats is 0 - representing the average human. Starting stat adjustments for player races are as follows:

Race STR INT WIS DEX CON CHA Racial Traits
Human 0 0 0 0 0 0 None
Elf -1 +1 0 +1 -1 0 Heightened sense of Hearing
Dwarf +1 0 0 -1 +1 -1 Low-Light Vision
Orc +2 -1 -1 0 +1 -1 Heightened sense of Smell

Classes

Each class offers a combinations ability bonuses, special abilities, and weapon restrictions.

Fighter

  • +1 STR
  • Special: +1 to all weapon damage rolls
  • Armor: Any
  • Weapons: Any
  • Minimum HP gained/Level: 10

Cleric

  • +1 WIS
  • Special: Prayerbook of learned spells
  • Special: Banish Undead (d20 + WIS + Level vs. undead modifiers, flees if higher or equal level, destroyed if lower level)
  • Armor: Any
  • Weapons: Blunt only (mace, hammer, staff, sling)
  • Minimum HP gained/Level: 7

Thief

  • +1 DEX
  • Special: Sneak Attack (bonus Level modifier to H and D from surprise/hidden)
  • Special: +2 lock picking, disarming traps, stealth modifier
  • Armor: Light, Medium
  • Weapons: Missile and one-handed melee (sword, dagger, club, sling, bow, crossbow)
  • Minimum HP gained/Level: 6

Mage

  • +1 INT
  • Special: Spellbook of learned spells
  • Armor: Light
  • Weapons: Dagger, staff, sling, bow
  • Minimum HP gained/Level: 5

Equipping incompatible armor or weapons for your class enforces a an >Attack and Defense penalty = -1H/-1D * Level * # of incompatible equipped items.

Hit Points

HP gained per level: Roll d20 + CON modifier. If roll is less than the minimum HP gained/Level for their class, the character gains the minimum HP.

Natural Healing: Roll d20 + CON modifier per rest (8 hours minimum).

Alignments

You can choose to be Lawful, Neutral, or Chaotic.

Your alignment affects your interactions with other characters and the world. If you perform actions that are not aligned with your alignment, you may be punished by the gods or other characters.

You cannot change your alignment except through extraordinary means.

Languages

Almost every civilized race and intelligent creature speaks the Common Tongue. Although some rare beast and monstrocities may not, for those you will need to learn their language.

Leveling

Experience (XP) Requirements

  • Level 2 = 2,000 XP
  • Level 3 = 5,000 XP
  • Level 4 = 12,500 XP
  • Each level 2.5x more XP than the previous level thereafter

XP Rewards

  • Killing enemies: 100 XP (per level above your level) + 100XP.
  • No XP for killing less than your level.
  • Treasure: 1 XP per value of gp.

Benefits per Level

  • +1 to any ability (no max/min)
  • HP = d20 + CON modifier

Skill Checks & Saving Throws

Any action requiring skill or resisting effects uses a d20 + relevant ability modifier + equipment modifiers + Level vs. DM-set Difficulty Level (includes factors like complexity, fatigue, environment, weather, previous attempts, etc.):

Difficulty Levels (Guideline only - DM may set higher or lower)

  • 5 = easy
  • 10 = normal
  • 15 = hard

Natural 20 = auto-success (often with extra benefit). Natural 1 = auto-failure (often with narrative complication).

Repeating failed skill checks become more difficult unless circumstances affecting the attempt have changed.

If skill checks involve NPCs, the DM may roll opposing checks for each to counter to the player's action.

Examples: STR = lift gates, break walls; DEX = dodge traps, balance; CON = resist poison; INT = magic resistance; WIS = lore; CHA = persuade/intimidate.

Weapons & Armor Explained (H/D)

Weapons and armor play an important role in determining the chance to hit/being hit and the damage dealt/taken. A single D20 roll determines both if the attack hits and the damage taken.

Attacks have a base difficulty of 10 (10 or better required to hit).

Weapons H/D

  • Hit Modifier (H): Added to the attackers roll to hit.
  • Damage Modifier (D): Added to the attacker's damage total

Armor H/D

  • Hit Modifier (H): Subtracted from the attacker's roll to hit.
  • Damage Modifier (D): Subtracted from the attacker's damage total.

Weapons

Weapons provides two stats:

  • Hit Modifier (H): affects chance to hit.
  • Damage Modifier (D): affects damage dealt.
Weapon Hit (H) Damage (D) 2 Handed
Arrow +3 0 No
Dagger +1 +1 No
Staff +3 0 Yes
Long Sword +2 +2 Yes
Short Sword +1 +2 No
Mace 0 +3 No
Battle Axe +1 +4 Yes
Crossbow +4 +2 Yes
Spear +3 +1 Yes
War Hammer 0 +3 No
Sling +2 +1 Yes

Armor

Armor provides two stats:

  • Hit Modifier (H): affects chance to be hit.
  • Damage Modifier (D): affects damage taken (soak).

Light Armor

Does not affect chance of getting hit, but offers low damage soak. Types: Cloth, Leather.

Medium Armor

Slightly increases chance of being hit and offers moderate damage soak. Types: Studded Leather, Chainmail.

Heavy Armor

Increases chance of being hit but offers high damage soak. Types: Plate mail.

Armor Type Helm Chest Gloves Legs Shield
Light D Mods 0/+1 0/+1 0/+1 0/+1 0/+2
Medium D Mods -1/+2 -1/+2 -1/+2 -1/+2 -1/+3
Heavy D Mods -2/+3 -2/+3 -2/+3 -2/+3 -2/+4

Heavier armor makes character easier to hit, but harder to damage. Rare discoveries of magic armor have been rumored to offset these negative effects.

Magic

There are two types of magic known to exist in the world of The Krawl.

Arcane magic is the magic of the mages, and is based on the study of the arcane, the study of the universe and the laws of the universe.

Divine magic is the magic of the clerics, and is based on the study of the divine, the study of the gods and the laws of the gods.

Spells Per Combat

Clerics and Mages: 1 spell per level (resets each combat).

Learning Spells

Mages and Clerics learn via scrolls or teachers, recorded in spellbooks/prayer lists.

Both Mage and Cleric spells may offer Offensive or Defensive H and D modifiers depending on the effect and power of the spell.

Casting Spells

Scrolls & Cross-Casting

Combat System

Combat is turn-based and resolved with a single d20 mechanic. Armor grants both (H)it avoidance and (D)amage Soak (mitigation). Heavy armor makes you easier to hit but reduces incoming damage. Light armor makes you harder to hit but leaves you vulnerable.

Combat Flow (Step-by-Step)

  1. Spot Trouble → Call Combat: DM declares combat begins.
  2. Place Combatants: DM determines if each NPC is a friend, foe or neutral.
  3. Initiative: Every combatant rolls a d20 + DEX (ties favor attacker), turn order is determined by the order of the highest rolls.
  4. Start of Turn: Apply ongoing effects.
  5. Choose Action: Attacker can move, attack, cast a spell, use an item, or any other action.
  6. Resolve Attacks/Actions:
    • Melee Attack = d20 + STR + Weapon H + Level
    • Ranged/Thrown Attack = d20 + DEX + Weapon H + Level
    • Magic Attack = d20 + INT/WIS + Spell H + Level
    • Calculate Required roll to hit = 10 + Defender's (H) modifiers - Attacker's (H) modifiers
    • If roll ≥ roll required to hit, the attack hits. Nat 20 = auto-hit; Nat 1 = auto-miss.
    • Actions resolve with skill checks, saving throws, or other rules.
  7. Apply Damage (on hit):
    • Damage taken = Roll to Hit result - Roll required to hit + Attacker's (D) modifiers - Defender's (D) modifiers
    • Minimum = 1 damage
  8. Critical Twists: Nat 20 → auto-hit + narrative twist (save Difficulty Level 15). Nat 1 → auto-miss + mishap (save Difficulty Level 15).
  9. Other Saves: For poisons, hazards, spells: d20 + mods + Level vs. Difficulty Level (5/10/15).
  10. End of Turn: Apply effects; pass to next combatant.
  11. New Round: Repeat initiative order.
  12. After Combat: Loot, conditions, recovery. Rest overnight = regain d20 + CON modifier HP. 0 HP = unconscious; -10 HP = death.

Critical Twists

A natural 20 or natural 1 on a d20 triggers dramatic narrative shifts in combat, skill checks, or spell casting, enhancing the story with significant outcomes. Affected parties may attempt a save to resist or mitigate these effects.

Natural 20: Critical Twist

A natural 20 guarantees success (auto-hit for attacks, auto-success for skills/spells) and introduces a critical twist, such as ending combat, altering the environment, or shifting alliances. The affected party (usually the defender) makes a save: d20 + relevant ability modifier + Level vs. DC 15. Success negates or reduces the twist; failure triggers the full effect.

  • Combat Example: "Your strike knocks the Orc captain toward the bridge railing, risking a plunge." (DEX save; failure ends combat via fall.)
  • Skill Example: "Your persuasion sways the entire crowd to join you." (CHA save for leader; failure shifts their faction's loyalty.)
  • Spell Example: "Your fireball ignites the room's tapestries, spreading chaos." (DEX save for foes; failure traps them in flames.)

Natural 1: Mishap

A natural 1 guarantees failure (auto-miss for attacks, auto-fail for skills/spells) and triggers a mishap, such as equipment failure, negative effects to the caster, or escalating threats. The attacker or acting character makes a save: d20 + relevant ability modifier + Level vs. Difficulty Level 15. Success avoids or mitigates the mishap; failure applies the full consequence.

  • Combat Example: "Your wild swing risks snapping your sword." (STR save; failure breaks the weapon.)
  • Skill Example: "Your failed lock-picking jams the mechanism." (DEX save; failure permanently locks the door.)
  • Spell Example: "Your miscast spell backfires, sparking arcane feedback." (CON save; failure deals minor damage.)

DM Guidance: Choose the relevant ability for saves based on the twist/mishap (e.g., DEX for dodging, STR for resisting disarm, WIS for mental effects). Twists can end fights, create opportunities, or introduce new threats, but ensure lethal outcomes suit the narrative (e.g., reserve instant-death twists for minions or weakened foes).

Natural 20: Critical Twist

A natural 20 guarantees success (auto-hit for attacks, auto-success for skills/spells) and introduces a critical twist, such as ending combat, altering the environment, or shifting alliances. The affected party (usually the defender) makes a save: d20 + relevant ability modifier + Level vs. Difficulty Level 15. Success negates or reduces the twist; failure triggers the full effect.

Natural 1: Mishap

A natural 1 guarantees failure (auto-miss for attacks, auto-fail for skills/spells) and triggers a mishap, such as equipment failure, self-harm, or escalating threats. The attacker or acting character makes a save: d20 + relevant ability modifier + Level vs. Difficulty Level 15. Success avoids or mitigates the mishap; failure applies the full consequence.

DM Guidance: Choose the relevant ability for saves based on the twist/mishap (e.g., DEX for dodging, STR for resisting disarm, WIS for mental effects). Twists can end fights, create opportunities, or introduce new threats, but ensure lethal outcomes suit the narrative (e.g., reserve instant-death twists for minions or weakened foes).

Death & Resurrection

Death is not always the end—if you've bound yourself to a deity. Your actions determine what is lost or protected upon returning.

Death Threshold

0 HP = unconscious, -10 HP = death. (See player resurrection below)

Altar Binding

Resurrection

Player Resurrection

NPC Resurrection

Players may choose to resurrect NPCs at any alter that aligns with the NPC's alignment, but at a significant cost. The player must offer an amount of gold equal to the NPC's experience points. This act of loyalty will fully restore the NPC without XP loss. After the donation is received, the NPC will return to the world with no penalty to their level. Deities can be fickle however, so the player must make a Normal difficulty savings throw to be successful. If the player rolls a natural 1, the NPC will be lost to the world forever. A natural 20 will restore the NPC with a permanent boon or other benefit (DM's discretion).

The Adventure Begins

In The Krawl the world unfurls before you as a boundless tapestry of possibility, where every choice you make weaves the threads of your destiny. From sprawling towns to majestic kingdoms, across vast oceans and into realms beyond imagination, you are the architect of your journey. Forge unbreakable bonds or topple mighty foes; serve with loyalty or command with authority. In this endless expanse, your path is yours alone to carve, limited only by the fire of your will.

And so the story begins...

Appendix – Full Weapon List

Weapons provide two stats: H (bonus to the attacker’s hit roll) and D (damage bonus). Faster, lighter weapons generally offer higher H but lower D, while heavier, slower weapons offer higher D at the cost of H. Two-handed weapons trade the use of a shield for greater reach and damage potential.

Weapon Category Hands Type H D Description Classes Value (GP) Weight (lbs)
Arrow Projectile 2 Piercing +3 0 Accurate arrow for bows. Fighter, Thief, Mage 1 0.1
Quarrel (Bolt) Projectile 2 Piercing +2 +1 Standard bolt for crossbows. Fighter, Thief 2 0.2
Short Bow Projectile 2 +3 +1 Quick, short-draw bow. Fighter, Thief, Mage 20 2.0
Long Bow Projectile 2 +3 +2 Tall bow, great range. Fighter, Thief, Mage 35 3.0
Composite Short Bow Projectile 2 +3 +2 Laminated compact bow. Fighter, Thief, Mage 40 2.5
Composite Long Bow Projectile 2 +4 +2 Powerful laminated bow. Fighter, Thief, Mage 60 3.2
Light Crossbow Projectile 2 +4 +1 Light prod, fast reload. Fighter, Thief 45 4.5
Heavy Crossbow Projectile 2 +3 +3 Slow reload, huge power. Fighter, Thief 75 8.0
Sling Projectile 2 Blunt +2 +1 Leather sling for stones. Fighter, Cleric, Thief, Mage 2 0.2
Dart Thrown 1 Piercing +3 0 Quick throwing spike. Fighter, Thief 1 0.3
Javelin Thrown 1 Piercing +2 +2 Light throwing spear. Fighter, Thief 6 2.0
Throwing Axe Thrown/Melee 1 Slashing +1 +2 Balanced for throwing. Fighter, Thief 8 3.0
Dagger Thrown/Melee 1 Piercing +2 +1 Quick stabbing blade. Fighter, Thief, Mage 5 1.0
Knife Thrown/Melee 1 Piercing/Slashing +2 +1 Utility blade. Fighter, Thief 3 0.8
Club Melee 1 Blunt 0 +1 Crude weighted stick. Fighter, Cleric, Thief 1 3.5
Quarterstaff Melee 2 Blunt +2 +1 Hardwood staff. Fighter, Cleric, Mage 4 4.0
Mace Melee 1 Blunt +1 +3 Flanged head crushes armor. Fighter, Cleric 12 6.0
War Hammer Melee 1 Blunt +1 +4 Hammer head with pick side, ideal vs plate. Fighter, Cleric 15 7.0
Morning Star Melee 1 Blunt 0 +3 Spiked ball on haft; crushing and puncture. Fighter, Cleric 20 6.5
Flail Melee 1 Blunt 0 +3 Chain-hinged striking head; bypasses shields. Fighter, Cleric 22 7.2
Short Sword Melee 1 Piercing +2 +2 Fast thrusting sword. Fighter, Thief 15 2.5
Long Sword Melee 1 Slashing +1 +3 Balanced arming sword. Fighter 25 3.5
Broad Sword Melee 1 Slashing 0 +3 Wide chopping blade. Fighter 30 4.0
Two-Handed Sword Melee 2 Slashing 0 +4 Greatsword with reach. Fighter 60 6.5
Catapult Siege 4+ Blunt -10 +25 Massive torsion engine. Fighter (Crew) 500 2000.0
Trebuchet Siege 6+ Blunt -20 +30 Counterweight-powered. Fighter (Crew) 800 2800.0

Class rules used: Fighter – any; Cleric – blunt only (& sling); Thief – missile and one-handed melee (e.g., sword, dagger, club, sling, bow, crossbow); Mage – dagger, staff, sling, bow. Two-handed weapons can’t be used with shields.

Appendix – Full Armor List

Armor provides two stats: H (penalty to attackers’ hit rolls) and D (damage soak). Heavier armor offers more soak but makes you easier to hit; shields add extra soak at the cost of H.

Armor Category Slot H D Description Classes Value (GP) Weight (lbs)
Cloth Cap Light Head 0 +1 Padded coif/cap. All 2 0.5
Cloth Robe/Tunic Light Chest 0 +1 Layered fabric. All 3 2.0
Cloth Gloves Light Hands 0 +1 Soft gloves. All 1 0.3
Cloth Trousers Light Legs 0 +1 Soft leggings. All 2 1.5
Cloth Shoes Light Feet 0 +1 Soft shoes. All 2 1.0
Leather Cap Light Head 0 +1 Boiled leather skullcap. All 4 1.0
Leather Jerkin Light Chest 0 +1 Leather torso guard. All 6 5.0
Leather Gloves Light Hands 0 +1 Fingered gloves. All 3 0.8
Leather Greaves Light Legs 0 +1 Reinforced leggings. All 4 4.0
Leather Boots Light Feet 0 +1 Soft-soled boots. All 4 3.5
Buckler Light Shield 0 +2 Small fist shield. Fighter, Cleric, Thief 6 5.0
Studded Coif Medium Head -1 +2 Leather with studs. Fighter, Cleric, Thief 10 3.0
Studded Leather Medium Chest -1 +2 Rigid leather with studs. Fighter, Cleric, Thief 14 15.0
Studded Gloves Medium Hands -1 +2 Reinforced gloves. Fighter, Cleric, Thief 8 2.0
Studded Leggings Medium Legs -1 +2 Guarded thighs/shins. Fighter, Cleric, Thief 10 10.0
Studded Boots Medium Feet -1 +2 Hardened boots. Fighter, Cleric, Thief 10 8.0
Chain Coif Medium Head -1 +2 Mail rings over head. Fighter, Cleric, Thief 12 4.0
Chain Shirt Medium Chest -1 +2 Mail torso coverage. Fighter, Cleric, Thief 18 20.0
Mail Mitts Medium Hands -1 +2 Mail-backed gloves. Fighter, Cleric, Thief 10 3.0
Chain Chausses Medium Legs -1 +2 Mail leggings. Fighter, Cleric, Thief 14 15.0
Mail Boots Medium Feet -1 +2 Ringmail boots. Fighter, Cleric, Thief 12 10.0
Kite/Round Shield Medium Shield -1 +3 Full arm shield. Fighter, Cleric 15 12.0
Great Helm Heavy Head -2 +3 Fully enclosed helmet. Fighter, Cleric 25 8.0
Plate Cuirass Heavy Chest -2 +3 Rigid chest/back plate. Fighter, Cleric 40 45.0
Plate Gauntlets Heavy Hands -2 +3 Articulated plates. Fighter, Cleric 22 6.0
Plate Greaves Heavy Legs -2 +3 Full leg coverage. Fighter, Cleric 30 30.0
Plate Sabatons Heavy Feet -2 +3 Plated shoes. Fighter, Cleric 18 12.0
Tower Shield Heavy Shield -2 +4 Massive wall shield. Fighter 30 20.0

Class equipment rules: Fighter – Any; Cleric – Any; Thief – Light, Medium; Mage – Light. Equipping incompatible items imposes -1H/-1D × Level × # of incompatible items.

Armor Set Reference (Totals)

Set (no shield) Total H Total D Notes
Light (Head+Chest+Hands+Legs+Feet) 0 +5 Max mobility/stealth; best for Mages/Thieves.
Medium (Head+Chest+Hands+Legs+Feet) -5 +10 Balanced soak with modest hit penalty.
Heavy (Head+Chest+Hands+Legs+Feet) -10 +15 Top soak; easiest to hit—pair with high D or control.
Shield Add-On Extra H Extra D Typical Users
Buckler (Light) 0 +2 Thieves, light-armor fighters/clerics.
Kite/Round (Medium) -1 +3 Fighters, clerics; line combatants.
Tower (Heavy) -2 +4 Shield-wall, defenders, sacred guardians.

Appendix – Common Traps & Tricks

Classic dungeon hazards with standardized (H/D) attack values and on-fail Afflictions. Traps make an attack using their H vs. the target’s required roll (base 10, modified as usual). On a hit, apply damage using the trap’s D and then apply the listed Afflictions/saves. Refer to the Afflictions Manual for details on Burning, Chilled, Electrified, Poisoned, Bleeding, Crippled, Prone, Restrained, Exhausted, and Asleep.

Trap / Trick Trigger Detect / Disarm (DL) Atk / Dmg Afflictions on Fail Save Notes
10-Foot Pit Hidden cover (weight) 10 / 10 +0 / +2 Prone; on severe fall, Crippled (DM) DEX 10 to grab edge (on miss, fall) Common in corridors; add spikes/water for variants.
10-Foot Spiked Pit Hidden cover (weight) 10 / 12 +1 / +3 Bleeding; Prone; possible Crippled (DM) DEX 12 to catch edge; CON 12 to staunch bleeding Spikes may be poisoned (apply Poisoned).
Arrow Slit (Tripwire) Tripwire across hall 12 / 12 +3 / +2 Bleeding (on hit) DEX 12 to dodge Multiple volleys possible; poisoned arrows cause Poisoned.
Scything Blade Pressure plate 12 / 12 +2 / +3 Bleeding; on high damage also Crippled DEX 12 to duck Often chained in corridors with alternating timing.
Poison Needle Lock Lock pick or wrong key 12 / 13 +3 / +0 Poisoned (on prick) CON 12–16 vs toxin potency Disarming disables both needle and poison ampule.
Dart Wall Floor plate 10 / 12 +3 / +1 Bleeding (on hit) DEX 12 to evade Fires in a cone; crouching grants +1 defensive H.
Rolling Boulder Pedestal disturbance 10 / 10 +1 / +5 Prone; possible Crippled on heavy impact DEX 15 to sprint aside High noise; can alert nearby rooms.
Crushing Ceiling Hidden lever/timer 12 / 14 +0 / +6 Restrained if pinned; Prone; Exhausted after escape STR 15 to lift or DEX 12 to slip out Telegraph with grinding gears and falling dust.
Flame Jet Pressure plate / tripwire 12 / 12 +2 / +2 Burning (ongoing) DEX 15 to avoid; CON 15 to end Burning Water/oil interactions follow Burning rules.
Freezing Mist Nozzles Hidden valve 12 / 12 +1 / +1 Chilled (slowed) CON 12 to resist On nat 1 attack while Chilled: skip next turn.
Lightning Plate Conductive floor 12 / 13 +1 / +3 Electrified (feedback on melee) DEX 15 to leap clear Grounding cancels effect until re-armed.
Snare Net / Tangle Trap Tripline 10 / 12 +2 / +0 Restrained (immobile) STR or DEX 12 to escape Allies gain +2 H vs. Restrained targets.
Sleep Gas Vent Pressure plate 12 / 13 +0 / +0 Asleep (unconscious) WIS 10 (or CON 12, DM) to resist Noise wakes targets; auto-crits vs. sleepers apply per rules.
Falling Block Loose ceiling stone 10 / 12 +2 / +4 Prone; Bleeding on head/limb hit DEX 12 to sidestep Leaves half cover in area (High Ground may apply).
Swinging Log Tripline (door) 10 / 12 +2 / +3 Prone; Exhausted on heavy hit (DM) DEX 12 to duck Telegraph with scuffed floor and ceiling grooves.

DM Guidance: Use Detect (INT/WIS) and Disarm (DEX/Tools) at the listed Difficulty Levels. When a trap’s Affliction references a save, use that Affliction’s save type/DC from the manual (e.g., Burning ≈ CON 15; Chilled ≈ CON 12; Electrified ≈ DEX 15; Poisoned ≈ CON 10–16 by potency; Bleeding bandage/medicine ≈ 10; Prone requires stand action; Restrained STR/DEX vs. restraint; Asleep WIS 10).