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Table 1-1: Ability Score Modifiers (pg 18)

Score 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 Mod. -3 -2 -2 -1 -1 -1 None None None None +1 +1 +1 +2 +2 +3 Wizard Spells Known No spellcasting -2 spells* -2 spells* -1 spell* No adjustment No adjustment No adjustment No adjustment No adjustment No adjustment No adjustment +1 spell +1 spell +1 spell +2 spells +2 spells

Max Spell Level** No spellcasting 1 1 1 1 2 2 3 3 4 4 4 5 5 5 6

* Minimum 1 spell. ** Based on Intelligence for Wizards and Personality for Clerics.

Saving Throw Fortitude Reflex Willpower

Saving Throws (pg 20)

Ability Modifier Stamina Agility Personality

Alignment Summary (pg 24)


Unity, order, authority, loyalty, charity. Does what is right and just. Chooses the path of mankind over the path of supernatural dominance. The balance of nature, the timelessness of eternity, the nothingness of space. Often worships those that came before Law and Chaos. Measured morality, a balance of costs and benefits. Entropy, undermining of rule, natural order and the law of mankind. Bargains with the supernatural. Chooses the path of greatest personal power over principle. Lawful

Weapon Battleaxe* Blackjack Blowgun Club Crossbow* Dagger Dart Flail Garrote Handaxe Javelin Lance# Longbow* Longsword Mace Polearm* Shortbow* Shortsword Sling Spear# Staff 2-Handed Sword* Warhammer

Table 3-1: Weapons (pg 71)


Damage 1d10 1d3/2d6*** 1d3/1d5 1d4 1d6 1d4/1d10 1d4 1d6 1/3d4 1d6 1d6 1d12 1d6 1d8 1d6 1d10 1d6 1d6 1d4 1d8 1d4 1d10 1d8

Range 20/40/60 80/160/240 10/20/30** 20/40/60** 10/20/30** 30/60/90** 70/140/210 50/100/150 40/80/160** -

Cost 7 gp 3 gp 6 gp 3 gp 30 gp 3 gp 5 sp 6 gp 2 gp 4 gp 1 gp 25 gp 40 gp 10 gp 5 gp 7 gp 25 gp 7 gp 2 gp 3 gp 5 sp 15 gp 5 gp

Armor Unarmored Padded Leather Studded Leather Hide Scale mail Chainmail Banded mail Half-plate Full plate Shield**

Table 3-3: Armor (pg 72)


AC +0 +1 +2 +3 +3 +4 +5 +6 +7 +8 +1 Pen -1 -2 -3 -4 -5 -6 -7 -8 -1 Spd* -5 -5 -5 -10 -10 -

Fum d4 d8 d8 d8 d12 d12 d12 d16 d16 d16 d8

Cost Free 5 20 45 30 80 150 250 550 1200 10

* Human and elf base speed is 30. Dwarf and halfling base speed is 20. ** Shields cannot be used with two-handed weapons.

Table 4-1: Attack Roll Modifiers (pg 78)


Condition Missile fire range is Short Range Medium Range Long Range Attacker is Invisible On higher ground Squeezing through tight space Entangled (net or otherwise) Using an untrained weapon Firing missile weapon into melee* Defender is Behind cover Blinded Entangled Helpless (paralyzed, sleeping, bound) Kneeling, sitting or prone

Attack Roll Mod Melee Missile +2 +1 -1d -1d -1d -2 +2 +1d +1d +2 -2 -1d -1d -1d -1d -1 -2 +2 +1d +1d -2

Chaotic

* Two-handed weapon. Characters using two-handed weapons use a d16 on initiative checks. ** Strength modifier applies to damage with this weapon at close range only. *** Damage dealt is always subdual damage. These weapons are particularly effective when used with the element of surprise. A thief who succeeds in a backstab attempt with one of these weapons uses the second damage value listed. All other classes and all other thief attacks use the first value. Characters generally purchase normal straightedged daggers, but cultists, cave-dwellers, evil priests, alien worshipers, and other menacing villains carry curvy or ceremonial daggers known as athame, kris, or tumi. # These weapons inflict double damage on a mounted charge. A lance can only be used when mounted.

Neutral

* And 50% chance of friendly fire if attack misses; see page 96.

The Dice Chain d3 d4 d5 d6 d7 d8 d10 d12 d14 d16 d20 d24 d30

Table 4-3: Two-Weapon Attacks (pg 94)


Agility 8 or less 9-11 12-15 16-17 18+ Primary -3 dice -2 dice -1 die -1 die Normal Off Hand -4 dice -3 dice -2 dice -1 die -1 die

Critical Hits* None None None Primary on max roll** Primary as normal

* Warriors and others with improved crit threat ranges (i.e., those who can crit on 19-20 or better) lose that ability when fighting two-handed. ** Primary hand scores a critical hit on a max die roll (16 on 1d16) that also beats targets AC (no automatic hit)

Example Deeds Blinding Attacks, Disarming Attacks, Pushbacks, Trips and Throws, Precision Shots, Rallying Maneuvers, Defensive Maneuvers, Signature Deeds, Weapon-Specific Deeds A Warrior or Dwarf can declare a Mighty Deed of Arms, prior to any attack. If his deed die is 3 or better and the attack lands (e.g., the total attack roll exceeds the targets AC), the Deed succeeds. Type Group of monsters Single monster Retainer

Mighty Deeds of Arms (pgs 88-92)

DC 5 10 15 20

Description Childs play, minor challenges with possibility of failure and/or consequences. Mans deed, weak and unskilled could not achieve these tasks. Feats of derring-do, it takes someone special to accomplish these tasks. Heros work, only the most super-human heroes attempt and succeed at these tasks.

Difficulty Levels (pg 66)

Luck
A character can burn luck to give a one-time bonus to a roll on a 1 for +1 basis (or 1 for +2 if halfling), before or after his die roll. A character can only burn Luck to affect his own die rolls (except for halflings). Luck cannot be burned to affect the die roll of other characters or monsters, even if they affect the character. Warriors and Dwarfs may burn a point of Luck to avoid rolling on the Fumble Table. Wizards may burn a point of Luck to avoid rolling on the Corruption Table. Ability Damage Catching fire Charge Dropping a torch Falling Firing into melee Grappling Recover Armor Recovering missiles Subdual damage Unarmed combat Withdrawal

Morale Triggers (pg 94)

Trigger When the first creature is slain and when half the creatures have been killed or incapacitated. When it has lost half its hit points.

When first encountering combat or danger in each adventure and at the end of each adventure. Morale check = 1d20 + Will save, retainers also add their employers Personality modifier. Typical DC is 11.

Skill Ability Balancing Agility Breaking, bending, lifting Strength Climbing Strength or Agility Listening Luck Searching, spotting Intelligence Sneaking Agility Skill check (trained) = 1d20 + ability modifier vs. DC Skill check (untrained) = 1d10 + ability modifier vs. DC Each Round Free 1st Action Die 2nd Action Die Extra Action

Common Skill Checks (pg 67)

Actions (pgs 77-78)

Other Combat Rules


If reduced to 0: babbling idiot (Intelligence or Personality), incapable of movement (Strength or Agility), falls unconscious (Stamina), constant/bizarre mishaps (Luck) 1d6 damage per round, use 1 action to make a DC 10 Reflex save to put out 1 action, must move half speed, +2 to attacks rolls, -2 AC until next turn 50% chance of being extinguished 1d6 damage per 10, 6 = broken bone & -1 to Strength or Agility (players choice) 50% chance to hit ally on missed attack, re-roll attack vs. allys AC Opposed rolls adding higher of Agility or Strength Modifier + size advantage (+4 for each multiple), winner pins target who cannot move or take significant actions Recovered armor has a 25% chance of being useless, can be repaired for of the original cost, 75% chance found armor is human-sized Missed shots can be recovered, but have a 50% of being destroyed/useless Characters proficient with swords, axes, clubs, spears, and staves can elect to reduce inflicted damage by -1 die 1d3 + Strength Modifier subdual damage All adjacent opponents immediately receive a single free attack against withdrawing character or monster

Action Move (up to base speed)* Attack, Skill, Spell or Move Attack**, Skill, Spell or Move Dwarf shield bash

* Human/elf base speed is 30. Dwarf/halfling base speed is 20. ** A Wizard can only use his 2nd Action Die to cast a spell..

Activity Draw/sheathe weapon Equip or drop shield Open a door Light a torch or lantern Uncork potion or unfurl scroll Locate item in backpack Stand up from prone Mount or dismount steed Read a scroll or drink potion
* Can be included as part of a movement action.

Time 1 action* 1 action* 1 action* 1 action 1 action 1 action 1 action 1 action 1 action v1.0 08.0412

Check 1-11 12-13 14-17 18-19 20-23 24-27 28-29 30-31 32+

Range 30 30 30 60 60 60 120 240

Holy Smite Beam 60, 1d3 Cone 30, 1d4 Cone 60, 1d5 Cone 120, 1d6

1 HD NE T1 T1d3+CL T1d4+CL T1d6+CL T1d8+CL, D1d4 (NS) T2d6+CL, D1d4 (NS) K1d8+CL (NS) K2d6+CL (NS)

Table 4-4: Turn Unholy Result by HD (pg 97)


2 HD NE NE NE T1 T1d3+CL T1d4+CL T1d6+CL T1d8+CL, D1d4 (NS) T2d6+CL, D1d4 (NS) 1 sp 10 sp = 100 sp = 1,000 sp = XP Req. 10 50 110 190 290 3-4 HD NE NE NE NE T1 T1d3+CL T1d4+CL T1d6+CL T1d8+CL, D1d4

5-6 HD NE NE NE NE NE T1 T1d3+CL T1d4+CL T1d6+CL

7-8 HD NE NE NE NE NE NE T1 T1d3+CL T1d4+CL

9-10 HD NE NE NE NE NE NE NE T1 T1d3+CL

11-12 HD NE NE NE NE NE NE NE NE T1

NS = No Save. NE = No Effect. T = Creatures up to this HD are turned in a quantity indicated. Unless indicated, turned creatures receive a saving throw (Will vs. turn check DC). A turned creature moves away from the cleric at maximum speed or cowers if unable to retreat. A turned creature continues to flee for 3d10 minutes. D = Creatures are turned, and they take the indicated damage on the first round of turning. K = Creatures are automatically killed. The number of creatures killed is indicated after the K. Holy Smite = In addition to the turning effect and directed in the same direction as the clerics line-of-sight for the turning attempt. All unholy creatures affected take the indicated damage automatically with no save. Beam: a concentrated ray of light that the cleric can direct against one target within 60. Cone: a cone is wide at its end as the length listed.

Coinage (pg 70)


10 cp = 100 cp = 1,000 cp = 10,000 cp = Level 1 2 3 4 5 XP 0 1 2 3 4 1-2 1 gp 10 gp = 100 gp = Level 6 7 8 9 10 1 ep 10 ep =

1 pp

Mod +1 to +3 -1
-1 +1 +1 -1

Table 7-9: Luck Changes (pg 361)


End of adventure. Accomplishing objectives important to the Eternal Balance between law and chaos. Upon completing offending act. Offending a powerful demon, devil, or deity. Immediate. Acting significantly outside alignment. At time of test. Faithful obedience to a god. At whim of creature. Finding favor with a magical creature of great power. At time of disobedience. Willfully disobeying the direct edict of a powerful supernatural.

Changes

Table 1-4: XP Level Thresholds (pg 26)


XP Req. 410 550 710 890 1090

Spell Check 1-11 12-13 14-19 20-21 22+

Lay on Hands (pgs 30-31)


Same Failure 2 dice 3 dice 4 dice 5 dice Alignment Adjacent Failure 1 die 2 dice 3 dice 4 dice Opposed Failure 1 die 1 die 2 dice 3 dice

Condition Broken Limbs Organ Damage Disease Paralysis Poison Blindness or deafness

Condition Healing (pg 30)

Required Dice 1 die 2 dice 2 dice 3 dice 3 dice 4 dice

Description Very easy encounter with little to no damage or resource loss for the adventurers. This is the kind of encounter that no longer challenges a group and clearly does not advance their skill level. An encounter with damage and resource expenditure but relatively easy nonetheless. The typical easy encounter falls into this bracket. A typical encounter. The characters incurred damage and were required to utilize resources to survive the encounter. No fatalities or significant losses. A difficult encounter, even with good tactics. Significant damage and potentially permanent consequences, possibly even a fatality. An extremely difficult encounter, one that the party barely survives. Multiple character fatalities, significant character damage, and potentially a retreat of some kind required. Non-combat encounters may also be worth experience points (e.g., bypassing hazards; advancing past dangerous situations). Thieves should receive XP for bypassing traps (typically 1-2 points), and puzzles should likewise be worth XP to all who participated in solving them. Mundane, class-related activities (1XP) and non-combat activities appropriate to class (2XP) can be rewarded.

Experience Point Rewards (pg 359)

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