Advanced Dungeon & Dragons (Second Edition Tables and Charts) Table of Contents Table I: Strength Table II: Dexterity Table III: Constitution Table IV: Intelligance Table V: Wisdom Table VI: Charasma Table VII: Racial Ability Requirements Table VIII: Racial Ability Adjustments Table IX: Constitution Saving Throw Bonuses Table X: Average Height and Weight Table XI: Age Table XII: Aging Effects Table XIII: Class Ability Minimums Table XIV: Warrior Experience Levels Table XV: Warrior Attacks Per Round Table XVI: Paladin Spell Progression Table XVII:Ranger Abilities Table XVIII: Rangers Followers Table XIX: Wizard Experience Levels Table XX: Wizard Spell Progression Table XXI: Wizard Specialist Requirements Table XXII: Priest Experience Levels Table XXIII: Priest Spell Progression Table XXIV: Rogue Experience Levels Table XXV: Thieving Skills Base Scores Table XXVI: Thieving Skills Racial Adjustments Table XXVII: Thieving Skills Dexterity Adjustments Table XXVIII: Theiving Skill Armor Adjustments Table XXIX: Backstab Damage Multipliers Table XXX: Thiefs Followers Table XXXI: Bard Spell Progression Table XXXII: Bard Abilities Table XXXIII: Proficiency Slots Table XXXIV: Specialist Attacks Per Round Table XXXV: Secondary Skills Table XXXVI: General Non-Weapon Proficiency Groups Table XXXVII: Non-Weapon Proficiency Group Crossovers Table XXXVIII: Tracking Modifiers Table XXXIX: Movement While Tracking Table XXXX: Weapon Construction Table XXXXI: Standard Exchange Rates Table XXXXII: Inital Character Starting Funds Table XXXXIII: Equipment Table XXXXIV: Weapons Tables Table XXXXV: Missle Weapons Ranges Table XXXXVI: Armor Class Ratings Table XXXXVII: Character Encumbrance Table XXXXVIII: Modified Movement Rates Table XXXXIX: Carring Capacities Of Animals Table L: Stowage Capacity Table LI: Combat Modifiers Table LII: Weapon Type Vs Armor Modifiers Table LIII: Calculated To Hit Armor Class Zero (T.H.A.C.0.) Table LIV: T.H.A.C.0. Advancement Table LV: Standard Modifiers To Initiative Table LVI: Optional Modifiers To Initiative Table LVII: Punching And Wrestling Results Table LVIII: Cover And Concealment Table LIX: Saving Throws Table LX: Priest Turning Undead Table LXI: Visibility Ranges Table LXII: Light Sources Table LXIII: Base Movement Rates Table LXIV: Base Climbing Success Rates Table LXV: Climbing Modifiers Table LXVI: Rates Of Climbing Table LXVII: Wizard Spells Table LXVIII: Priest Spells ============================================================================ Table I: Strength Die Hit Damage Weight Max Open Bend Bars Roll Prob Adj Allow Press Doors Lift Gates 1 -5 -4 1 3 1 0% 2 -3 -2 1 5 1 0% 3 -3 -1 5 10 2 0% 4-5 -2 -1 10 25 3 0% 6-7 -1 None 20 55 4 0% 8-9 Norm None 35 90 5 1% 10-11 Norm None 40 115 6 2% 12-13 Norm None 45 140 7 4% 14-15 Norm None 55 170 8 7% 16 Norm +1 70 195 9 10% 17 +1 +1 85 220 10 13% 18 +1 +2 110 255 11 16% 18/01-50 +1 +3 135 280 12 20% 18/51-75 +2 +3 160 305 13 25% 18/76-90 +2 +4 185 330 14 30% 18/91-99 +2 +5 235 380 15(3) 35% 18/00 +3 +6 335 480 16(6) 40% 19 +3 +7 485 640 16(8) 50% Hill Giant 20 +3 +8 535 700 17(10) 60% Stone Giant 21 +4 +9 635 810 17(12) 70% Frost Giant 22 +4 +10 785 970 18(14) 80% Fire Giant 23 +5 +11 935 1130 18(16) 90% Cloud Giant 24 +6 +12 1235 1440 19(17) 95% Storm Giant 25 +7 +14 1535 1750 19(18) 99% Titian ============================================================================ Table II: Dexterity Die Reaction Missle Attack Defensive Roll Adjustment Adjustment Adjustment 1 -6 -6 +5 2 -4 -4 +5 3 -3 -3 +4 4 -2 -2 +3 5 -1 -1 +2 6 0 0 +1 7 0 0 0 8 0 0 0 9 0 0 0 10-14 0 0 0 15 0 0 -1 16 +1 +1 -2 17 +2 +2 -3 18 +2 +2 -4 19 +3 +3 -4 20 +3 +3 -4 21 +4 +4 -5 22 +4 +4 -5 23 +4 +4 -5 24 +5 +5 -6 25 +5 +5 -6 ============================================================================ Table III: Constitution Die Hit Point System Reserection Poison Regeneration Roll Adjustment Shock Survival Save Adj. Points 1 -3 25% 30% -2 Nil 2 -2 30% 35% -1 NIl 3 -2 35% 40% 0 Nil 4 -1 40% 45% 0 Nil 5 -1 45% 50% 0 Nil 6 -1 50% 55% 0 Nil 7 0 55% 60% 0 Nil 8 0 60% 65% 0 Nil 9 0 65% 70% 0 Nil 10 0 70% 75% 0 Nil 11 0 75% 80% 0 Nil 12 0 80% 85% 0 Nil 13 0 85% 90% 0 Nil 14 0 88% 92% 0 Nil 15 +1 90% 94% 0 Nil 16 +2 95% 96% 0 Nil 17 +2(+3)* 97% 98% 0 Nil 18 +2(+4)* 99% 100% 0 Nil 19 +2(+5)* 99% 100% +1 Nil 20 +2(+5)** 99% 100% +1 1/6 Turns 21 +2(+6)*** 99% 100% +2 1/5 Turns 22 +2(+6)*** 99% 100% +2 1/4 Turns 23 +2(+6)**** 99% 100% +3 1/3 Turns 24 +2(+7)**** 99% 100% +3 1/2 Turns 25 +2(+7)**** 100% 100% +4 1/1 Turns ============================================================================ Table IV: Intelligence Die # Of Spell Chance To Max # Of Spell Roll Lang Level Learn Spell Spells/Lev Immunity 1 0 --- --- --- --- 2 0 --- --- --- --- 3 0 --- --- --- --- 4 0 --- --- --- --- 5 0 --- --- --- --- 6 0 --- --- --- --- 7 0 --- --- --- --- 8 0 --- --- --- --- 9 2 4th 35% 6 --- 10 2 5th 40% 7 --- 11 2 5th 45% 7 --- 12 3 6th 50% 7 --- 13 3 6th 55% 9 --- 14 4 7th 60% 9 --- 15 4 7th 65% 11 --- 16 5 8th 70% 11 --- 17 6 8th 75% 14 --- 18 7 9th 85% 18 --- 19 8 9th 95% All 1st Level Illusion 20 9 9th 96% All 2nd Level Illusion 21 10 9th 97% All 3rd Level Illusion 22 11 9th 98% All 4th Level Illusion 23 12 9th 99% All 5th Level Illusion 24 15 9th 100% All 6th Level Illusion 25 20 9th 100% All 7th Level Illusion ============================================================================ Table V: Wisdom Die Magic Def. Bonus Chance Of Spell Roll Adj. Spells Spell Fail Immunity 1 -6 --- 80% --- 2 -4 --- 60% --- 3 -3 --- 50% --- 4 -2 --- 45% --- 5 -1 --- 40% --- 6 -1 --- 35% --- 7 -1 --- 30% --- 8 0 --- 25% --- 9 0 --- 20% --- 10 0 --- 15% --- 11 0 --- 10% --- 12 0 --- 5% --- 13 0 1st 0% --- 14 0 1st 0% --- 15 +1 2nd 0% --- 16 +2 2nd 0% --- 17 +3 3rd 0% --- 18 +4 4th 0% --- 19 +4 1st 0% Cause Fear, Charm Person, 4th Command Friends 20 +4 2nd 0% Forget, Hold Person, Ray Of 4th Enfeblement, Scare 21 +4 3rd 0% Fear 5th 22 +4 4th 0% Charm Monster, Confusion, 5th Emotion, Fumble, Suggestion 23 +4 5th 0% Chaos, Feeble Mind, Hold 5th Monster, Magic Jar, Quest 24 +4 6th 0% Gease, Mass Suggestion 6th Rod Of Rulership 25 +4 6th 0% Apathy/Sympathy, Death Spell 7th Mass Charm ============================================================================ Table VI: Charasma Die Max # Of Loyality Reaction Roll Henchmen Base Adj 1 0 -8 -7 2 1 -7 -6 3 1 -6 -5 4 1 -5 -4 5 2 -4 -3 6 2 -3 -2 7 3 -2 -1 8 3 -1 0 9 4 0 0 10 4 0 0 11 4 0 0 12 5 0 0 13 5 0 +1 14 6 +1 +2 15 7 +3 +3 16 8 +4 +5 17 10 +6 +6 18 15 +8 +7 19 20 +10 +8 20 25 +12 +9 21 30 +14 +10 22 35 +16 +11 23 40 +18 +12 24 45 +20 +13 25 50 +20 +14 ============================================================================ Table VII: Racial Ability Requirements Ability Dwarf Elf Gnome Half-Elf Halfling Strength 8/18 3/18 6/18 3/18 7/18* Dexterity 3/17 6/18 3/18 6/18 1/18 Constitution 11/18 7/18 8/18 6/18 10/18 Intelliegence 3/18 8/18 6/18 4/18 6/18 Wisdom 3/18 3/18 3/18 3/18 3/17 Charisma 3/18 8/18 3/18 3/18 3/18 ============================================================================ Table VIII: Racial Ability Adjustments Race Adjustment Dwarf +1 Constitution, -1 Charisma Elf +1 Dexterity, -1 Constitution Gnome +1 Intelligence, -1 Wisdom Halfling +1 Dexterity, -1 Strength ============================================================================ Table IX: Constitution Saving Throws Bonuses Die Roll Bonus 4-6 +1 7-10 +2 11-13 +3 14-17 +4 18-19 +5 ============================================================================ Table X: Average Height and Weight Race Height Base Modifier Weight Base Modifier Dwarf 43/41 1d10 130/150 4d10 Elf 55/50 1d10 90/70 3d10 Gnome 38/36 1d6 72/68 5d4 Half-Elf 60/58 2d6 110/85 3d12 Halfling 32/30 2d8 52/48 5d4 Human 60/59 2d10 140/100 6d10 ============================================================================ Table XI: Age Race Base Variable Maximum Variable Dwarf 40 5d6 250 2d100 Elf 100 5d6 350 4d100 Gnome 60 3d12 200 3d100 Half-Elf 15 1d6 125 3d20 Halfling 20 3d4 100 1d100 Human 15 1d4 90 2d20 ============================================================================ Table XII: Aging Effects Race Middle @ Old # Venerable * Dwarf 125 167 250 Elf 175 233 350 Gnome 100 133 200 Half-Elf 62 83 125 Halfling 50 67 100 Human 45 60 90 @ 1/2 Base Max -1 Strength/ Constitution +1 Intelligence/ Wisdom # 2/3 Base Max -2 Strength/ Dexterity -1 Constitution +1 Wisdom * Base Max -1 Strength/ Dexterity/ Constitution +1 Intelligance/ Wisdom ============================================================================ Table XIII: Class Ability Minimums Class Str Dex Con Int Wis Cha Fighter 9 --- --- --- --- --- Paladin 12 --- 9 --- 13 --- Ranger 13 13 14 --- 14 --- Mage --- --- --- 9 --- --- Specialist var var var var var var Cleric --- --- --- --- 9 --- Druid --- --- --- --- 12 15 Thief --- 9 --- --- --- --- Bard --- 12 --- 13 --- 15 ============================================================================ Table XIV: Warrior Experience Levels Level Fighter Paladin/ Ranger Hit Dice d10 1 0 0 1 2 2,000 2,250 2 3 4,000 4,500 3 4 8,000 9,000 4 5 16,000 18,000 5 6 32,000 36,000 6 7 64,000 75,000 7 8 125,000 150,000 8 9 250,000 300,000 9 10 500,000 600,000 9+3 11 750,000 900,000 9+6 12 1,000,000 1,200,000 9+9 13 1,250,000 1,500,000 9+12 14 1,500,000 1,800,000 9+15 15 1,750,000 2,100,000 9+18 16 2,000,000 2,400,000 9+21 17 2,250,000 2,700,000 9+24 18 2,500,000 3,000,000 9+27 19 2,750,000 3,300,000 9+30 20 3,000,000 3,600,000 9+33 ============================================================================ Table XV: Warrior Attacks Per Round Level Attacks Per Round 1-6 1 Per Round 7-12 3/2 Rounds 13-Up 2 Per Round ============================================================================ Table XVI: Paladin Spell Progression Level Casting Level Priest Spell 1st 2nd 3rd 4th 9 1 1 --- --- --- 10 2 2 --- --- --- 11 3 2 1 --- --- 12 4 2 2 --- --- 13 5 2 2 1 --- 14 6 3 2 1 --- 15 7 3 2 1 1 16 8 3 3 2 1 17 9 3 3 3 1 18 9 3 3 3 1 19 9 3 3 3 1 20 9 3 3 3 3 ============================================================================ Table XVII: Ranger Abilities Level Hide In Move Casting Priest Levels Shadows Sliently Level 1st 2nd 3rd 1 10% 15% --- --- --- --- 2 15% 21% --- --- --- --- 3 20% 27% --- --- --- --- 4 25% 33% --- --- --- --- 5 31% 40% --- --- --- --- 6 37% 47% --- --- --- --- 7 43% 55% --- --- --- --- 8 49% 62% 1 1 --- --- 9 56% 70% 2 2 --- --- 10 63% 78% 3 2 1 --- 11 70% 86% 4 2 2 --- 12 77% 94% 5 2 2 1 13 85% 99% 6 3 2 1 14 93% 99% 7 3 2 2 15 99% 99% 8 3 3 2 16 99% 99% 9 3 3 3 ============================================================================ Table XVIII: Ranger Followers Die Roll Followers 01-10 Bear/Black 11-20 Bear/Brown 21 Brownie 22-26 Cleric/Human 27-38 Dog/Wolf 39-40 Druid 41-50 Falcon 51-53 Fighter/Elf 54-55 Fighter/Gnome 56-57 Fighter/Halfling 58-65` Fighter/Human 66 Fighter,Mage/Elf 67-72 Great Cat/Tiger,Lion,ect. 73 Hippogriff 74 Pegasus 75 Pixie 76-80 Ranger/Half-Elf 81-90 Ranger/Human 91-94 Raven 95 Satyr 96 Thief/Halfling 97 Thief/Human 98 Treant 99 Werebear/Weretiger 00 Other Wilderness Creature ============================================================================ Table XIX: Wizard Experience Levels Level Mage/Specialist Hit Dice d4 1 0 1 2 2,500 2 3 5,000 3 4 10,000 4 5 20,000 5 6 40,000 6 7 60,000 7 8 90,000 8 9 135,000 9 10 250,000 10 11 375,000 10+1 12 750,000 10+2 13 1,125,000 10+3 14 1,500,000 10+4 15 1,875,000 10+5 16 2,250,000 10+6 17 2,625,000 10+7 18 3,000,000 10+8 19 3,375,000 10+9 20 3,750,000 10+10 ============================================================================ Table XX: Wizard Spell Progression Level 1 2 3 4 5 6 7 8 9 Spell Levels 1 1 --- --- --- --- --- --- --- --- 2 2 --- --- --- --- --- --- --- --- 3 2 1 --- --- --- --- --- --- --- 4 3 2 --- --- --- --- --- --- --- 5 4 2 1 --- --- --- --- --- --- 6 4 2 2 --- --- --- --- --- --- 7 4 3 2 1 --- --- --- --- --- 8 4 3 3 2 --- --- --- --- --- 9 4 3 3 2 1 --- --- --- --- 10 4 4 3 2 2 --- --- --- --- 11 4 4 4 3 3 --- --- --- --- 12 4 4 4 4 4 1 --- --- --- 13 5 5 5 4 4 2 --- --- --- 14 5 5 5 4 4 2 1 --- --- 15 5 5 5 5 5 2 1 --- --- 16 5 5 5 5 5 3 2 1 --- 17 5 5 5 5 5 3 2 2 1 18 5 5 5 5 5 3 3 2 1 19 5 5 5 5 5 3 3 3 1 20 5 5 5 5 5 4 3 3 2 ============================================================================ Table XXI: Wizard Specialist Requirements Specialist School Race Min Score Opposition School Abjurer Abjuration H 15 Wis Alt/Ill Conjurer Con/Sumr H, 1/2E 15 Con Gr. Div/Ill Diviner Gr. Div Any 16 Wis Con/Sum Enchanter Enc/Cha H, 1/2E, E 16 Cha Inv/Evo+Nec Illusionist Ill H, G 16 Dex Nec,Inv/Evo,Arj Invoker Inv/Evo H 16 Con Enc/Cha/Con/Sum Necromancer Nec H 16 Wis Ill/Ech/Cha Transmuter Alt H, 1/2E 15 Dex Abj/Nec ============================================================================ Table XXII: Priest Experience Levels Level Cleric Druid Hit Dice d8 1 0 0 1 2 1,500 2,000 2 3 3,000 4,000 3 4 6,000 7,500 4 5 13,000 12,000 5 6 27,000 20,000 6 7 55,000 35,000 7 8 110,000 60,000 8 9 223,000 90,000 9 10 450,000 125,000 9+2 11 675,000 200,000 9+4 12 900,000 300,000 9+6 13 1,125,000 750,000 9+8 14 1,350,000 1,500,000 9+10 15 1,575,000 3,000,000 9+12 16 1,800,000 3,500,000 9+14 17 2,025,000 5,000,000 9+16 18 2,250,000 10,000,000 9+18 19 2,475,000 15,000,000 9+20 20 2,700,000 20,000,000 9+22 ============================================================================ Table XXIII: Priest Spell Progression Level 1 2 3 4 5 6 7 1 1 --- --- --- --- --- --- 2 2 --- --- --- --- --- --- 3 2 1 --- --- --- --- --- 4 3 2 --- --- --- --- --- 5 3 3 1 --- --- --- --- 6 3 3 1 --- --- --- --- 7 3 3 2 1 --- --- --- 8 3 3 3 2 --- --- --- 9 4 4 3 3 1 --- --- 10 4 4 3 3 2 --- --- 11 5 4 4 3 2 1 --- 12 6 5 5 3 2 2 --- 13 6 6 6 4 2 2 --- 14 6 6 6 5 3 2 1 15 6 6 6 6 4 2 1 16 7 7 7 6 4 3 1 17 7 7 7 7 5 3 2 18 8 8 8 8 6 4 2 19 9 9 8 8 6 4 2 20 9 9 9 8 7 5 2 ============================================================================ Table XXIV: Rogues Experience Levels Level Thief/Bard Hit Dice d6 1 0 1 2 1,250 2 3 2,500 3 4 5,000 4 5 10,000 5 6 20,000 6 7 40,000 7 8 70,000 8 9 110,000 9 10 160,000 10 11 220,000 10+2 12 440,000 10+4 13 660,000 10+6 14 880,000 10+8 15 1,100,000 10+10 16 1,320,000 10+12 17 1,540,000 10+14 18 1,760,000 10+16 19 1,980,000 10+18 20 2,200,000 10+20 ============================================================================ Table XXV: Thieving Skill Base Scores Skill Base Score Pick Pockets 15% Open Locks 10% Find/Remove Traps 5% Move Silently 10% Hide In Shadows 5% Detect Noise 15% Climb Walls 60% Read Languages 0% ============================================================================ Table XXVI: Thieving Skills Racial Adjustments Dwarfs Elves Gnomes 1/2 Elves Halflings Pick Pockets --- +5% --- +10% +5% Open Locks +10% -5% +5% --- +5 Find/Remove Traps +15% --- +10% --- +5% Move Silently --- +5% +5% --- +10% Hide In Shadows --- +10% +5% +5% +15% Detect Noise --- +5% +10% --- +5% Climb Walls -10% --- -15% --- -15% Read Languages -5% --- --- --- -5% ============================================================================ Table XXVII: Thieving Skill Dexterity Adjustments Dex P/P O/L FR/T M/S H/S 9 -15% -10% -10% -20% -10% 10 -10% -5% -10% -15% -5% 11 -5% --- -5% -10% --- 12 --- --- --- -5% --- 13-15 --- --- --- --- --- 16 --- +5% --- --- --- 17 +5% +10% --- +5% +5% 18 +10% +15% +5% +10% +10% 19 +15% +20% +10% +15% +15% ============================================================================ Table XXVIII: Thieving Skill Armor Adjustments Skill No Armor Elven Chain Studded/Padded Armor Pick Pockets +5% -20% -30% Open Locks --- -5% -10% Find/Remove Traps --- -5% -10% Move Silently +10% -10% -20% Hide In Shadows +5% -10% -20% Detect Noise --- -5% -10% Climb Walls +10% -20% -30% Read Languages --- --- --- ============================================================================ Table XXIX: Backstab Damage Multipliers Thieves Level Damage Multiplier 1-4 X 2 5-8 X 3 9-12 X 4 13+ X 5 ============================================================================ Table XXX: Thieves Followers Die Roll Followers Level Range 01-03 Dwarf Fighter/Thief 1-4 04-08 Dwarf Thief 1-6 09-13 Elf Thief 1-6 14-15 Elf Thief/Fighter/Mage 1-3 16-18 Elf Thief/Mage 1-4 19-24 Gnome Thief 1-6 25-27 Gnome Thief/Fighter 1-4 28-30 Gnome Thief/Illusionist 1-4 31-35 Half-Elf Thief 1-6 36-38 Half-Elf Thief/Fighter 1-4 39-41 Half-Elf Thief/Fighter/Mage 1-3 42-46 Halfling Thief 1-8 47-50 Halfling Thief/Fighter 1-6 51-98 Human Thief 1-6 99 Human Dual Class Thief/????? 1-8,1-4 00 Other (D.M. Choice) ------- ============================================================================ Table XXXI: Bard Spell Progression Level 1 2 3 4 5 6 1 --- --- --- --- --- --- 2 1 --- --- --- --- --- 3 2 --- --- --- --- --- 4 2 1 --- --- --- --- 5 3 1 --- --- --- --- 6 3 2 --- --- --- --- 7 3 2 1 --- --- --- 8 3 3 1 --- --- --- 9 3 3 2 --- --- --- 10 3 3 2 1 --- --- 11 3 3 3 1 --- --- 12 3 3 3 2 --- --- 13 3 3 3 2 1 --- 14 3 3 3 3 1 --- 15 3 3 3 3 2 --- 16 4 3 3 3 2 1 17 4 4 3 3 3 1 18 4 4 4 3 3 2 19 4 4 4 4 3 2 20 4 4 4 4 4 3 ============================================================================ Table XXXII: Bard Abilities Climb Walls Detect Noise Pick Pockets Read Languages 50% 20% 10% 5% ============================================================================ Table XXXIII: Proficiency Slots Group Initial # Levels Penalty Initial # Levels Warrior 4 3 -2 3 3 Wizard 1 6 -5 4 3 Priest 2 4 -3 4 3 Rogue 2 4 -3 3 4 ============================================================================ Table XXXIV: Specialist Attacks Per Round Fighter Melee Light Heavy Thrown Thrown Other(non-bow) Level Weapon X-Bow X-Bow Dagger Dart Missiles 1-6 3/2 1/1 1/2 3/1 4/1 3/2 7-12 2/1 3/2 1/1 4/1 5/1 2/1 13+ 5/2 2/1 3/2 5/1 6/1 5/2 ============================================================================ Table XXXV: Secondary Skills Die Roll Skill 01-02 Armorer 03-04 Bower/Fletcher 05-10 Farmer 11-14 Fisher 15-20 Fisher 21-23 Gambler 24-27 Groom "Animal Handler" 28-32 Hunter 33-34 Jewler 35-37 Leather Worker 38-39 Limner/Painter "Map Maker, Appraisal Of Art" 40-42 Mason 43-44 Miner 45-46 Navigator 47-49 Sailor 50-51 Scribe 52-53 Ship Wright 54-56 Tailor/Weaver 57-59 Teamster/Freighter 60-62 Trader/Barterer 63-66 Trapper/Furrier 67-68 Weaponsmith 69-71 Woodworker/Carpenter 72-85 No Skill Of Measurable Worth 86-00 Roll Twice "Reroll Any results Of 86-00" ============================================================================ Table XXXVI: General Non-Weapon Proficiency Groups Proficiency # Of Slots Abilities Check Modifier Agriculture 1 Int 0 Animal Training 1 Wis 0 Animal Handling 1 Wis -1 Artistic Abilty 1 Wis 0 Blacksmithing 1 Str 0 Brewing 1 Int 0 Carpentry 1 Str 0 Cobbling 1 Dex 0 Cooking 1 Int 0 Dancing 1 Dex 0 Direction Sense 1 Wis +1 Etiquette 1 Cha 0 Fire Building 1 Wis -1 Fishing 1 Wis -1 Heraldy 1 Int 0 Languages, Modern 1 Int 0 Leather Working 1 Int 0 Mining 2 Wis -3 Pottery 1 Dex -2 Riding Airborn 2 Wis -2 Riding Landbase 1 Wis +3 Rope Use 1 Dex 0 Seamanship 1 Dex +1 Seamstress/ Tailor 1 Dex -1 Singing 1 Cha 0 Stone Masonry 1 Str -2 Swimming 1 Str 0 Weather Sense 1 Wis -1 Weaving 1 Int -1 Priest Proficiency Ancient History 1 Int -1 Astrology 2 Int 0 Engineering 2 Int -3 Healing 2 Wis -2 Herbilism 2 Int -2 Languages, Ancient 1 Int 0 Local History 1 Cha 0 Musical Instrument 1 Dex -1 Navigation 1 Int -2 Reading/Writing 1 Int +1 Religon 1 Wis 0 Spellcraft 1 Int -2 Rouge Proficiency Ancient History 1 Int -1 Appraising 1 Int 0 Blind Fighting 2 N/A N/A Disguise 1 Cha -1 Forgery 1 Dex -1 Gaming 1 Cha 0 Gem Cutting 2 Dex -2 Juggling 1 Dex -1 Jumping 1 Str 0 Local History 1 Cha 0 Musical Instrument 1 Dex -1 Reading Lips 2 Int -2 Set Snares 1 Dex -1 Tight Rope Walking 1 Dex 0 Tumbling 1 Dex 0 Ventriloquism 1 Int -2 Warrior Proficiency Animal Lore 1 Int 0 Armorer 2 Int -2 Blind Fighting 2 N/A N/A Bower/ Fletcher 1 Dex -1 Charioteering 1 Dex +2 Endurance 2 Con 0 Gaming 1 Cha 0 Hunting 1 Wis -1 Mountaineering 1 N/A N/A Navigation 1 Int -2 Running 1 Con -6 Set Snares 1 Int -1 Survival 2 Int 0 Tracking 2 Wis 0 Weaponsmithing 3 Int -3 Wizard Proficiency Ancient History 1 Int -1 Astrology 2 Int 0 Engineering 2 Int -3 Gem Cutting 2 Dex -2 Herbalism 2 Int -2 Navigation 1 Int -2 Reading/ Writing 1 Int +1 Religon 1 Wis 0 Spellcraft 1 Int -2 ============================================================================ Table XXXVII: Non-Weapon Proficiency Group Crossover Character Proficiency Fighter Warrior, General Paladin Warrior, Priest, General Ranger Warrior, Wizard, General Cleric Priest, General Druid Priest, Warrior, General Mage Wizard, General Illusionist Wizard, General Thief Rogue, General Bard Rogue, Warrior, Wizard, General ============================================================================ Table XXXVIII: Tracking Modifiers Terrain Modifiers Soft Or Muddy Ground +4 Thick Brush. Vines, Weeds +3 Occasional Signs Of Passage, Dust +2 Normal Ground, Wood Floor 0 Rocky Ground, Shallow Water -10 Every Two Creatures In The Group +1 Every 12 Hours Since Trail Was Made -1 Every Hour Of Rain, Sleet, Snow -5 Poor Lighting (Moon, Starlight) -6 Tracked Party Attempts To Hide Trail -5 ============================================================================ Table XXXIX: Movement While Tracking Chance To Track Movement rate 1-6 1/4 Normal 7-14 1/2 Normal 15+ 3/4 Normal ============================================================================ Table XXXX: Weapon Construction Weapon Const Time Material Cost Arrow Head 10/Day 1 c.p. Battle Axe 10 Days 10 s.p. Hand Axe 5 Days 5 s.p. Dagger 5 Days 2 s.p. Heavy Crossbow 20 Days 10 s.p. Light Crossbow 15 Days 5 s.p. Fork, Trident 20 Days 10 s.p. Spear, Lance 4 Days 4 s.p. Short Sword 20 days 5 s.p. Long Sword 30 Days 10 s.p. Two Handed Sword 45 Days 2 g.p. ============================================================================ Table XXXXI: Standard Exchange Rates Coin c.p. s.p. e.p. g.p. p.p. Copper Pieces (c.p.) 1 1/10 1/50 1/100 1/500 Silver Pieces (s.p.) 10 1 1/5 1/10 1/50 Electrum Pieces (e.p.) 50 5 1 1/2 1/10 Gold Pieces (g.p.) 100 10 2 1 1/5 Platinum Pieces (p.p.) 500 50 10 5 1 ============================================================================ Table XXXXII: Inital Character Starting Funds Group Die Range Warrior 5 d4 X 10 g.p. Wizard 1 d4+1 X 10 g.p. Rogue 2 d6 X 10 g.p. Priest 3 d6 X 10 g.p. ============================================================================ Table XXXXIII: Equipment Clothing Item Cost Item Cost Belts 3 sp Pins 6 gp Boots --- Plain Broach 10 gp Riding 3 gp Robe --- Soft 1 gp Common 9 sp Breeches 1 sp Embroidered 20 gp Cap, Hat 1 sp Sandles 5 gp Cloak --- Sash 2 gp Good Cloth 8 sp Shoes 1 gp Fine Fur 50 gp Silk Jacket 80 gp Girdle 3 gp Surcoat 6 sp Gloves 1 gp Sword, Scabbard, Hanger, Baldric 4 gp Gown Common 12 sp Tabard 6 sp Hose 2 gp Toga/Corse 8 cp Knife Sheath 3 cp Tunic 8 sp Mittens 3 sp Vest 6 sp Daily Food And Lodging Ale(per gallon) 2 sp Inn Lodging(per day/week) --- Banquet(per person) 10 gp Common 5 sp/3 gp Bread 5 cp Poor 3 cp/2 sp Cheese 4 sp Meat For One Meal 1 sp City Rooms --- Meals(per day) --- Common 20 gp Good 5 sp Poor 6 sp Common 3 sp Common Wine(pitcher) 2 sp Poor 1 sp Egg Or Fresh Vegetables 1 cp Seprate Larine For Rooms(per month)2 gp Grain and Stabling(horse) 5 sp Small Beer(per gallon) 5 cp Honey 5 sp Soup 5 sp Household Provisions Barrel Of Pickled Fish 3 gp Rice(per pound) 2 sp Butter(per pound) 1 gp Salt(per pound) 1 sp Course Suger(per pound) 1 gp Salted Herring(per pound) 1 gp Dry Rations(per week) 10 gp Spice(per pound) --- Eggs(per 100/2 doz) 8 sp/2 sp Exotic(saffon, clove) 15 gp Figs(per pound) 3 sp Rare(pepper. ginger) 2 gp Firewood(per day) 1 cp Uncommon(cinnamon) 1 gp Herbs(per pound) 5 cp Tun Of Cider(250 gallons) 8 cp Nuts(per pound) 1 gp Tun Of Good Wine(250 gallons) 20 gp Rasins(per pound) 2 sp Tack And Harness Item Cost Weight Barding --- --- Chain 500 gp 70 Full Plate 2000 gp 85 Full Scale 1000 gp 75 Half-Brigandine 500 gp 45 Half-Padded 100 gp 25 Half-Scale 500 gp 50 Leather Or Padded 150 gp 60 Bit And Bridle 15 sp 3 Cart and Harness 2 gp 10 Halter 5 cp --- Horseshoes And Shoeing 1 gp 10 Saddle --- --- Pack 5 gp 15 Riding 10 gp 35 Saddle Bags --- --- Large 4 gp 8 Small 3 gp 5 Saddle Blanket 3 sp 4 Yoke --- --- Horse 5 gp 15 Oxen 3 gp 20 Transport Item Cost Item Cost Barge 500 gp Great Galley 30,000 gp Canoe --- Knarr 3,000 gp Small 30 gp Long Ship 10,000 gp War 50 gp Oar --- Caravel 1,000 gp Common 2 gp Carriage --- Galley 10 gp Common 150 gp Raft Or Small Keelboat 100 gp Coach, Ornamented 7,000 gp Sail 20 gp Chariot --- Sedan Chair 100 gp Riding 200 gp Wagon Or Cart Wheel 5 gp War 500 gp Coaster 5,000 gp Cog 10,000 gp Curragh 500 gp Drakkar 25,000 gp Dramond 15,000 gp Galleon 50,000 gp Miscellaneous Equipment Item Cost Weight Backpack 2 gp 2 Barrel Small 2 gp 30 # = 10 Items Basket --- --- per pound Large 3 sp 1 Small 5 cp # ## = 100 Items Bell 1 gp --- per pound Belt Pouch --- --- Large 1 gp 1 Small 7 sp 1/2 Block And Tackle 5 gp 5 Bolt Case 1 gp 1 Bucket 5 sp 3 Chain(per foot) --- --- Heavy 4 gp 3 Light 3 gp 1 Chest --- --- Large 2 gp 25 Small 1 gp 10 Cloth(per 10 sq yards) --- --- Common 7 gp 10 Fine 50 gp 10 Rich 100 gp 10 Candle 1 cp # Canvas(per sq yards) 4 sp --- Chalk 1 cp # Crampons 4 gp 2 Fish Hooks 1 sp ## Fishing Net(10 sq ft) 4 gp 5 Flint And Steel 5 sp # Glass Bottle 10 gp # Grappling Hook 4 sp 4 Holy Item(symbol, water, ect) 25 gp # Hour Glass 25 sp 1 Iron Pot 5 sp 2 Ladder(10 ft) 5 cp 20 Lantern --- --- Beacon 150 gp 50 Bullseye 12 gp 3 Hooded 7 gp 2 Lock --- --- Good 100 gp 1 Poor 20 gp 1 Maginifing Glass 100 gp # Map Or Scroll Case 8 sp 1/2 Merchants Scale 2 gp 1 Mirror, Small Metal 10 gp # Musical Insturment 5-100 gp 1/2-3 Oil(per flask) --- --- Greek Fire 10 gp 2 Lamp 6 cp 1 Paper(per sheet) 2 gp ## Papyrus(per sheet) 8 sp ## Parchment(per sheet) 1 gp ## Perfume(per vial) 5 gp # Piton 3 cp 1/2 Quiver 8 sp 1 Rope(per 50 ft) --- --- Hemp 1 gp 20 Silk 10 gp 8 Sack --- --- Large 2 sp 1/2 Small 5 cp # Sealing/Candle Wax(per pound) 1 gp 1 Sewing Needle 5 sp ## Signal Whistle 8 sp # Signet Ring Or Personal Seal 5 gp # Soap(per pound) 5 sp 1 Spy Glass 1,000 gp 1 Tent --- --- Large 25 gp 20 Pavilion 100 gp 50 Small 5 gp 10 Thieves Picks 30 gp 1 Torch 1 cp 1 Water Clock 1,000 gp 200 Whetstone 2 cp 1 Wine Skin 8 sp 1 Winter Blanket 5 sp 3 Writting Ink 8 gp # Animals Item Cost Item Cost Boar 10 gp Guinea Hen 2 cp Bull 20 gp Horse --- Calf 5 gp Draft 200 gp Camel 50 gp Heavy War 400 gp Capon 3 cp Light war 150 gp Cat 1 sp Medium War 225 gp Chicken 2 cp Riding 75 gp Cow 10 gp Hunting Cat 5,000 gp Dog --- Oxen 15 gp Guard 25 gp Partridge 5 cp Hunting 17 gp Peacock 5 sp War 20 gp Pig 3 gp Donkey, Mule, Ass 8 gp Pigeon 1 cp Elephant --- Pigeon, Homing 100 gp Labor 200 gp Pony 30 gp War 500 gp Ram 4 gp Falcon(trained) 1,000 gp Sheep 2 gp Goat 1 gp Song Bird 10 gp Goose 1 cp Swan 5 sp Services Bath 3 cp Laundry(by load) 1 cp Clerk(per letter) 2 sp Messanger(in city per message) 1 sp Doctor, Leeching, Bleeding 3 gp Minstral(per performance) 3 gp Guide(in city per day) 2 sp Mourner(per funeral) 2 sp Lantern Or Tourch Bearer 1 sp Teamster With Wagon(per mile) 1 sp ============================================================================ Table XXXXIV: Weapons Table Damage Item Cost Weight Size Type Speed S-M L Arquebus 500 gp 10 M P 15 1d10 1d10 Battle Axe 5 gp 7 M S 7 1d8 1d8 Blow Gun 5 gp 3 L - 5 --- --- Barbed Dart 1 sp 1/10 S P - 1d3 1d2 Needle Dart 2 cp 1/10 S P - 1 1 Bow --- --- - - - --- --- Comp/Long 100 gp 3 M - 7 --- --- Comp/Short 75 gp 2 M - 6 --- --- Flight Arrow 3 sp/12 1/10 M P - 1d6 1d6 Long Bow 75 gp 3 L - 8 --- --- Sheaf Arrow 3 sp/6 1/10 M P - 1d8 1d8 Short Bow 30 gp 2 M - 7 --- --- Club --- 3 M B 4 1d6 1d3 Crossbow --- --- - - - --- --- Hand Quarrel 1 gp 1/10 S P - 1d3 1d2 Hand X-Bow 300 gp 3 S - 5 --- --- Heavy Quarrel 2 sp 1/10 S P - 1d4+1 1d6+1 Heavy X-Bow 50 gp 14 M - 10 --- --- Light Quarrel 1 sp 1/10 M P - 1d4 1d4 Light X-Bow 35 gp 7 S - 7 --- --- Dagger or Dirk 2 gp 1 S P 2 1d4 1d3 Dart 5 sp 1/2 S P 2 1d3 1d2 Footmans Flail 15 gp 15 M B 7 1d6+1 2d4 Footmans Mace 8 gp 10 M B 7 1d6+1 1d6 Footmans Pick 8 gp 6 M P 7 1d6+1 2d4 Hand or Throwing Axe1 gp 3 M S 4 1d6 1d4 Harpoon 20 gp 6 L P 7 2d4 2d6 Horesmans Flail 8 gp 5 M B 6 1d4+1 1d4+1 Horsemans Mace 5 gp 6 M B 6 1d6 1d4 Horsemans Pick 7 gp 4 M P 5 1d4+1 1d4 Javelin 5 sp 2 L P 4 1d6 1d6 Knife 5 sp 1/2 S S/P 2 1d3 1d2 Lance --- --- - - - --- --- Heavy Horse 15 gp 15 L P 8 1d8+1 3d6 Light Horse 6 gp 5 L P 6 1d6 1d8 Jousting 20 gp 20 L P 10 1d3-1 1d2-1 Medium Horse 10 gp 10 L P 7 1d6+1 2d6 Mancatcher 30 gp 8 L - 7 --- --- Morning Star 10 gp 12 M B 7 2d4 1d6+1 Pole Arms --- --- - - - --- --- Awl Pike 5 gp 12 L P 13 1d6 1d12 Bardiche 7 gp 12 L S 9 1d4 2d6 Bec De Corbin 8 gp 10 L P/B 9 1d8 1d6 Bill Grisarm 7 gp 15 L P/S 10 2d4 1d10 Fauchard-Fork 8 gp 9 L P/S 8 1d8 1d10 Glaive 6 gp 9 L S 8 1d6 1d10 Glaive-Grisarm 10 gp 10 L P/S 9 2d8 2d6 Grisarm 5 gp 8 L S 8 2d4 1d8 Grisarm-Voulge 8 gp 15 L P/S 10 2d4 2d4 Halberd 10 gp 15 L P/S 9 1d10 1d6 Hook Fauchard 10 gp 8 L P/S 9 1d4 1d4 Lucren Hammer 7 gp 15 L P/B 9 2d4 1d6 Military Fork 5 gp 7 L P 7 1d8 2d4 Partisan 10 gp 8 L P 9 1d6 1d6+1 Ranseur 6 gp 7 L P 8 2d4 2d4 Spetum 5 gp 7 L S 8 1d6+1 2d6 Voulge 5 gp 12 L S 10 1d6 2d4 Quarterstaff --- 4 L B 4 1d6 1d6 Scourge 1 gp 2 S - 5 1d4 1d2 Sickle 6 sp 3 S S 4 1d4+1 1d4 Sling 5 cp 1/10 S - 6 --- --- Sling Bullet 1 cp 1/2 S B - 1d4+1 1d6+1 Sling Stone --- 1/2 S B - 1d4 1d6 Spear 8 gp 5 M P 6 1d6 1d8 Staff Sling 2 sp 2 M - 11 --- --- Sword --- - - - - --- --- Bastard --- - - - - --- --- One-Handed 25 gp 10 M S 6 1d8 1d12 Two-Handed 25 gp 10 M S 8 2d4 2d8 Kopesh 10 gp 7 M S 9 2d4 1d6 Long Sword 15 gp 4 M S 5 1d8 1d12 Scimitar 15 gp 4 M S 5 1d8 1d8 Short Sword 10 gp 3 M P 3 1d6 1d8 Two-Handed Sword 50 gp 15 L S 10 1d10 1d6 Trident 15 gp 5 L S 7 1d6+1 3d4 War Hammer 2 gp 6 M B 4 1d4+1 1d4 Whip 1 sp 2 M - 8 1d2 1 Armors Type Cost Weight Banded Mail 200 gp 35 Brigandine 120 gp 35 Bronze Plate Mail 400 gp 45 Chain Mail 75 gp 40 Field Plate 2,000 gp 60 Full Plate 4,000-10,000 gp 70 Helmet ----- -- Great Helm 30 gp 10 Basinet 8 gp 5 Hide 15 gp 30 Leather 5 gp 15 Padded 4 gp 10 Plate Mail 600 gp 50 Ring Mail 100 gp 30 Scale Mail 120 gp 40 Shield ----- -- Body 10 gp 15 Buckler 1 gp 3 Medium 7 gp 10 Small 3 gp 5 Splint Mail 80 gp 40 Studded Leather 20 gp 25 ============================================================================ Table XXXXV: Missle Weapon Ranges Weapon Rate Of Fire Short Medium Long Arquebus 1/3 5 15 21 Blow Gun 2/1 1 2 3 Comp Bow --- - - - Flight Arrow 2/1 6 12 21 Comp Bow --- - - - Sheaf Arrow 2/1 4 8 17 Comp Short Bow 2/1 5 10 18 Long Bow --- - - - Flight Arrow 2/1 7 14 21 Long Bow --- - - - Sheaf Arrow 2/1 5 10 17 Short Bow 2/1 5 10 15 Club 1 1 2 3 Hand X-Bow 1 2 4 6 Heavy X-Bow 1/2 8 16 24 light X-Bow 1 6 12 18 Dagger 2/1 1 2 3 Dart 3/1 1 2 4 Hammer 1 1 2 3 Hand Axe 1 1 2 3 Harpoon 1 1 2 3 Javelin 1 2 4 6 Knife 2/1 1 2 3 Sling Bullet 1 5 10 20 Sling Stone 1 4 8 16 Spear 1 1 2 3 Staff Sling Bullet 2/1 - 3-6 9 Staff Sling Stone 2/1 - 3-6 9 ============================================================================ Table XXXXVI: Armor Class Ratings A/C Rate Type Of Armor 10 None 9 Shield Only 8 Leather or Padded 7 Leather or Padded + Shield/Studded Leather/Ring Mail 6 Studded Leather or Ring Mail + Shield/Brigandine/Scale/Hide 5 Scale Mail or Hide + Shield/Chain Mail 4 Chain Mail + Shield/Splint Mail/Banded Mail/Bronze Plate Mail 3 Splint Mail/Banded Mail + Shield/Bronze plate + Shield/Plate Mail 2 Plate Mail + Shield/Field Plate 1 Field Plate + Shield/Full Plate 0 Full Plate + Shield ============================================================================ Table XXXXVII: Character Encumbrance Strength None Light Moderate Heavy Severe Maximum 2 0-1 2 3 4 5-6 6 3 0-5 6 7 8-9 10 10 4-5 0-10 11-13 14-16 17-19 20-25 25 6-7 0-20 20-29 30-38 39-46 47-55 55 8-9 0-35 36-50 51-65 66-80 81-90 90 10-11 0-40 41-58 59-76 77-96 97-110 110 12-13 0-45 46-69 70-93 94-117 118-140 140 14-15 0-55 56-85 86-115 116-145 146-170 170 16 0-70 71-100 101-130 131-160 161-195 195 17 0-85 86-121 122-157 158-193 194-220 220 18 0-110 111-149 150-188 189-227 228-255 255 18/01-50 0-135 136-174 175-213 214-252 253-280 280 18/51-75 0-160 161-199 200-238 239-277 278-305 305 18/76-90 0-185 186-224 225-263 264-302 302-330 330 18/91-99 0-235 236-274 275-313 314-352 353-380 380 18/00 0-325 326-374 375-413 414-452 453-480 480 ============================================================================ Table XXXXVIII: Modified Movement Rates Strength 12 11 10 9 8 7 6 5 4 3 2 1 2 1 - 2 - - 3 - - 4 - - - 3 5 - 6 - 7 - - 8 - 9 - - 4-5 10 11 12 13 14 15 16 17 18 19 20 21 6-7 20 23 26 29 32 35 38 41 44 46 50 53 8-9 35 40 45 50 55 60 65 70 75 80 88 89 10-11 40 46 52 58 64 70 76 82 88 94 100 106 12-13 45 53 61 69 77 85 93 101 109 117 125 133 14-15 55 65 75 85 95 105 115 125 135 145 155 165 16 76 80 90 100 110 120 130 140 150 160 170 180 17 85 97 109 121 133 145 157 169 181 193 205 217 18 110 123 136 149 162 175 188 201 214 227 240 235 18/01-50 135 148 161 174 187 200 213 226 239 252 265 278 18/51-75 160 173 186 199 212 225 238 251 264 277 290 303 18/76-90 185 198 211 224 237 250 263 276 289 302 315 328 18/91-99 235 248 261 274 287 300 313 326 339 352 365 378 18/00 335 348 361 374 387 400 413 426 439 452 465 478 ============================================================================ TableXXXXIX: Carring Capacities Of Animals Mount Base Pounds 2/3 1/3 Camel 0-330 331-500 501-660 Dog 0-15 16-20 21-30 Elephant 0-555 556-750 751-1,000 Horse --- --- --- Draft 0-260 261-390 391 520 Heavy 0-260 261-390 391-520 Light 0-170 171-255 256-340 Medium 0-220 221-330 331-440 Riding 0-180 181-270 271-360 Mule 0-250 251-375 376-500 Oxen 0-220 221-330 331-440 Yak 0-220 221-330 331-440 ============================================================================ Table L: Stowage Capacity Item Weight Capacity Pounds Volume Backpack 50 3'x 2'x 1' Basket/Large 20 2'x 2'x 2' Basket/Small 10 1'x 1'x 1' Belt Pouch/Large 8 6"x 8"x 2" Belt Pouch/Small 5 4"x 6"x 2" Chest/Large 100 3'x 2'x 2' Chest/Small 40 2'x 1'x 1' Sack/Large 30 2'x 2'x 1' Sack/Small 15 1'x 1'x 8" Saddle Bags/Large 30 18"x 1'x 6" Saddle Bags/Small 20 1'x 1'x 6" ============================================================================ Table LI: Combat Modifiers Situation Modifier Attacker On Higher Ground +1 Defender Invisible -4 Defender Off Balance +2 Defender Sleeping Or Held Automatic Defender Stunned Or Prone +4 Defender Suprised +1 Missle Fire, Long Range -5 Missle Fire, Medium Range -2 Rear Attack +2 ============================================================================ Table LII: Weapon Type Vs Armor Type Armor Type Slash Pierce Bludgeon Banded Mail -2 0 -1 Brigandine -1 -1 0 Chain Mail -2 0 +2 Field Plate -3 -1 0 Full Plate -4 -3 0 Leather 0 +2 0 Plate Mail -3 0 0 Ring Mail -1 -1 0 Scale Mail 0 -1 0 Splint Mail 0 -1 -2 Studded Leather -2 -1 0 ============================================================================ Table LIII: Calculated To Hit Armor Class Zero (T.H.A.C.0) Group 1 2 3 4 5 6 7 8 9 10 Priest 20 20 20 18 18 18 16 16 16 14 Rogue 20 20 19 19 18 18 17 17 16 16 Warrior 20 19 18 17 16 15 14 13 12 11 Wizard 20 20 20 19 19 19 18 18 18 17 Group 11 12 13 14 15 16 17 18 19 20 Priest 14 14 12 12 12 10 10 10 8 8 Rogue 15 15 14 14 13 13 12 12 11 11 Warrior 10 9 8 7 6 5 4 3 2 1 Wizard 17 17 16 16 16 15 15 15 14 14 ============================================================================ Table LIV: T.H.A.C.0 Advancment Group Imrovment Points Per Level Priest 2/3 Rogue 1/2 Warrior 1/1 Wizard 1/3 ============================================================================ Table LV: Standard Modifiers To Initiave Specfic Situation Modifier Hasted -2 Slowed +2 On Higher Ground -1 Set To Recieve A Charge -2 Wading Or Slippery Footing +2 Wading In Deep Water +4 Foreigen Enviroment +6 Hindered(tangled, climbing, held) +3 ============================================================================ Table LVI: Optional Modifiers To Initiative Specfic Situation Modifier Attacking With Weapon Weapon Speed Breath Weapon +1 Creature Size -------- Tiny 0 Small +3 Medium +3 Large +6 Huge +9 Gargantuan +12 Innate Spell Ability +3 Magic Items -------- Miscellaneous Magic +3 Potion +4 Ring +3 Rods +1 Scroll Casting Time Stave +2 Wand +3 ============================================================================ Table LVII: Punching And Wrestling Results Attack Roll Punch Damage % K.O. Wrestle 20+ Haymaker 2 10 Bear Hug 19 Wild Swing 0 1 Arm Twist 18 Rabbit Punch 1 3 Kick 17 Kidney Punch 1 5 Trip 16 Glancing Blow 1 2 Elbow Smash 15 Jab 2 6 Arm Lock 14 Upper Cut 1 8 Leg Twist 13 Hook 2 9 Leg Lock 12 Kidney Punch 1 5 Throw 11 Hook 1 10 Gouge 10 Glancing Blow 2 3 Elbow Smash 9 Combination 1 10 Leg Lock 8 Upper Cut 1 9 Head Lock 7 Combination 2 10 Throw 6 Jab 2 8 Gouge 5 Glancing Blow 1 3 Kick 4 Rabbit Punch 2 5 Arm Lock 3 Hook 2 12 Gouge 2 Upper Cut 2 15 Head Lock 1 Wild Swing 0 2 Leg Twist ============================================================================ Table LVIII: Cover And Concealment Target Is Cover Concealment 25% Hidden -2 -1 50% Hidden -4 -2 75% Hidden -7 -3 95% Hidden -10 -4 ============================================================================ Table LIX: Saving Throws Group Level Par/Poison Rod/Staff Petrification Breath Spell Death Magic Wand Polymorph Weapon Priest 1-3 10 14 13 16 15 4-6 9 13 12 15 14 7-9 7 11 10 13 12 10-12 6 10 9 12 11 13-15 5 9 8 11 10 16-18 4 8 7 10 9 19+ 2 6 5 8 7 Rogues 1-4 13 14 12 16 15 5-8 12 12 11 15 13 9-12 11 10 10 14 11 13-16 10 8 9 13 9 17-20 9 6 8 12 7 21+ 8 4 7 11 5 Warrior 0 16 18 17 20 19 1-2 14 16 15 17 17 3-4 13 15 14 16 16 5-6 11 13 12 13 14 7-8 10 12 11 12 13 9-10 8 10 9 9 11 11-12 7 9 8 8 10 13-14 5 7 6 5 8 15-16 4 6 5 4 7 17+ 3 5 4 4 6 Wizard 1-5 14 11 13 15 12 6-10 13 9 11 13 10 11-15 11 7 9 11 8 16-20 10 5 7 9 6 21+ 8 3 5 7 4 ============================================================================ Table LX: Priest Turning Undead Type Or Hit Die Of Undead 1 2 3 4 5 6 7 8 9 10-11 12-13 14+ Skeleton or 1HD 10 7 4 T T D D D D D D D Zombie 13 10 7 4 T T D D D D D D Goul or 2HD 19 13 10 7 4 T T D D D D D Shadow or 4 HD 20 16 13 10 7 4 T T D D D D Wight or 5HD -- 19 16 13 10 7 4 T T D D D Gast -- 20 19 16 13 10 7 4 T T D D Wraith or 6HD -- -- 20 19 16 13 10 7 4 T T D Mummy or 7HD -- -- -- 20 19 16 13 10 7 4 T T Spectre or 8HD -- -- -- -- 20 19 16 13 10 7 4 T Vampire or 9HD -- -- -- -- -- 20 19 16 13 10 7 4 Ghost or 10HD -- -- -- -- -- -- 20 19 16 13 10 7 Litch or 11HD -- -- -- -- -- -- -- 20 19 16 13 10 Special -- -- -- -- -- -- -- -- 20 19 16 13 ============================================================================ Table LXI: Visibility Ranges Condition Mov Spotted Type I. D. Detail Clear Sky 1,500 1,000 500 100 10 Fog, Dense or Blizzard 10 10 5 5 3 Fog, Light or Snow 500 200 100 30 10 Fog Moderate 100 50 25 15 10 Mist, Light Rain 1,000 5,000 250 30 10 Night, Full Moon 100 50 30 10 5 Night, New Moon 50 20 10 5 3 Twilight 500 300 150 30 10 ============================================================================ Table LXII: Light Sources Source Radius Burning Time Beacon Lantern 240' 2 Hours per pint Bon Fire 50' 1/2 Hour per armload Bullseye Lantern 60' 6 Hours per pint Camp Fire 35' 1 Hour per armload Candle 5' 10 Minuets per inch Continual Light 60' Indefinite Hooded Lantern 30' 6 Hours per pint Light Spell 20' Variable Torch 15' 30 Minutes Weapon 5' As Desired ============================================================================ Table LXIII: Base Movement Rates Race Rate Human 12 Dwarf 6 Elf 12 Half-Elf 12 Gnome 6 Halfling 6 ============================================================================ Table LXIV: Base Climbing Success Rates Category Success Rate Thief with Mountianerring Proficiency Climb Walls % +10 Thief Climb Walls % Mountinerring Proficiency 40 % + 10 % per slot Mountineer 50 % Unskilled Climber 40 % ============================================================================ Table LXV: Climbing Modifiers Situation Modifier Abundant Hand Holds +40% Rope and Walls +55% Sloped Inward +25% Armor --- Banded/Splint -25% Plate Armors -50% Scale/Chain -15% Studded/Leather -5% Character Race --- Dwarf -10% Gnome -15% Halfling -15% Encumbrance -5% Surface Conditions --- Slightly Slippery(wet or crumbling) -25% Slippery -40% Climber Wounded Below 1/2 Hit Points -10% ============================================================================ Table LXVI: Rates Of Climbing Type Of Surface Dry Slightly Slippery Slipperly Very Smooth 1/4 --- --- Smooth, Cracked 1/2 1/3 1/4 Rough 1 1/3 1/4 Rough with Ledges 1 1/2 1/3 Ice Wall --- --- 1/4 Tree 4 3 2 Sloping Wall 3 2 1 Rope and Wall 2 1 1/2 ============================================================================ Table LXVII: Wizard Spells 1st Level 2nd Level ** = Reversable Spell Affect Normal Fires Alter Self Alarm Bind Armor Blindness Audible Glamor Blur Burning Hands Continual Light Cantrip Darkness 15' Radius Change Self Deafness Charm Person Deep Pockets Chill Touch Detect Evil ** Color Spray Detect Invisibility Comprehend Languages E.S.P. Dancing Lights Flaming Sphere Detect Magic Fog Cloud Detect Undead Fools Gold Enlarge Forget Erase Glitterdust Feather Fall Hypnotic Pattern Find Familiar Improved Phantasmal Force Friends Invisibility Gaze Reflection Irriation Hold Portal Knock ** Hypnotism Know Alignment ** Identify Leomunds Trap Jump Levitate Light Locate Object ** Magic Missles Magic Mouth Mending Melfs Acid Arrow Mount Mirror Image Nystuls Force Misdireaction Phantsmal Force Protection From Cantrips Protection From Evil ** Pyrotechnics Read Magic Ray Of Enfeeblement Shield Rope Trick Shocking Grasp Scare Sleep Shatter Spider Climb Spectrial Hand Spook Stinking Cloud Taunt Strenght Tensers Floating Disc Summon Swarm Unseen Servent Tashas Uncontrollable Hideous Laughter Ventriloquism Web Wall Of Fog Wispering Wind Wizard Mark Wizard Lock 3rd Level 4th Level Blink Charm Monster Clairaudience Confusion Clairvoyance Contagion Delude Detect Scyring Dispel Magic Dig Explosive Runes Dimension Door Feign Death Emotion Fireball Enchanted Weapon Flame Arrow Enervation Fly Evards Black Tentacles Gust Of Wind Extension I Haste Fear Hold Person Fire Charm Hold Undead Fire Shield Illusionary Script Fire Trap Infravision Fumble Invisibility 10' Radius Hallucinatory Terrian Item Ice Storm Leomunds Tiny Trap Illusionary Wall Lighting Bolt Improved Invisibility Melfs Minute Meteors Leomunds Secure Shelter Monster Summoning I Magic Mirror Non-Detection Massmorph Phantom Steed Minor Creation Protection From Evil 10' Radius Minor Globe Of Invunerability Protection From Normal Missles Monster Summoning II Secret Page Otilukes Resilient Sphere Sepia Snake Sigil Phantasmal Killer Slow Plant Growth Spectrial Force Polymorph Other Suggestion Polymorph Self Tongues ** Rainbow Pattern Vamperic Touch Rarys Mnemonic Enhancer Water Breathing Remove Curse ** Wind Wall Shadow Monsters Wraithform Shout Solid Fog Stone Skin Vacancy Wall Of Fire Wall Of Ice Wizard Eye 5th Level 6th Level Advanced Illusion Anti-Magic Shell Airy Water Bigbys Forceful Hand Animal Growth ** Chain Lighting Animate Dead Conjure Animals Avoidance ** Contingency Bigbys Interposing Hand Control Weather Chaos Death Fog Cloud Kill Death Spell Cone Of Cold Demi-Shadow Magic Conjure Elemental Disintegrate Contact Other Plane Enchant An Item Demi-Shadow Monsters Ensnarement Dismissal Extension III Distance Distortion Eyebite Domination Geas Dream ** Glassee Extension II Globe Of Invunerability Fabricate Guards And Wards False Vision Invisible Stalker Feeble Mind Legend Lore Hold Monster Lower Water ** Leomunds Lamentable Belaborment Mass Suggestion Leomunds Secret Chest Mirage Arcana Magic Jar Mislead Major Creation Monster Summoning IV Monster Summoning III Mordenkainens Lucubration Mordenkainens Faithful Hound Move Earth Pass Wall Otilukes Freezing Sphere Seeming Part Water Sending Permanent Illusion Shadow Door Programed Illusion Shadow Magic Project Image Stone Shape Reincarnation Summon Shadow Repulsion Telekinesis Shades Teleport Stone to Flesh ** Transmute Rock To Mud Tensers Transformation Wall Of Force Transmute Water To Dust ** Wall Of Iron True Seeing Wall Of Stone Viel 7th Level 8th Level Banishment Antipathy-Sympathy Bigbys Grasping Hand Bigbys Clenched Fist Charm Plant Binding Control Undead Clone Delayed Blast Fireball Demand Drawmijs Instant Summons Glassteel Duo-Dimension Incendiary Cloud Finger Of Death Mass Charm Force Cage Maze Limited Wish Mind Blank Mass Invisibility Monster Summoning VI Monster Summoning V Otilukes Telekinetic Sphere Mordenkainens Magnificent Ottos Irresistible Dance Mansion Permanency Mordenkainens Sword Polymorph Any Object Phase Door Power Word Blind Power Word Stun Prismatic Wall Prismatic Spray Screen Reverse Gravity Sertens Spell Immunity Sequester Sink Shadow Walk Symbol Simulacrum Trap The Soul Spell Turning Statue Teleport Without Error Vanish Vision 9th Level ** = Reversable Spell Astral Spell Bigbys Crushing Hand Crystal Brittle Energy Drain Foresight Gate Imprisoment ** Meteor Swarm Monster Summoning VII Mordenkainens Disjunction Power Word Kill Prismatic Sphere Shape Change Succor ** Temporal Stasis ** Time Stop Weird Wish ============================================================================ Table LXIII: Priest Spells 1st Level 2nd Level ** = Reversable Spell Animal Friendship Aid Bless ** Augury Combine Barkskin Command Chant Create Water ** Charm Person or Mammal Cure Light Wounds ** Detect Charm ** Detect Evil ** Dust Devil ** Detect Magic Enthrall Detect Posion Find Traps Detect Snares and Pits Fire Trap Endure Heat/Cold Flame Blade Entangle Goodberry ** Faerie Fire Heat Metal Invisibility to Animals Hold Person Invisibility to Undead Know Alignment ** Light ** Messanger Locate Animals or Plants Obscurement Magical Stone Produce Flame Pass Without Trace Resist Fire/Cold Protection From Evil** Silence 15' Radius Purify Food and Drink ** Slow Poison Remove Fear ** Snake Charm Sanctuary Speak With Animals Shillelagh Spiritual Hammer Trip Warp Wood ** Withdraw 3rd Level 4th Level Animate Dead Abjure Call Lighting Animal Summoning I Continual Light ** Call Of Woodland Being Create Food and Water Cloak Of Bravery ** Cure Blindness or Deafness ** Control Tempeture 10' Radius Cure Disease ** Cure Serious Wounds ** Dispel Magic Detect Lie ** Feign Death Divination Flame Walk Free Action Glyph of Warding Giant Insect ** Hold Animal Hallucinatory Forest ** Locate Object ** Hold Plant Magical Vestment Imdue With Spell Ability Meld Into Stone Lower Water ** Negative Plane Protection Neutralize Poison ** Plant Growth Plant Door Prayer Produce Fire ** Protection From Fire Protection From Evil 10' Radius Pyrotechnics Protection from Lighting Remove Curse ** Reflecting Pool Remove Paralysis Repel Insects Snare Speak With Plants Speak With Dead Spell Immunity Spike Growth Sticks To Snares ** Starshine Tongues ** Stone Shape Summon Insects Tree Water Breathing ** Water Walk 5th Level 6th Level Air Walk Aerial Servant Animal Growth ** Animal Summoning III Animal Summoning II Animate Object Anti-Plant Shell Anti-Animal Shell Atonement Blade Barrier Commune Conjure Animals Commune With Nature Conjure Fire Elemental ** Control Winds Find The Path ** Cure Critical Wounds ** Fire Seeds Dispel Evil ** Forbiddance Flame Strike Heal ** Insect Plague Heros Feast Magic Font Live Oak Moonbeam Part water Pass Plant Speak With Monsters Plane Shift Stone Tell Quest Transmute Water To Dust ** Rainbow Transport Via Plants Raise Dead ** Turn Wood Spike Stones Wall Of Thorns Transmute Rock To Mud ** Weather Summoning True Seeing Word Of Recall Wall Of Fire 7th Level ** = Reversable Spell Animate Rock Astral Spell Change Self Chariot Of Sustarre Confusion Conjure Earth Elemental ** Control Weather Creeping Doom Earthquake Exaction Fire Storm ** Gate Holy Word ** Regenerate ** Reincarnate Restoration ** Resurrection ** Succor Sunray Symbol Transmute Metal To Wood Wind Walk