Dungeon Master Guide Tables
Dungeon Master Guide Tables
This section presents parsed and tabled content from the AD&D 2nd Edition Dungeon Master Guide.
Table 1: Method I Characters
Characteristic | #1 | #2 | #3 | #4 | #5 |
---|---|---|---|---|---|
Strength | 10 | 8 | 13 | 6 | 16 |
Dexterity | 8 | 7 | 8 | 15 | 10 |
Constitution | 12 | 8 | 9 | 10 | 14 |
Intelligence | 13 | 8 | 14 | 9 | 12 |
Wisdom | 12 | 10 | 11 | 9 | 13 |
Charisma | 7 | 12 | 14 | 7 | 8 |
Suggested Class | Ma | Cl | F/Ma | Th | F |
Table 2: Method II Characters
Characteristic | #1 | #2 | #3 | #4 | #5 |
---|---|---|---|---|---|
Strength | 12 | 11 | 9 | 9 | 15 |
Dexterity | 10 | 15 | 12 | 13 | 14 |
Constitution | 11 | 11 | 16 | 14 | 14 |
Intelligence | 13 | 11 | 12 | 13 | 14 |
Wisdom | 16 | 13 | 13 | 11 | 13 |
Charisma | 10 | 11 | 14 | 9 | 12 |
Suggested Class | Cl | Th | Cl | Ma | F |
Table 3: Method III Characters
Characteristic | #1 | #2 | #3 | #4 | #5 |
---|---|---|---|---|---|
Strength | 15 | 13 | 14 | 15 | 14 |
Dexterity | 11 | 12 | 9 | 10 | 12 |
Constitution | 15 | 13 | 13 | 12 | 14 |
Intelligence | 7 | 8 | 8 | 9 | 11 |
Wisdom | 8 | 7 | 7 | 6 | 9 |
Charisma | 7 | 12 | 7 | 7 | 11 |
Table 4: Method IV Characters
Characteristic | #1 | #2 | #3 | #4 | #5 |
---|---|---|---|---|---|
Strength | 15 | 14 | 15 | 16 | 15 |
Dexterity | 13 | 10 | 13 | 15 | 13 |
Constitution | 13 | 12 | 15 | 13 | 13 |
Intelligence | 13 | 9 | 13 | 12 | 13 |
Wisdom | 13 | 9 | 11 | 13 | 12 |
Charisma | 10 | 9 | 11 | 13 | 12 |
Table 5: Method V Characters
Characteristic | #1 | #2 | #3 | #4 | #5 |
---|---|---|---|---|---|
Strength | 17 | 15 | 16 | 14 | 18/37 |
Dexterity | 14 | 14 | 13 | 15 | 12 |
Constitution | 15 | 14 | 14 | 15 | 17 |
Intelligence | 13 | 11 | 10 | 14 | 8 |
Wisdom | 13 | 10 | 11 | 15 | 8 |
Charisma | 9 | 13 | 8 | 7 | 9 |
Table 6: Method VI Characters
Characteristic | #1 | #2 | #3 | #4 | #5 |
---|---|---|---|---|---|
Strength | 17 | 15 | 16 | 17 | 18/71 |
Dexterity | 12 | 11 | 11 | 13 | 12 |
Constitution | 12 | 9 | 12 | 18 | 14 |
Intelligence | 11 | 9 | 10 | 11 | 11 |
Wisdom | 9 | 9 | 10 | 8 | 10 |
Charisma | 8 | 8 | 9 | 9 | 13 |
Table 7: Racial Class and Level Limits*
Character Class | Human | Dwarf | Elf | Gnome | Half-elf | Halfling |
---|---|---|---|---|---|---|
Bard | U | -- | -- | -- | U | -- |
Cleric | U | 10 | 12 | 9 | 14 | 8 |
Druid | U | -- | -- | -- | 9 | -- |
Fighter | U | 15 | 12 | 11 | 14 | 9 |
Illus. | U | -- | -- | 15 | -- | -- |
Mage | U | -- | 15 | -- | 12 | -- |
Paladin | U | -- | -- | -- | -- | -- |
Ranger | U | -- | 15 | -- | 16 | -- |
Thief | U | 12 | 12 | 13 | 12 | 15 |
Table 8: Prime Requisite Bonuses
Ability Score | Additional Levels |
---|---|
14, 15 | +1 |
16, 17 | +2 |
18 | +3 |
19 | +4 |
Table 1 Method I Characters
Method I Characters | |||||
---|---|---|---|---|---|
#1 | #2 | #3 | #4 | #5 | |
Strength | 10 | 8 | 13 | 6 | 16 |
Dexterity | 8 | 7 | 8 | 15 | 10 |
Constitution | 12 | 8 | 9 | 10 | 14 |
Intelligence | 13 | 8 | 14 | 9 | 12 |
Wisdom | 12 | 10 | 11 | 9 | 13 |
Charisma | 7 | 12 | 14 | 7 | 8 |
Suggested Class | Ma | Cl | F/Ma | Th | F |
Table 2 Method II Characters
Method II Characters | |||||
---|---|---|---|---|---|
#1 | #2 | #3 | #4 | #5 | |
Strength | 12 | 11 | 9 | 9 | 15 |
Dexterity | 10 | 15 | 12 | 13 | 14 |
Constitution | 11 | 11 | 16 | 14 | 14 |
Intelligence | 13 | 11 | 12 | 13 | 14 |
Wisdom | 16 | 13 | 13 | 11 | 13 |
Charisma | 10 | 11 | 14 | 9 | 12 |
Suggested Class | Cl | Th | Cl | Ma | F |
Table 3 Method III Characters
Method III Characters | |||||
---|---|---|---|---|---|
#1 | #2 | #3 | #4 | #5 | |
Strength | 15 | 13 | 14 | 15 | 14 |
Dexterity | 11 | 12 | 9 | 10 | 12 |
Constitution | 15 | 13 | 13 | 12 | 14 |
Intelligence | 7 | 8 | 8 | 9 | 11 |
Wisdom | 8 | 7 | 7 | 6 | 9 |
Charisma | 7 | 12 | 7 | 7 | 11 |
Method IV (3d6 twice, arranged to taste): | |||||
This method has all the benefits of methods II and III. Few, if any, characters are likely to have poor scores. Most scores are above average. The individual score ranges are still not excessively high, so truly exceptional characters are still very rare. However, the majority of characters are significantly above the norm. |
Table 4 Method IV Characters
Method IV Characters | |||||
---|---|---|---|---|---|
#1 | #2 | #3 | #4 | #5 | |
Strength | 15 | 14 | 15 | 16 | 15 |
Dexterity | 13 | 10 | 13 | 15 | 13 |
Constitution | 13 | 12 | 15 | 13 | 13 |
Intelligence | 13 | 9 | 13 | 12 | 13 |
Wisdom | 13 | 9 | 11 | 13 | 12 |
Charisma | 10 | 9 | 11 | 13 | 12 |
Method V (4d6, drop lowest, arrange as desired): | |||||
Before choosing to use this method, think about how adventurers fit into the population as a whole. There are two schools of thought. | |||||
One holds that adventurers are no different from everyone else (except for being a little more foolhardy, headstrong, or restless). The man or woman down the street could be an adventurer--all that's required is the desire to go out and be one. Therefore, adventurers should get no special bonuses on their ability rolls. | |||||
The other school holds that adventurers are special people, a cut above the common crowd. If they weren't exceptional, they would be laborers and businessmen like everyone else. Player characters are heroes, so they should get bonuses on their ability rolls to lift them above the rabble. | |||||
If you choose method V for creating player characters, then you agree with this second view and believe that adventurers should be better than everyone else. | |||||
This method creates above-average characters. They won't be perfect, but the odds are that even their worst ability scores will be average or better. More scores push into the exceptional range (15 and greater). It is easy for a player to create a character of any class and race. | |||||
Method V Disadvantages: Like other methods that allow deliberate arrangement of ability scores, this one takes some time. It also creates a tendency toward "super" characters. | |||||
Unless you have a considerable amount of experience as a DM, however, beware of extremely powerful characters. They are much more difficult to challenge and control than characters of moderate power. On the plus side, their chance for survival at lower levels is better than "ordinary" characters. (See "Super Characters," below, for more on this subject.) | |||||
One last point about method V: High ability scores are less exciting under this method, since they are much more common, as the fighter characters below indicate: |
Table 5 Method V Characters
Method V Characters | |||||
---|---|---|---|---|---|
#1 | #2 | #3 | #4 | #5 | |
Strength | 17 | 15 | 16 | 14 | 18/37 |
Dexterity | 14 | 14 | 13 | 15 | 12 |
Constitution | 15 | 14 | 14 | 15 | 17 |
Intelligence | 13 | 11 | 10 | 14 | 8 |
Wisdom | 13 | 10 | 11 | 15 | 8 |
Charisma | 9 | 13 | 8 | 7 | 9 |
Method VI (points plus dice): | |||||
This gives players more control over their characters than the other methods. A points system makes it quite likely that a player can get the character he wants--or at least the class and race. However, in doing so the player must make some serious compromises. | |||||
It is unlikely that his dice are going to be good enough to make every score as high as he would like. In all likelihood, only one or two ability scores will be exceptional, and miserable dice rolling could lower this even further. The player must carefully weigh the pros and cons of his choices when creating the character. |
Table 6 Method VI Characters
Method VI Characters | |||||
---|---|---|---|---|---|
#1 | #2 | #3 | #4 | #5 | |
Strength | 17 | 15 | 16 | 17 | 18/71 |
Dexterity | 12 | 11 | 11 | 13 | 12 |
Constitution | 12 | 9 | 12 | 18 | 14 |
Intelligence | 11 | 9 | 10 | 11 | 11 |
Wisdom | 9 | 9 | 10 | 8 | 10 |
Charisma | 8 | 8 | 9 | 9 | 13 |
Table 7 Racial Class and Level Limits*
Racial Class and Level Limits* | ||||||
---|---|---|---|---|---|---|
Character Class | Character Races | |||||
Human | Dwarf | Elf | Gnome | Half-elf | Halfling | |
Bard | U | – | – | – | U | – |
Cleric | U | 10 | 12 | 9 | 14 | 8 |
Druid | U | – | – | – | 9 | – |
Fighter | U | 15 | 12 | 11 | 14 | 9 |
Illus. | U | – | – | 15 | – | – |
Mage | U | – | 15 | – | 12 | – |
Paladin | U | – | – | – | – | – |
Ranger | U | – | 15 | – | 16 | – |
Thief | U | 12 | 12 | 13 | 12 | 15 |
Table 8 Prime Requisite Bonuses
Prime Requisite Bonuses | |||
---|---|---|---|
Ability Score | Additional Levels | ||
14, 15 | +1 | ||
16, 17 | +2 | ||
18 | +3 | ||
19 | +4 |
Table 9 Maximum Levels for Variant Races
Maximum Levels for Variant Races | |||
---|---|---|---|
Prime Requisite Score | Level Limit | ||
9 | 3 | ||
10 | 4 | ||
11 | 5 | ||
12 | 6 | ||
13 | 7 | ||
14 | 8 | ||
15 | 9 | ||
16 | 10 | ||
17 | 11 | ||
18+ | 12 | ||
Unlike the standard demihuman races, new character races never gain additional levels for high ability scores. It is unusual enough that a member of the race has become a player character at all! Without the aid of many wish spells, a character from a non-standard race can never rise above 12th level. | |||
Alignment: The Monstrous Manual lists alignments for most races. If an absolute alignment is listed (e.g., "good"), the player character has that alignment. If only alignment tendencies are given, the player can choose any alignment. | |||
Hit Points: All creatures roll their hit points using the die appropriate to their chosen class. At 1st level, Large and greater size creatures gain one additional hit point for every Hit Die the creatures would normally receive (pluses to the die are ignored) in addition to their normal Constitution bonus. Thus, an ogre fighter with a Constitution of 12 would still gain a +4 hit point bonus at first level, since ogres normally have 4 Hit Dice. (Remember that Large size creatures suffer larger-than-man-sized damage from weapons!) Thereafter, all new races earn hit points according to level advancement, Constitution, and character class. | |||
Level Advancement: The character progresses like all others of the same character class. Being a nonstandard race does not give the player character any special benefits to his character class. | |||
Armor: Most creatures (orcs, gnolls, goblins) have an Armor Class of 10 (and thus wear armor for protection). Some creatures, however, have natural armor which is retained by the player character. These characters gain the benefit of a +1 bonus to their AC only if the armor worn is worse than or equal to their natural Armor Class (as per horse barding). | |||
If better armor is worn, natural armor is ignored and Armor Class is determined by the armor being worn. Odd-sized and odd-shaped creatures can't wear off-the-shelf armor; it must be made to order and costs extra (and takes longer to make). | |||
Movement: The creature's movement rate is the same as that listed in the Monstrous Manual. | |||
Attacks: The player character is allowed the number of attacks given his character class and level, not the number listed in the monster description in the Monstrous Manual. | |||
Size Problems: Players who play Large-sized creatures hoping to get an advantage over others should quickly discover many problems they didn't anticipate. Consider the plight of the player who decides to have a hill giant. Right away, he'll have a hard time buying basic equipment. Who makes pants for giants in a human town? Everything must be special ordered at two to four times--or more--its normal cost. | |||
This is a minor inconvenience compared to other difficulties. Buildings and dungeons are built for humans and other Medium-sized creatures, denying the large fellow the opportunity for both a hearty drink and exciting adventure. Even the toughest character will tire of drinking from measly cups and buying five dinners at a time. Will he enjoy spending the night in a leaky stable while his companions enjoy warm feather beds upstairs in the inn? | |||
Days of traveling will quickly show him the joys of walking while everyone else rides (no horse can carry him), especially when his companions gallop spryly away from oncoming danger, leaving him in its path. The costs of replacing broken furniture will quickly become prohibitive. Ropes will have an annoying tendency to break when the big lunk tries to climb them. And the hill giant better have at least 20 friends handy to pull him out of that 30-foot pit! | |||
NPC Reactions: On the personal side, expect NPCs to have strong negative feelings about unusual player character races, even to the point of bigotry and hatred. These reactions will make life more difficult for the player character, but they are the price the player pays for his unusual choice. |
Table 10 0-Level Hit Points by Title
0-Level Hit Points by Title | |
---|---|
Profession | Die Range |
Manual Laborer | 1d8 |
Soldier | 1d8+1 |
Craftsman | 1d6 |
Scholar | 1d3 |
Invalid | 1d4 |
Child | 1d2 |
Youth | 1d6 |
Some players think it is unrealistic that a typical peasant can be killed by a single sword blow, a fall from a horse, or a thrown rock. In the real world, people can and do die from these causes. At the same time, however, others survive incredible injuries and wounds. | |
When it is necessary to the success of an adventure (and only on extremely rare occasions), you can give 0-level characters more hit points. The situation could have come about for any number of reasons: magic, blessings from on high, some particularly twisted curse (the peasant who could not die!)--you name it. | |
It is also useful to make important NPCs, such as 0-level kings or princes, tougher than the average person. This is particularly important in the case of rulers, otherwise some crazed player character is going to overthrow the campaign kingdom with a single swipe of his sword. This is normally not a desirable result. |
Table 11 Race
Race | |
---|---|
Race | Multiple |
Human | 0 |
Other | 1 |
Table 12 Combat Value Used
Combat Value Used | |
---|---|
Level | Multiple |
0-level Human* | -2 |
Monster | +3 |
Priest | 0 |
Warrior | +2 |
Wizard | -1 |
Rogue | -1 |
Table 13 Saving Throw Table Used
Saving Throw Table Used | |
---|---|
Level | Multiple |
0-level Human Saving Throws* | -2 |
Any other saving throw table | 0 |
Table 14 Hit Dice Per Level
Hit Dice Per Level | |
---|---|
Level | Multiple |
1d3 | 0 |
1d4 | +0.5 |
1d6 | +0.75 |
1d8 | +1 |
1d10 | +2.5 |
1d12 | +4 |
Table 15 Armor Allowed
Armor Allowed | |
---|---|
Level | Multiple |
None | -1 |
Limited AC* | -0.5 |
All | 0 |
Table 16 Weapons Allowed
Weapons Allowed | |
---|---|
Level | Multiple |
Limited* | -1.5 |
One class** | -1 |
All | 0 |
Table 17 Hit Points Per Level Beyond 9th
Hit Points Per Level Beyond 9th | |
---|---|
Degree | Multiple |
+1 | +0.5 |
+2 | +2 |
+3 | +2 |
Table 18 Optional Abilities
Optional Abilities | |
---|---|
Ability | Multiple |
Fighter Constitution bonus | +1 |
Fighter exceptional Strength bonus | +1 |
Animal empathy | +1.5 |
Bonus +1 to hit a creature* | +1 |
Per initial proficiency slot | +0.25 |
Read languages** | +0.5 |
Aura of protection, as paladin | +2 |
Backstab | +1 |
Cast any priest spell | +8 |
Cast one sphere of spells | +2 |
Climb walls** | +1 |
Find/remove traps** | +1 |
Healing, as paladin | +2 |
Hear noise** | +0.5 |
Hide in shadows** | +1 |
Learn and cast any school | +16 |
Learn and cast one school | +3 |
Move silently** | +1 |
Open locks** | +1 |
Pick pockets** | +1 |
Power (i.e. shapechange) | +3 |
Use magical items | +1 |
Other | +3 |
* This applies only to a single type of creature (orcs, etc.). More than one creature can be chosen, so long as the multiplier is increased for each choice. | |
** The character uses Table 19. |
Table 19 Thief Average Ability Table
Thief Average Ability Table | ||||||||
---|---|---|---|---|---|---|---|---|
________________Base Chance To____________________ | ||||||||
Level | Find/ | |||||||
of | Pick | Open | Remove | Move | Hide In | Hear | Climb | Read |
Thief | Pockets | Locks | Traps | Silently | Shadows | Noise | Walls | Languages |
1 | 30% | 25% | 20% | 15% | 10% | 10% | 85% | -- |
2 | 35% | 29% | 25% | 21% | 15% | 10% | 86% | -- |
3 | 40% | 33% | 30% | 27% | 20% | 15% | 87% | -- |
4 | 45% | 37% | 35% | 33% | 25% | 15% | 88% | 20% |
5 | 50% | 42% | 40% | 40% | 31% | 20% | 90% | 25% |
6 | 55% | 47% | 45% | 47% | 37% | 20% | 92% | 30% |
7 | 60% | 52% | 50% | 55% | 43% | 25% | 94% | 35% |
8 | 65% | 57% | 55% | 62% | 49% | 25% | 96% | 40% |
9 | 70% | 62% | 60% | 70% | 56% | 30% | 98% | 45% |
10 | 80% | 67% | 65% | 78% | 63% | 30% | 99% | 50% |
11 | 90% | 72% | 70% | 86% | 70% | 35% | 99% | 55% |
12 | 95% | 77% | 75% | 94% | 77% | 35% | 99% | 60% |
13 | 99% | 82% | 80% | 99% | 85% | 40% | 99% | 65% |
14 | 99% | 87% | 85% | 99% | 93% | 40% | 99% | 70% |
15 | 99% | 92% | 90% | 99% | 99% | 50% | 99% | 75% |
16 | 99% | 97% | 95% | 99% | 99% | 50% | 99% | 80% |
17 | 99% | 99% | 99% | 99% | 99% | 55% | 99% | 80% |
Table 20 Restrictions
Restrictions | |
---|---|
Restriction | Multiple |
Must be lawful | -1 |
Must be neutral | -1 |
Must be good | -1 |
Cannot keep more than can carry | -0.5 |
Must donate 10% of treasure | -0.5 |
Non-human level limit of 9* | -1 |
Non-human level limit of 12* | -0.5 |
Has ethos that must be obeyed | -1 |
Cannot own more than 10 magical items | -0.5 |
Cannot own more than 6 magical items | -1 |
Cannot associate with one class | -1 |
Cannot associate with one alignment | -1 |
Ability use delayed to higher level** | -0.5 |
* If the character is non-human. | |
** Delayed ability use prevents the character from having the power until he reaches the stated level. No more than two abilities can be delayed. The DM determines the level at which abilities become available for use. | |
Base Experience: After all multiples have been calculated, you must determine the experience points required per level. Take your multiple number and multiply it by the base experience value for each level as given in Table 21. When you are finished, you will have a complete Experience Point Table for your new character class. |
Table 21 Base Experience Points
Base Experience Points | |
---|---|
Level | Base Experience |
2 | 200 |
3 | 400 |
4 | 800 |
5 | 2,000 |
6 | 4,000 |
7 | 8,000 |
8 | 15,000 |
9 | 28,000 |
10+ | 30,000/additional level |
Table 22 Player Character Living Expenses
Player Character Living Expenses | |
---|---|
Lifestyle | Cost/Month |
Squalid | 3 gp |
Poor | 5 gp |
Middle-Class | 50 gp per level |
Wealthy | 200 gp per level |
Table 23 EQUIPMENT BY TIME PERIOD
EQUIPMENT BY TIME PERIOD | ||||
---|---|---|---|---|
Item | Ancient | Dark Ages | Middle Ages | Renaissance |
Arquebus | NA | NA | NA | AV |
Awl Pike | NA | NA | AV | AV |
Bastard Sword | NA | AV | AV | AV |
Block and Tackle | NA | NA | AV | AV |
Bolt Case | NA | NA | AV | AV |
Brigandine | NA | NA | AV | AV |
Bronze Plate Mail | AV | NA | NA | NA |
Carriage, any | NA | NA | NA | AV |
Chain Mail | NA | AV | AV | AV |
Composite Long Bow | NA | NA | AV | AV |
Crossbow, any | NA | NA | AV | AV |
Field Plate | NA | NA | AV | AV |
Flail, any | NA | AV | AV | AV |
Full Plate | NA | NA | NA | AV |
Full Plate Barding | NA | NA | NA | AV |
Glaive | NA | NA | NA | AV |
Glass | NA | AV | AV | AV |
Glass Bottle | NA | NA | AV | AV |
Great Helm | NA | NA | AV | AV |
Greek Fire | NA | AV | AV | AV |
Heavy Horse Lance | NA | AV | AV | AV |
Heavy War Horse | NA | AV | AV | AV |
Horse Yoke | NA | NA | AV | AV |
Hose | NA | NA | AV | AV |
Jousting Lance | NA | NA | AV | AV |
Kopesh Sword | AV | NA | NA | NA |
Lantern, any | NA | NA | AV | AV |
Lock, any | NA | Poor | Average | Good |
Long Bow | NA | AV | AV | AV |
Magnifying Glass | NA | NA | NA | AV |
Mancatcher | NA | NA | AV | AV |
Morning Star | NA | AV | AV | AV |
Paper | NA | AV | AV | AV |
Papyrus | AV | NA | NA | NA |
Plate Mail | NA | NA | AV | AV |
Pole arms, not pike | NA | AV | AV | AV |
Pony Cart | NA | NA | AV | AV |
Ring Mail | NA | AV | AV | NA |
Sailing ship | NA | NA | AV | AV |
Scimitar | NA | AV | AV | AV |
Silk Clothes | NA | Very Rare | Rare | Rare |
Silk Rope | NA | Very Rare | Rare | Rare |
Spyglass | NA | NA | NA | AV |
Two-Handed Sword | NA | AV | AV | AV |
Voulge | NA | AV | AV | AV |
Table 24 Lock Quality
Lock Quality | |
---|---|
Quality | Modification |
Wretched | +30% |
Poor | +15% |
Good | 0% |
Excellent | -20% |
Superior | -40% |
Masterful | -60% |
Table 25 Horse Quality
Horse Quality | |||
---|---|---|---|
Quality | Movement Rate | Carrying Capacity | Cost |
Modifier | Modifier | Modifier | |
Nag | 50% | 25% | -- |
Broken-down | 75% | 50% | -- |
Average | -- | -- | -- |
High-spirited | 133% | 125% | x2 |
Charger | 150% | 133% | x4 |
The movement rate modifier is the adjustment applied to the base movement rate for that type of horse. A broken-down light war horse would have a movement rate of 18, 75% of the normal 24. A high-spirited light war horse would have a movement rate of 32, one-third more than normal. Fractions should | |||
be rounded down. | |||
The carrying capacity modifier is the percentage of the base weight the horse can carry. A nag can only carry 50% as much as a normal horse of the same type, while a charger can carry one-third more than normal. Again, fractions should be rounded down. | |||
The cost modifier gives a general idea of the markup that should be applied to the horse. Poor quality horses do not have negative modifiers, since merchants will always try to get at least the average price for a horse. In this case, it is the job of the player to talk down the price. |
Table 26 Horse Traits
Horse Traits | ||
---|---|---|
D10 Roll | Nag, broken-down, and average | High-spirited and chargers |
1 | Biter | Bucks |
2 | Kicks | Bone-jarring |
3 | Steps on feet | Bites |
4 | Won't gallop | Single rider |
5 | Chews fences | Rears |
6 | Stops occasionally | Headstrong |
7 | Rubs against fences | Kicks |
8 | Bucks | Leaper |
9 | Untrained | Knows trick |
10 | Use other column | Use other column, or DM choice* |
Table 27 Unusual Metal Armors
Unusual Metal Armors | |||
---|---|---|---|
Metal | AC Adjustment | Weight Adj. | Cost Multiplier |
Adamantite | +1 | -25% | x500 |
Bronze | -1 | 0 | x2/3 |
Elven Steel | 0 | -50% | ** |
Fine Steel | 0 | -10% | x2 |
Gold | -4 | +100% | x3* |
Iron | 0 | +25% | 0 |
Silver | -2 | 0 | x2* |
Table 28 Hit Points of Items
Hit Points of Items | ||
---|---|---|
Item | Hit Point Range | Attack Modes* |
Chair | 2-9 | Bludgeon, Slash |
Common Leather | 2-8 | Slash, Pierce |
Glass Bottle | 1-2 | Bludgeon |
Glass Pane/Mirror | 1 | All |
Rope | 2-5 | Slash |
Wooden Door | 30-50 | Slash |
Wooden Pole | 2-12 | Slash |
Table 29 Item Saving Throws
Item Saving Throws | |||||||||
---|---|---|---|---|---|---|---|---|---|
Crushing | Disinte- | Magical | Normal | ||||||
Item | Acid | Blow | gration | Fall | Fire | Fire | Cold | Lightning | Electricity |
Bone or Ivory | 11 | 16 | 19 | 6 | 9 | 3 | 2 | 8 | 2 |
Cloth | 12 | -- | 19 | -- | 16 | 13 | 2 | 18 | 2 |
Glass | 5 | 20 | 19 | 14 | 7 | 4 | 6 | 17 | 2 |
Leather | 10 | 3 | 19 | 2 | 6 | 4 | 3 | 13 | 2 |
Metal | 13 | 7 | 17 | 3 | 6 | 2 | 2 | 12 | 2 |
Oils* | 16** | -- | 19 | -- | 19 | 17 | 5 | 19 | 16 |
Paper, etc. | 16 | 7 | 19 | -- | 19 | 19 | 2 | 19 | 2 |
Potions* | 15** | -- | 19 | -- | 17 | 4 | 13 | 18 | 15 |
Pottery | 4 | 18 | 19 | 11 | 3 | 2 | 4 | 2 | 2 |
Rock, crystal | 3 | 17 | 18 | 8 | 3 | 2 | 2 | 14 | 2 |
Rope | 12 | 2 | 19 | -- | 10 | 6 | 2 | 12 | 2 |
Wood, thick | 8 | 10 | 19 | 2 | 7 | 5 | 2 | 9 | 2 |
Wood, thin | 9 | 13 | 19 | 2 | 11 | 9 | 2 | 10 | 2 |
* This save does not include the container, only the liquid contents. | |||||||||
** Of course, even though the save is made, the item is probably hopelessly mixed with the acid. |
Table 30 Spell Book Capacities
Spell Book Capacities | |||
---|---|---|---|
Level | Standard | Scroll | Traveling |
1st | 16-100 spells | 4-25 spells | 8-50 spells |
2nd | 14-50 spells | 3-12 spells | 7-25 spells |
3rd | 12-33 spells | 3-8 spells | 6-16 spells |
4th | 11-25 spells | 2-6 spells | 5-12 spells |
5th | 10-20 spells | 2-5 spells | 5-10 spells |
6th | 9-16 spells | 2-4 spells | 4-8 spells |
7th | 8-14 spells | 2-3 spells | 4-7 spells |
8th | 7-12 spells | 1-3 spells | 3-6 spells |
9th | 7-11 spells | 1-2 spells | 3-5 spells |
Table 31 Creature Experience Point Values
Creature Experience Point Values | |
---|---|
Hit Dice or Level | XP Value |
Less than 1-1 | 7 |
1-1 to 1 | 15 |
1+1 to 2 | 35 |
2+1 to 3 | 65 |
3+1 to 4 | 120 |
4+1 to 5 | 175 |
5+1 to 6 | 270 |
6+1 to 7 | 420 |
7+1 to 8 | 650 |
8+1 to 9 | 975 |
9+1 to 10+ | 1,400 |
11 to 12+ | 2,000 |
13+ | 3,000 + 1,000 per additional Hit Die over 13 |
Table 32 Hit Dice Value Modifiers
Hit Dice Value Modifiers | ||
---|---|---|
Ability | Hit Die Modifier | |
Armor Class 0 or lower | +1 | |
Blood drain | +1 | |
Breath weapon | +2 | |
Causes disease | +1 | |
Energy drain | +3 | |
Flies | +1 | |
Four or more attacks a round | +1 | |
Greater than normal hit points | +1 | |
High Intelligence | +1 | |
Hit only by magical/silver weapons | +1 | |
Immunity to any spell | +1 | |
Immunity to any weapon, including 1/2 damage | +1 | |
Invisible at will | +1 | |
Level 2 or lower spells | +1 | |
Level 3 or greater spells, not cumulative with previous award | +2 | |
Magic resistance | +2 | |
Missile weapons | +1 | |
Multiple attacks causing 30+ points of damage | +2 | |
Paralysis | +2 | |
Petrification | +3 | |
Poison | +2 | |
Possesses magical items usable against PCs | +1 | |
Regeneration | +1 | |
Single attacking causing 20+ points of damage | +2 | |
Special defense form, unlisted | +1 | |
Special magical attack form, unlisted | +2 | |
Special non-magical attack form, unlisted | +1 | |
Swallows whole | +2 | |
Weakness or fear | +2 | |
For example, the player characters manage to defeat three orcs, a rust monster, and a green slime. Each orc is worth 15 XP, since they are one Hit Die each and have no special abilities. The rust monster is worth 420 XP. It has five Hit Dice but gains a bonus of +2 for a special magical attack form (rusting equipment). The green slime is worth 175 XP, since its base two Hit Dice are increased by 3 for a special non-magical attack form and immunity to most spells and weapons. The player characters divvy up a total of 640 XP. | ||
Not all powers and abilities are listed on Table 32. When dealing with a power not on the list, either use the special entries or compare the new power to one already defined. | ||
The other group award is that earned for the completion of an adventure. This award is determined by the DM, based on the adventure's difficulty. There is no formula to determine the size of this award, since too many variables can come into play. However, the following guidelines may help. | ||
The story award should not be greater than the experience points that can be earned defeating the monsters encountered during the adventure. Thus if the DM knows there are roughly 1,200 experience points worth of monsters, the story award should not exceed this amount. | ||
The story award should give a character no more than 1/10th the experience points he needs to advance a level. This way the character will have to undertake several adventures before he can advance to the next level. | ||
Within these guidelines you have a great deal of leeway. One of the most important uses of story awards is to maintain what you feel is the proper rate of advancement for player characters. By monitoring not just their levels, but also their experience point totals, you can increase or decrease the rate of character advancement through judicious use of story awards. | ||
Finally, you can award points on the basis of survival. The amount awarded is entirely up to you. However, such awards should be kept small and reserved for truly momentous occasions. Survival is its own reward. Since story and survival awards go hand in hand, you may be able to factor the survival bonus into the amount you give for completing the adventure. | ||
Once you have calculated all the experience points due your group of player characters (and you should do this, not your players), divide the total by the number of surviving and (at the DM's option) resurrected player characters. This is the amount each surviving character gets. | ||
Although characters who died during the course of an adventure normally earn no experience (one of the penalties of dying), you can allow a character to earn some experience for actions taken before he died, particularly if the character died nobly, through no fault of his own, or at the very end of the adventure. In such a case, it is simpler to give the character a flat award than to try to determine separate experience totals for those actions the character was involved in and those he was not. | ||
As an option, the DM can award XP for the cash value of | ||
non-magical treasures. One XP can be given per gold piece found. However, overuse of this option can increase the tendency to give out too much treasure in the campaign. |
Table 33 Common Individual Awards
Common Individual Awards | |
---|---|
Player has a clever idea | 50-100 |
Player has an idea that saves the party | 100-500 |
Player role-plays his character well* | 100-200 |
Player encourages others to participate | 100-200 |
Defeating a creature in a single combat | XP value/creature |
Table 34 Individual Class Awards
Individual Class Awards | |
---|---|
Award | |
Warrior | |
Per Hit Die of creature defeated | 10 XP/level |
Priest | |
Per successful use of a granted power | 100 XP |
Spells cast to further ethos | 100 XP/spell level* |
Making potion or scroll | XP value |
Making permanent magical item | XP value |
Wizard | |
Spells cast to overcome foes or problems | 50 XP/spell level |
Spells successfully researched | 500 XP/spell level |
Making potion or scroll | XP value |
Making permanent magical item | XP value |
Rogue | |
Per successful use of a special ability | 200 XP |
Per gold piece value of treasure obtained | 2 XP |
Per Hit Die of creatures defeated (bard only) | 5 XP |
Table 35 Combat Modifiers
Combat Modifiers | ||
---|---|---|
Situation | Attack Roll Modifier | |
Attacker on higher ground | +1 | |
Defender invisible | -4 | |
Defender off-balance | +2 | |
Defender sleeping or held | Automatic* | |
Defender stunned or prone | +4 | |
Defender surprised | +1 | |
Missile fire, long range | -5 | |
Missile fire, medium range | -2 | |
Rear attack | +2 |
Table 36 Weapon Type Vs. Armor Modifiers
Weapon Type Vs. Armor Modifiers | |||
---|---|---|---|
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 armor** | 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 |
* Includes bronze plate mail | |||
** Includes padded armor and hides |
Table 37 THAC0 Advancement
THAC0 Advancement | ||
---|---|---|
Group | Improvement Rate Points/Level | |
Priest | 2/3 | |
Rogue | 1/2 | |
Warrior | 1/1 | |
Wizard | 1/3 |
Table 38 CALCULATED THAC0S
CALCULATED THAC0S | ||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level | ||||||||||||||||||||
Group | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
Priest | 20 | 20 | 20 | 18 | 18 | 18 | 16 | 16 | 16 | 14 | 14 | 14 | 12 | 12 | 12 | 10 | 10 | 10 | 8 | 8 |
Rogue | 20 | 20 | 19 | 19 | 18 | 18 | 17 | 17 | 16 | 16 | 15 | 15 | 14 | 14 | 13 | 13 | 12 | 12 | 11 | 11 |
Warrior | 20 | 19 | 18 | 17 | 16 | 15 | 14 | 13 | 12 | 11 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 |
Wizard | 20 | 20 | 20 | 19 | 19 | 19 | 18 | 18 | 18 | 17 | 17 | 17 | 16 | 16 | 16 | 15 | 15 | 15 | 14 | 14 |
Table 39 Creature THAC0
Creature THAC0 | |||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Hit Dice | |||||||||||||||||
1/2 or less | 1-1 | 1+ | 2+ | 3+ | 4+ | 5+ | 6+ | 7+ | 8+ | 9+ | 10+ | 11+ | 12+ | 13+ | 14+ | 15+ | 16+ |
20 | 20 | 19 | 19 | 17 | 17 | 15 | 15 | 13 | 13 | 11 | 11 | 9 | 9 | 7 | 7 | 5 | 5 |
Table 40 Standard Modifiers to Initiative
Standard Modifiers to Initiative | |
---|---|
Situation | Modifier |
Hasted | -2 |
Slowed | +2 |
On higher ground | -1 |
Set to receive a charge | -2 |
Wading or slippery footing | +2 |
Wading in deep water | +4 |
Foreign environment* | +6 |
Hindered (tangled, climbing) | +3 |
Waiting (Player's Handbook) | +1 |
Table 41 Optional Modifiers to Initiative
Optional Modifiers to Initiative | |
---|---|
Situation | Modifier |
Attacking with weapon | Weapon speed |
Breath weapon | +1 |
Casting a spell | Casting time |
Creature size (monsters with | |
natural weapons only)* | |
Tiny | 0 |
Small | +3 |
Medium | +3 |
Large | +6 |
Huge | +9 |
Gargantuan | +12 |
Innate spell ability | +3 |
Magical items** | |
Miscellaneous magic | +3 |
Potion | +4 |
Ring | +3 |
Rods | +1 |
Scroll | Casting time of spell |
Stave | +2 |
Wand | +3 |
* This applies only to creatures fighting with natural weapons--claws, bites, etc. Creatures using weapons use the speed factor of the weapon, regardless of the creature's size. | |
** Use the initiative modifier listed unless the item description says otherwise. |
Table 42 Armor Modifiers for Wrestling
Armor Modifiers for Wrestling | |
---|---|
Armor | Modifier |
Studded leather | -1 |
Chain, ring, and scale mail | -2 |
Banded, splint, and plate mail | -5 |
Field plate armor | -8 |
Full plate armor | -10 |
Penalties for being held or attacking a held opponent do not apply to wrestlers. Wrestling involves a lot of holding and twisting, and the damage resolution system for punching and wrestling takes this into account. | |
If the attack roll is successful, consult Table 43 to find the result of the attack: Cross-index the character's modified attack roll with the proper attack form. If, for example, a character successfully punched with an 18, the result would be a rabbit punch. If he rolled an 18 on a successful wrestling attempt, the result would be a kick. Punching and wrestling attacks can succeed on attack rolls of 1 or less, exceptions to the general rule. |
Table 43 Punching and Wrestling Results
Punching and Wrestling Results | ||||
---|---|---|---|---|
Attack Roll | Punch | Damage | % KO | 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 | Uppercut | 1 | 8 | Leg twist |
13 | Hook | 2 | 9 | Leg lock |
12 | Kidney punch | 1 | 5 | Throw |
11 | Hook | 2 | 10 | Gouge |
10 | Glancing blow | 1 | 3 | Elbow smash |
9 | Combination | 1 | 10 | Leg lock* |
8 | Uppercut | 1 | 9 | Headlock* |
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 | Uppercut | 2 | 15 | Headlock* |
1 | Wild swing | 0 | 2 | Leg twist |
Less than 1 | Haymaker | 2 | 25 | Bearhug* |
Table 44 Cover and Concealment Modifiers
Cover and Concealment Modifiers | ||
---|---|---|
Target is: | Cover | Concealment |
25% | -2 | -1 |
50% | -4 | -2 |
75% | -7 | -3 |
90% | -10 | -4 |
Cover also has an affect on saving throws, granting the character the modifier listed on Table 44 as a bonus to his saving throws against spells that cause physical damage (e.g., fireball and lightning bolt spells). | ||
In addition, a character who has 90% cover (or more) suffers one-half normal damage on a failed saving throw, and no damage at all if a saving throw is successful. This assumes, of course, that the cover is between the spell effect and the target--a man crouching behind a stone wall would be protected if a fireball exploded in front of the wall, but would not be protected by cover if the blast occurred behind him, on his side of the wall. |
Table 45 Grenade-Like Missile Effects
Grenade-Like Missile Effects | |||
---|---|---|---|
Type of Missile | Area of Effect | Damage from Direct Hit | Splash Damage |
Acid | 1' diameter | 2-8 hp | 1 hp |
Holy water | 1' diameter | 2-7 hp | 2 hp |
Oil (lit) | 3' diameter | 2-12/1-6 hp | 1-3 hp |
Poison | 1' diameter | special | special |
Next determine how far off the mark the throw is. If the throw is at short range, use a 6-sided die. If the range is medium, use a 10-sided die. If thrown to long range, roll 2d10. The number rolled is the number of feet away from the intended target the missile lands. | |||
The damage taken from a grenade-like attacks depends on whether a direct hit was scored or the target was in the splash area. Table 45 lists the area of effect for a direct hit and damages from direct and splash hits. | |||
The "area of effect" is the amount of space covered by a direct hit. Any creature in the area of effect will suffer damage according to the Direct Hit column. All creatures within 3' of the area of effect are subject to splash damage. |
Table 46 Character Saving Throws
Character Saving Throws | |||||
---|---|---|---|---|---|
Character Group and | Paralyzation, Poison, | Rod, Staff, | Petrification | Breath | |
Experience Level | or Death Magic | or Wand | or Polymorph* | Weapon** | Spells*** |
Priests | |||||
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 | 7 | 4 | 11 | 5 |
Warriors | |||||
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 |
Wizards | |||||
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 |
* Excluding polymorph wound attacks. | |||||
** Excluding those that cause petrification or polymorph. | |||||
*** Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc. |
Table 47 Turning Undead
Turning Undead | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
Type or Hit Dice | Level of Priest† | |||||||||||
of Undead | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10-11 | 12-13 | 14+ |
Skeleton or 1 HD | 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* |
Ghoul or 2 HD | 16 | 13 | 10 | 7 | 4 | T | T | D | D | D* | D* | D* |
Shadow or | ||||||||||||
3-4 HD | 19 | 16 | 13 | 10 | 7 | 4 | T | T | D | D | D* | D* |
Wight or 5 HD | 20 | 19 | 16 | 13 | 10 | 7 | 4 | T | T | D | D | D* |
Ghast | -- | 20 | 19 | 16 | 13 | 10 | 7 | 4 | T | T | D | D |
Wraith or 6 HD | -- | -- | 20 | 19 | 16 | 13 | 10 | 7 | 4 | T | T | D |
Mummy or 7 HD | -- | -- | -- | 20 | 19 | 16 | 13 | 10 | 7 | 4 | T | T |
Spectre or 8 HD | -- | -- | -- | -- | 20 | 19 | 16 | 13 | 10 | 7 | 4 | T |
Vampire or 9 HD | -- | -- | -- | -- | -- | 20 | 19 | 16 | 13 | 10 | 7 | 4 |
Ghost or 10 HD | -- | -- | -- | -- | -- | -- | 20 | 19 | 16 | 13 | 10 | 7 |
Lich or 11+ HD | -- | -- | -- | -- | -- | -- | -- | 20 | 19 | 16 | 13 | 10 |
Special** | -- | -- | -- | -- | -- | -- | -- | -- | 20 | 19 | 16 | 13 |
*An additional 2d4 creatures of this type are turned. | ||||||||||||
**Special creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes. | ||||||||||||
†Paladins turn undead as priests who are two levels lower. |
Table 48 Hit Dice Vs. Immunity
Hit Dice Vs. Immunity | |
---|---|
Hit Dice | Hits creatures requiring |
4+1 or more | +1 weapon |
6+2 or more | +2 weapon |
8+3 or more | +3 weapon |
10+4 or more | +4 weapon |
Table 49 Morale Ratings
Morale Ratings | |
---|---|
Creature Type | Morale |
Non-intelligent monster | 18 |
Animal, normal and peaceful | 3 |
Animal, normal predator | 7 |
Animal intelligence monster | 12 |
Semi-intelligent monster | 11 |
Low intelligence | 10 |
Average 0-level human | 7 |
Mobs | 9 |
Militia | 10 |
Green or disorganized troops | 11 |
Regular soldiers | 12 |
Elite soldiers | 14 |
Hirelings | 12 |
Henchmen | 15 |
Table 50 Situational Modifiers
Situational Modifiers | |
---|---|
Situation | Modifier |
Abandoned by friends | -6 |
Creature lost 25% of its hp* | -2 |
Creature lost 50% of its hp* | -4 |
Creature is chaotic | -1 |
Creature is fighting hated enemy | +4 |
Creature is lawful | +1 |
Creature was surprised | -2 |
Creatures are fighting wizards or magic-using foes | -2 |
Creatures with 1/2 HD or less | -2 |
Creatures with greater than 1/2 HD, but less than 1 HD | -1 |
Creatures with 4 to 8+ HD | +1 |
Creatures with 9 to 14+ HD | +2 |
Creatures with 15 or more HD | +3 |
Defending home | +3 |
Defensive terrain advantage | +1 |
Each additional check required in round** | -1 |
Leader is of different alignment | -1 |
Most powerful ally killed | -4 |
NPC has been favored | +2 |
NPC has been poorly treated | -4 |
No enemy slain | -2 |
Outnumbered by 3 or more to 1 | -4 |
Outnumber opponent 3 or more to 1 | +2 |
Unable to affect opponent*** | -8 |
Wizard or magic-using creature on same side | +2 |
* Or a group that has lost that percentage of monster or creatures. | |
** -1/check required. | |
*** Creatures protected from attack by magic or which require magic weapons to be struck and group does not possess these. |
Table 51 Poison Strength
Poison Strength | |||
---|---|---|---|
Class | Method | Onset | Strength |
A | Injected | 10-30 minutes | 15/0 |
B | Injected | 2-12 minutes | 20/1-3 |
C | Injected | 2-5 minutes | 25/2-8 |
D | Injected | 1-2 minutes | 30/2-12 |
E | Injected | Immediate | Death/20 |
F | Injected | Immediate | Death/0 |
G | Ingested | 2-12 hours | 20/10 |
H | Ingested | 1-4 hours | 20/10 |
I | Ingested | 2-12 minutes | 30/15 |
J | Ingested | 1-4 minutes | Death/20 |
K | Contact | 2-8 minutes | 5/0 |
L | Contact | 2-8 minutes | 10/0 |
M | Contact | 1-4 minutes | 20/5 |
N | Contact | 1 minute | Death/25 |
O | Injected | 2-24 minutes | Paralytic |
P | Injected | 1-3 hours | Debilitative |
Method: The method is the new way in which the poison must normally be used to have full effect. Injected and ingested have no effect on contact. Contact poisons have full effect even if swallowed or injected, since both are forms of contact. Injected or ingested poisons have half their normal effect if administered in the opposite manner, resulting in the save damage being applied if the saving throw is failed and no damage occurring if the saving throw is successful. | |||
Onset: Most poisons require time to work their way through the system to reach the areas they affect. Onset is the time that elapses before the poison's effect is felt. The effect of immediate poisons is felt at the instant the poison is applied. | |||
Strength: The number before the slash lists the hit points of damage suffered if the saving throw is failed. The number after the slash lists the damage taken (if any) if the saving throw is successful. Where "death" is listed, all hit points are immediately lost, killing the victim. Note that in some cases a character may roll a successful saving throw and still die from the hit point loss. | |||
Not all poisons need cause damage. Two other common effects of poison are to paralyze or debilitate a victim. | |||
Paralytic poisons leave the character unable to move for 2d6 hours. His body is limp, making it difficult for others to move him. The character suffers no other ill effects from the poison, but his condition can lead to quite a few problems for his companions. | |||
Debilitating poisons weaken the character for 1d3 days. All of the character's ability scores are reduced by half during this time. All appropriate adjustments to attack rolls, damage, Armor Class, etc., from the lowered ability scores are applied during the course of the illness. In addition, the character moves at one-half his normal movement rate. Finally, the character cannot heal by normal or magical means until the poison is neutralized or the duration of the debilitation is elapsed. | |||
Treating Poison Victims | |||
Fortunately, there are many ways a character can be treated for poison. Several spells exist that either slow the onset time, enabling the character the chance to get further treatment, or negate the poison entirely. | |||
However, cure spells (including heal) do not negate the progress of a poison, and the neutralize poison spell doesn't recover hit points already lost to the effects of poison. In addition, characters with the herbalism proficiency can take steps to reduce the danger poison presents to player characters. | |||
Creating New Poisons | |||
Using the three basic characteristics--method, onset, and strength--and bearing in mind the debilitating and paralyzing effects of some poisons, it is possible to create new varieties. | |||
However, always introduce poisons and poisonous creatures with great care, especially when dealing with low-level characters. Unlike most other ways a character can be hurt, the life or death of a poisoned character often depends on a single die roll. It is essential that characters be treated fairly, or their players will quickly lose interest in the game. |
Table 52 Structural Saving Throws
Structural Saving Throws | |||||
---|---|---|---|---|---|
Wall Type | |||||
Attack Form | Hard Stone | Soft Stone | Earth | Thin Wood | Thick Wood |
Ballista | 2 | 3 | 4 | 10 | 5 |
Giant fist | 3 | 4 | 7 | 16 | 9 |
Small catapult | 4 | 8 | 5 | 17 | 9 |
Ram | 5 | 9 | 3 | 20 | 17 |
Screw or drill | 12 | 15 | 16 | 20 | 12 |
Large catapult | 8 | 11 | 10 | 20 | 13 |
Table 53 Mounted Missile Fire
Mounted Missile Fire | |
---|---|
Mount's Current Movement | Modifier |
Not moving | 0 |
Less than 1/2 normal rate | -1 |
1/2 to 3/4 normal rate | -3 |
Greater than 3/4 normal rate | -5 |
Being Dismounted | |
The other great hazard and difficulty of mounted combatants is the risk of being abruptly and rather rudely dismounted. An opponent can make this happen in one of several ways. | |
Killing the Mount: This is the grim and efficient method. Once the horse (often an easier target) is dead, the rider is certainly dismounted. The steed automatically falls to the ground. | |
If the rider has the Riding proficiency, he can attempt to land safely on his feet on a successful check. Otherwise, the character also falls to the ground and suffers 1d3 points of damage. The character cannot take any action that round and must spend another entire round gathering himself back up and getting to his feet. | |
Lassoing the Rider: The more heroic method of dismounting someone is to try to bring down the rider without harming the mount. This is also more desirable from a bandit's point of view, as he would rather have a live horse than a dead one. | |
Certain weapons (such as the lasso) can be used to yank a rider off his speeding mount. However, riders with Riding proficiency can attempt to stop short, reining the horse in before the rope is fully played out. If the check is successful, the horse stops before the line goes taut. The rider remains mounted, albeit still lassoed. | |
Whether the proficiency check is made or missed, the person or monster wielding the lasso must make a Strength check with a +3 bonus for every size category he's bigger than the rider (or a -3 penalty for every size category smaller). | |
A 20 is always a failure and a 1 always succeeds--unless the DM deems the result utterly preposterous. If the check is successful, the roper remains standing and the rider falls. If the check fails, the fellow on the ground gets yanked down and possibly dragged along. | |
Weapon Impact: Riders also can be knocked off by solid blows from a variety of weapons. Any time a rider hits another mounted character or creature with a melee weapon 3' or longer and scores a natural 20 on the roll, the other character is knocked from the saddle, suffering 1d3 points of damage (if from the back of a normal horse). | |
Foot soldiers with weapons of 10' or greater have the same chance. Riders with Riding proficiency can attempt to retain their seating by rolling a successful proficiency check. | |
The Flying Tackle: Finally, those on horseback can attempt to dive on another rider by making an attack roll. | |
If the attack roll misses, the attacker falls to the ground, suffering 1d3 points of damage (more, at the DM's discretion, if the mount is larger than a horse). | |
If the attack roll succeeds, the target must roll a successful Dexterity check to remain in the saddle. If this roll succeeds, the rider remains mounted, but the attacker is hanging on his side, feet dangling just above the ground. If the attack succeeds and the Dexterity roll is failed, both the rider and the attacker fall to the ground. | |
Footsoldiers can also attempt to pull down a rider. This is handled by the rules for overbearing. |
Table 54 2-20 Encounter Table
2-20 Encounter Table | |
---|---|
Dice | |
Roll | Frequency |
2 | Very rare |
3 | Very rare |
4 | Very rare or rare (DM's choice) |
5 | Rare |
6 | Rare |
7 | Uncommon* |
8 | Uncommon* |
9 | Common** |
10 | Common** |
11 | Common** |
12 | Common** |
13 | Common** |
14 | Uncommon* |
15 | Uncommon* |
16 | Rare |
17 | Rare |
18 | Very rare or rare (DM's choice) |
19 | Very rare |
20 | Very rare |
* Or choice of two very rare creatures, 50% chance of each. | |
** Or choice of two rare creatures, 50% chance of each. | |
To fill the table, the DM first selects those monsters he wishes to use on the table and counts how many of each type he has. If he has fewer of a given type than the chart provides for, he can repeat entries. If he has more, he either drops some creatures or doubles up some entries. | |
For example, say the DM is creating an encounter chart for the Desert of Shaar. First he chooses his possible encounters: | |
Common | Uncommon |
Camel | Basilisk |
Giant centipede | Brass dragon |
Herd animal | Caravan |
Ogre | Hobgoblin |
Orc | Nomads |
Huge spider | Giant scorpion |
Rare | Very rare |
Chimera | Djinni |
Pilgrims | Efreeti |
Harpy | Lamia |
Dervishes | |
Salamander |
Table 55 Dungeon Level
Dungeon Level | |
---|---|
Creature | |
XP | Level |
1-20 | 1 |
21-50 | 2 |
51-150 | 3 |
151-250 | 4 |
251-500 | 5 |
501-1,000 | 6 |
1,001-3,000 | 7 |
3,001-5,500 | 8 |
5,501-10,000 | 9 |
10,001 + | 10 |
When constructing the encounter table, creatures with a greater or lesser power than the table being designed can be used. However, each level of difference between creature and table decreases the frequency of appearance by one (a common creature becomes uncommon, a rare creature would be very rare, and so on). Creatures less powerful than the given level seldom venture into such dangerous territory. Creatures more powerful are seldom met to ensure the player characters have a decent chance of survival. After adjustment, these creatures can be added to the table. | |
In addition, there is a chance that an encountered creature will be more powerful than expected: When designing a 2-20 table, the 20 result could be "Use next highest table"; if a percentile table is used, 98-100 could bump the DM to the next table. Thus, players would never be assured of safety or good odds. |
Table 56 Frequency & Chance of Wilderness Encounters
Frequency & Chance of Wilderness Encounters | |||||||
---|---|---|---|---|---|---|---|
Terrain | Encounter | Time of Day | |||||
Type | Chance | 7-10 a.m. | 11 a.m.-2 p.m. | 3-6 p.m. | 7-10 p.m. | 11 p.m.-2 a.m. | 3-6 a.m. |
Plain | 1 | x | — | x | — | x | — |
Scrub/brush | 1 | x | — | x | x | — | x |
Forest | 2 | x | x | x | x | x | x |
Desert | 1 | x | — | — | x | — | x |
Hills | 2 | — | x | — | x | — | x |
Mountains | 3 | x | — | — | x | x | — |
Swamp | 4 | x | x | x | x | x | x |
Jungle | 3 | x | x | x | x | x | — |
Ocean | 1 | — | x | — | — | x | — |
Arctic | 1 | — | — | x | x | — | — |
Table 57 Surprise Modifiers
Surprise Modifiers | |
---|---|
Group's | |
Other Party is: | Modifier |
Silenced | -2 |
Invisible | -2 |
Distinctive odor (smoke, powerful stench, etc.) | +2 |
Every 10 members | +1 |
Camouflaged | -1 to -3 |
PC Party is: | |
Fleeing | -2 |
In poor light | -1 |
In darkness | -4 |
Panicked | -2 |
Anticipating attack* | +2 |
Suspicious* | +2 |
Conditions are: | |
Rainy | -1 |
Heavy fog | -2 |
Extremely still | +2 |
Table 58 Encounter Distance
Encounter Distance | |
---|---|
Situation or Terrain | Range in Feet |
Both groups surprised | 3d6 |
One group surprised | 4d6 |
No surprise: | |
Smoke or heavy fog | 6d6 |
Jungle or dense forest | 1d10 x 10 |
Light forest | 2d6 x 10 |
Scrub, brush or bush | 2d12 x 10 |
Grassland, little cover | 5d10 x 10 |
Nighttime or dungeon | Limit of sight |
In situations where no cover is possible, encounters will occur at the limit of vision unless special circumstances dictate otherwise. | |
While it is possible to spot another group at quite a distance, the characters or creatures may not be able to identify them immediately. The observation ranges given in the Player's Handbook may require creatures to close in order to make a positive identification. |
Table 59 ENCOUNTER REACTIONS
ENCOUNTER REACTIONS | |||||
---|---|---|---|---|---|
Modified | Player Characters are: | ||||
Die Roll | Friendly | Indifferent | Threatening | Hostile | |
2 or less | Friendly | Friendly | Friendly | Flight | |
3 | Friendly | Friendly | Friendly | Flight | |
4 | Friendly | Friendly | Cautious | Flight | |
5 | Friendly | Friendly | Cautious | Flight | |
6 | Friendly | Friendly | Cautious | Cautious | |
7 | Friendly | Indifferent | Cautious | Cautious | |
8 | Indifferent | Indifferent | Cautious | Cautious | |
9 | Indifferent | Indifferent | Cautious | Threatening | |
10 | Indifferent | Indifferent | Threatening | Threatening | |
11 | Indifferent | Indifferent | Threatening | Threatening | |
12 | Cautious | Cautious | Threatening | Threatening | |
13 | Cautious | Cautious | Threatening | Hostile | |
14 | Cautious | Cautious | Threatening | Hostile | |
15 | Cautious | Threatening | Threatening | Hostile | |
16 | Threatening | Threatening | Hostile | Hostile | |
17 | Threatening | Threatening | Hostile | Hostile | |
18 | Threatening | Threatening | Hostile | Hostile | |
19 | Hostile | Hostile | Hostile | Hostile | |
20 | Hostile | Hostile | Hostile | Hostile | |
Within these broad guidelines, a large number of specific reactions are possible. | |||||
Flight: Avoidance, panic, terror, or surrender. | |||||
Friendly: Kind, helpful, conciliatory, or simply non-aggressive. | |||||
Indifferent: Neutral, bored, businesslike, unconcerned, unimpressed, or simply oblivious. | |||||
Cautious: Suspicious, wary, dubious, paranoid, guarded, untrusting, or mildly conciliatory. | |||||
Threatening: Boastful, bravado, blustering, intimidating, short-tempered, or bluffing. | |||||
Hostile: Irritable, hot-tempered, aggressive, or violent. | |||||
Of course, a DM should never use a reaction he can't justify. If the DM can't see any reason for an evil efreeti to surrender to the charging player characters, it shouldn't. The table is meant to be an aid to the DM, not an absolute decision-maker. |
Table 60 NPC Professions
NPC Professions | |
---|---|
Apothecary: A chemist, druggist, or pharmacist | |
Architect | |
Armorer | |
Arrowsmith: A maker of arrowheads | |
Assassin: A killer for hire | |
Astrologer: A reader of stars and fates | |
Baker | |
Barber: A surgeon, bloodletter, dentist, and haircutter | |
Barrister: A lawyer or one who pleads the case of another before a noble's court | |
Beggar | |
Bellfounder: A caster of bells | |
Blacksmith | |
Bloomer: A man who work an iron smelting forge | |
Bladesmith: A smith who specializes in sword blades | |
Bookbinder: A maker of books | |
Bowyer: A maker of bows | |
Brazier: A smith who works in brass, sometimes a traveling workman | |
Brewer: A maker of ales, bitters, stouts, and beer | |
Bricklayer: A laborer who builds walls and buildings | |
Butcher | |
Carpenter | |
Carrier: One who hauls messages or small goods | |
Carter: A teamster, a hauler of goods | |
Cartwright: A builder of wagons and carts | |
Carver: A sculptor in wood | |
Chandler: A maker of candles | |
Chapman: A traveling peddler who normally frequents small villages | |
Churl: A freedom farmer of some wealth | |
Clerk: A scribe who generally handles business accounts | |
Clockmaker | |
Cobbler: A mender of old shoes | |
Collier: A burner of charcoal for smelting | |
Coppersmith: A copper worker | |
Cook | |
Cooper: A barrelmaker | |
Cordwainer: A shoemaker | |
Cutler: A maker of knives and silverware | |
Dragoman: An official interpreter or guide | |
Draper: A cloth merchant | |
Dyer: One who dyes clothing | |
Embroiderer: A needleworker who decorates fabric with intricate designs of thread | |
Enameler: A jeweler specializing in enamel work. | |
Engraver: A jeweler specializing in decorative engraving | |
Farrier: A maker of horseshoes | |
Fisherman | |
Fishmonger: A fish dealer | |
Fletcher: An arrowmaker | |
Forester: An official responsible for the lord's woodlands | |
Fuller: A felt-maker | |
Furrier: A tailor of fur garments | |
Gardener | |
Gem-cutter: A jeweler specializing in gemstones | |
Gilder: A craftsman of gilt gold and silver | |
Girdler: A maker of belts and girdles | |
Glassblower: A maker of items made of glass | |
Glazier: One who cuts and sets glass | |
Glover: A maker of gloves | |
Goldbeater: A maker of gold foil | |
Goldsmith: A jeweler who works with gold | |
Grocer: A wholesaler, particularly of everyday items | |
Groom: A man who tends horses | |
Haberdasher: A merchant of small notions, thread, and needles | |
Harpmaker | |
Hatter: One who makes hats | |
Herald: A courtier skilled in etiquette and heraldry | |
Herbalist: A practitioner of herbal cures | |
Hewer: One who digs coal or other minerals | |
Horner: A worker of horn | |
Hosier: A maker of hose and garters | |
Hosteler: An innkeeper | |
Interpreter: A translator | |
Ironmonger: A dealer, not maker, of ironwork | |
Joiner: A cabinet or furniture-maker | |
Knife-grinder: A sharpener of knives | |
Laundress | |
Laborer | |
Latoner: A brass-worker | |
Leech: A nonclerical doctor | |
Limeburner: A maker of lime for mortar | |
Limner: A painter | |
Linkboy: A lantern- or torch-bearer | |
Locksmith | |
Lutemaker | |
Marbler: A cutter and carver of marble | |
Mason: A worker in building stone, brick, and plaster | |
Mercer: A cloth dealer | |
Messenger | |
Miller: One who operates a grain mill | |
Miner | |
Minstrel | |
Minter: A maker of coins | |
Nailsmith: A smith specializing in nails | |
Navigator: One skilled in the arts of direction-finding and navigation | |
Organmaker | |
Painter | |
Parchment-maker | |
Paviour: A mason specialized in paving streets | |
Pewterer: One who works pewter | |
Plasterer: A specialist in plastering | |
Ploughman: A worker of the field | |
Porter: A hauler of goods | |
Potter: A maker of metal or, alternatively, clay pots | |
Poulterer: A dealer of chickens or other forms of poultry | |
Pursemaker | |
Quarrier: One who digs and cuts stone | |
Saddler: A maker of saddles | |
Sage: A scholar | |
Sailor | |
Saucemaker: A cook who specializes in preparing sauces | |
Scribe: A secretary or one who can write | |
Scrivener: A copyist | |
Seamstress: One whose occupation is sewing | |
Shearman: A man who trims the loose wool from the cloth to finish it | |
Sheather: A maker of scabbards and knife sheaths | |
Shepherd | |
Shipwright: A builder of ships and boats | |
Skinner: A butcher who prepares hides for tanning | |
Soapmaker | |
Spurrier: A maker of spurs | |
Spy | |
Swineherd: A keeper of pigs | |
Tailor | |
Tanner: A leather-maker | |
Teamster: A hauler of goods by wagon or cart | |
Tilemaker | |
Tinker: A traveling craftsman who repairs tin pots and similar items | |
Tinner: A tin miner | |
Trapper | |
Vintner: A maker of wines | |
Waller: A mason who sets stones and brick for walls | |
Waterleader: A water hauler | |
Weaver: One who makes fabric | |
Wheelwright: One who makes and repairs wheels | |
Wiredrawer: A maker of wire | |
Woodturner: A lathe-worker | |
The list above is by no means complete. Medieval occupations were highly specialized. A man might spend all his life working as a miner of iron and be considered to have a very different occupation from a miner of tin. Research in a local library will probably yield more such distinctions and even more occupations. | |
The Assassin, the Spy, and the Sage | |
Three experts, the assassin, spy, and sage, require special treatment. Each of these, unlike other hirelings, can affect the direction and content of an on-going adventure. Used carefully and sparingly, these three are valuable DM tools to create and shape stories in a role-playing campaign. |
Table 61 Fields of Study
Fields of Study | ||
---|---|---|
Study | Frequency | Abilities and Limitations |
Alchemy | 10% | Can attempt to brew poisons and acids |
Architecture | 5% | Specific race only (human, elf, etc.) |
Art | 20% | Specific race only (human, elf, etc.) |
Astrology | 10% | Navigation, astrology proficiencies |
Astronomy | 20% | Navigation, astronomy proficiencies |
Botany | 25% | |
Cartography | 10% | |
Chemistry | 5% | Can attempt to brew poisons and acids |
Cryptography | 5% | |
Engineering | 30% | |
Folklore | 25% | One race/region only |
Genealogy | 25% | One race/region only |
Geography | 10% | |
Geology | 15% | Mining proficiency |
Heraldry | 30% | |
History | 30% | One race/region only |
Languages | 40% | One language group only |
Law | 35% | |
Mathematics | 20% | |
Medicine | 10% | |
Metaphysics | 5% | One plane (inner or outer) only |
Meteorology | 20% | |
Music | 30% | One race only |
Myconology | 20% | Knowledge of fungi |
Oceanography | 15% | |
Philosophy | 25% | One race only |
Physics | 10% | |
Sociology | 40% | One race or region only |
Theology | 25% | One region only |
Zoology | 20% | |
Frequency is the chance of finding a sage with that particular skill in a large city—a university town of provincial capital, at least, Normally, sages do not reside in small villages or well away from population centers. They require contact with travelers and access to libraries in order to gain their information. Roll for frequency only when you can't decide if such a sage is present. As always, consider the dramatic effect. Will the services of a sage further the story in some exciting way? | ||
Abilities and limitations define specific limitations or rules effects. If this column is blank, the sage's knowledge is generally thorough on all aspects of the topic. One race only means the sage can answer questions that deal with a particular race. One region only limits his knowledge to a specific area—a kingdom or province. The size of the area depends on the campaign. One plane limits the sage to the study of creatures, conditions, and workings of a single extra-dimensional plane. Where no limitations are given, the sage is only limited by the current state of that science or art in your campaign. | ||
What does a sage know? A sage's ability can be handled in one of two ways. First, since the DM must answer the question any way, he can simply decide if the sage knows the answer. As usual, the consideration of what is best for the story must be borne in mind. | ||
If the player characters simply can't proceed with the adventure without this answer, then the sage knows the answer. If the answer will reward clever players (for thinking to hire a sage, for example) and will not destroy the adventure, then the sage may know all or part of the answer. If answering the question will completely unbalance the adventure, the sage doesn't know the answer. | ||
Of course, there are times it is impossible to tell the effect of knowing or not knowing something. In this case, the sage's answer can be determined by a proficiency check, modified by the nature of the question. The DM can decide the sage's ability or use the following standard: Sage ability is equal to 14 plus 1d6 (this factors in his proficiency and normal ability scores). | ||
If the proficiency check is passed (the number required, or less, on 1d20), the sage provides an answer. If a die roll of 20 is made, the sage comes up with an incorrect answer. The DM should create an incorrect answer that will be believable and consistent with what the players already know about the adventure. | ||
Questions should be categorized as general ("What types of beasts live in the Valley of Terror?"), specific ("Do medusae live in the Valley of Terror?"), or exacting ("Does the medusa Erinxyes live in the Valley of Terror?"). The precision of the question modifies the chance of receiving an accurate answer. Precision modifiers are listed on Table 62. | ||
If a question is particularly complex, the DM can divide it into several parts, each requiring a separate roll. Thus, a sage may only know part of the information needed. This can be very good for the story, especially if some key piece of information is left out. | ||
The resources required by a sage can be formidable. At the very least, a sage must have access to a library of considerable size to complete his work. He is not a walking encyclopedia, able to spout facts on command. A sage answers questions by having the right resources at hand and knowing how to use them. The size and quality of the sage's library affect his chance of giving a correct answer. | ||
This library can belong to the sage or can be part of an institution. Monasteries and universities typically maintained libraries in medieval times. If a personal library, it must be at least 200 square feet of rare and exotic manuscripts, generally no less than 1,000 gp per book. If the library is connected with an institution, the sage (or his employer) will be expected to make appropriate payments or tithes for its use. Expenses in the range of 1,000 gp a day could be levied against the character. Of course, a sage can attempt to answer a question with little or no library, but his chances of getting the right answer will be reduced as given on Table 62. | ||
Sages need time to find answers, sometimes more time than a player character can afford. Player characters can attempt to rush a sage in his work, but only at the risk of a wrong answer. The normal length of time depends on the nature of the question and is listed on Table 63. Player characters can reduce the sage's time by one category on this table, but the chance that the sage's answer will be incorrect or not available grows. These modifiers are also listed on Table 62. |
Table 62 Sage Modifiers
Sage Modifiers | ||
---|---|---|
Success Chance | ||
Situation | Penalty | |
Question is: | ||
General | -0 | |
Specific | -2 | |
Exacting | -4 | |
Library is: | ||
Complete | -0 | |
Partial | -2 | |
Nonexistent | -6 | |
Rushed | -4 |
Table 63 Research Times
Research Times | ||
---|---|---|
Type of | Time | |
Question | Required | |
General | 1d6 hours | |
Specific | 1d6 days | |
Exacting | 3d10 days |
Table 64 Military Occupations
Military Occupations | |
---|---|
Monthly | |
Title | Wage |
Archer | 4 gp |
Artillerist | 4 gp |
Bowman, mounted | 4 gp |
Cavalry, heavy | 10 gp |
Cavalry, light | 4 gp |
Cavalry, medium | 6 gp |
Crossbowman, heavy | 3 gp |
Crossbowman, light | 2 gp |
Crossbowman, mounted | 4 gp |
Engineer | 150 gp |
Footman, heavy | 2 gp |
Footman, irregular | 5 sp |
Footman, light | 1 gp |
Footman, militia | 5 sp |
Handgunner (Optional) | 6 gp |
Longbowman | 8 gp |
Marine | 3 gp |
Sapper | 1 gp |
Shieldbearer | 5 sp |
Table 65 Common Wages
Common Wages | ||
---|---|---|
Weekly | Monthly | |
Profession | Wage | Wage |
Clerk | 2 gp | 8 gp |
Stonemason | 1 gp | 4 gp |
Laborer | 1 sp | 1 gp |
Carpenter | 1 gp | 5 gp |
Groom | 2 sp | 1 gp |
Huntsman | 2 gp | 10 gp |
Ambassador | ||
or official | 50-150 gp | 200-600 gp |
Architect | 50 gp | 200 gp |
These amounts may seem low, but most employers provide other benefits to their hirelings. Appropriate room and board is expected for all but common laborers and higher officials. Those falling in the middle range expect this to be taken care of. Traveling expenses must come out of the PC's pocket, as must any exceptional items of equipment or dress. | ||
Important hirelings will also expect gifts and perhaps offices to supplement their income. Soldiers expect to be ransomed if captured, to have their equipment replaced as needed, and to receive new mounts for those lost in combat. All of these extra benefits add up quickly. Furthermore, most activities are much more labor-intensive when compared to modern standards. More workers are needed to perform a given job. More workers means greater overall expenses and lower wages for each individual laborer. | ||
For example, consider Targash at his castle. He has assembled the officials, craftsmen, and soldiers he feels he needs to maintain his standing and protect his small fief. These break down as follows: | ||
250 light infantry | 250 gp | |
50 heavy infantry | 100 gp | |
100 longbowmen | 800 gp | |
75 light cavalry | 300 gp | |
25 heavy cavalry | 250 gp | |
1 master artillerist | 50 gp | |
10 artillerists | 40 gp | |
1 master engineer | 150 gp | |
1 master armorer | 100 gp | |
5 armorers | 50 gp | |
1 master bladesmith | 100 gp | |
5 bladesmiths | 50 gp | |
1 master bowyer | 50 gp | |
1 bowyer | 10 gp | |
1 master fletcher | 30 gp | |
1 master of the hunt | 10 gp | |
8 huntsmen | 40 gp | |
10 grooms | 10 gp | |
20 skilled servants | ||
(baker, cook, etc.) | 40 gp | |
40 household servants 40 gp | ||
1 herald | 200 gp | |
1 castellan | 300 gp |
Table 66 European Titles
European Titles | ||
---|---|---|
General | Saxon | Germanic |
Emperor/Empress | King | Pfalzgraf |
King/Queen | King's Thegn | Herzog |
Royal Prince/Princess | Ealdorman | Margrave |
Duke/Duchess | Shire-reeve | Graf |
Prince/Princess | Thegn | Waldgraf |
Marquis/Marquise | Geneatas | Freiherr |
Count/Countess | Cottar | Ritter |
Viscount/Viscountess | Gebur | |
Baron/Baroness | Bondman | |
Baronet | ||
Knight | ||
Serf |
Table 67 Oriental Titles
Oriental Titles | |||||
---|---|---|---|---|---|
Russian | Turkish | Persian | Japanese | Mongol | Indian |
Tsar | Sultan | Padishah | Emperor | Kha-Khan | Maharaja |
Veliky kniaz | Dey | Shah | Shikken | Ilkhan | Rajah |
Kniazh muzh | Bey | Caliph | Shogun | Orkhan | Nawab |
Boyar | Bashaw | Wizer | Daimyo | Khan | |
Sluga | Pasha | Amir | Samurai | ||
Muzh | Emir | Sheikh | |||
Dvorianin | Malik | ||||
Smerd | |||||
Kholop |
Table 68 Religious Titles
Religious Titles | ||
---|---|---|
Church Hierarchy | Knights-Militant | Monastic |
Pope | Master of the Temple | Abbot |
Cardinal | Seneschal | Sacristan |
Archbishop | Marshal | Cantor |
Bishop | Commander | Librarian |
Abbot | Drapier | Refectorian |
Prior | Commander of a House | Almoner |
Friar | Commander of Knights | Hospitaler |
Knight Brothers | Kitchener | |
Sergeants of the Covenant | Cellarer | |
Turcoplier | Infirmarian | |
Under-Marshal | Master of Novices | |
Standard Bearer | ||
Sergeant-brother | ||
Rural brother | ||
Hospital attendant | ||
Servant brother |
Table 69 NPC Spell Costs
NPC Spell Costs | |
---|---|
Spell Required | Minimum Cost |
Astral spell | 2,000 gp per person |
Atonement | * |
Augury | 200 gp |
Bless | * |
Charm person | 1,000 gp |
Clairvoyance | 50 gp per level of caster |
Commune | * |
Comprehend languages | 50 gp |
Contact other plane | 5,000 gp + 1,000 per question |
Continual light | 1,000 gp |
Control weather | 20,000 gp |
Cure blindness | 500 gp |
Cure disease | 500 gp |
Cure light wounds | 10 gp per point healed |
Cure serious wounds | 20 gp per point healed |
Cure critical wounds | 40 gp per point healed |
Detection spells (any) | 100 gp |
Dispel magic | 100 gp per level of the caster |
Divination | 500 gp |
Earthquake | * |
Enchant an Item | 20,000 gp plus other spells |
ESP | 500 gp |
Explosive runes | 1,000 gp |
Find the path | 1,000 gp |
Fire trap | 500 gp |
Fools' gold | 100 gp |
Gate | * |
Glyph of warding | 100 gp per level of the caster |
Heal | 50 gp per point healed |
Identify | 1,000 gp per item or function |
Invisible stalker | 5,000 gp |
Invisibility | 500 gp |
Legend Lore | 1,000 gp |
Limited wish | 20,000 gp ** |
Magic mouth | 300 gp |
Mass charm | 5,000 gp |
Neutralize poison | 100 gp |
Permanency | 20,000 gp ** |
Plane shift | * |
Prayer | * |
Protection from evil | 20 gp per level of caster |
Raise dead | * |
Read magic | 200 gp |
Regenerate | 20,000 gp |
Reincarnation | * |
Remove curse | 100 gp per level of caster |
Restoration | * |
Slow poison | 50 gp |
Speak with dead | 100 gp per level of caster |
Suggestion | 600 gp |
Symbol | 1,000 gp per level of caster |
Teleport | 2,000 gp per person |
Tongues | 100 gp |
True seeing | 5,000 gp |
Wish | 50,000 gp ** |
Wizard lock | 50 gp per level of caster |
* This spell is normally cast only for those of similar faith or belief. Even then a payment or service may be required. | |
** Some exceptional service will also be required of the player character. |
Table 70 General Traits
General Traits | ||||
---|---|---|---|---|
Die | Die | |||
Roll 1 | General | Roll 2 | Specific | |
(D20) | Trait | (D100) | Trait | |
1 | Argumentative | 01 | Garrulous | |
02 | Hot-tempered | |||
03 | Overbearing | |||
04 | Articulate | |||
05 | Antagonistic | |||
2 | Arrogant | 06 | Haughty | |
07 | Elitist | |||
08 | Proud | |||
09 | Rude | |||
10 | Aloof | |||
3 | Capricious | 11 | Mischievous | |
12 | Impulsive | |||
13 | Lusty | |||
14 | Irreverent | |||
15 | Madcap | |||
4 | Careless | 16 | Thoughtless | |
17 | Absent-minded | |||
18 | Dreamy | |||
19 | Lacking common sense | |||
20 | Insensitive | |||
5 | Courage | 21 | Brave | |
22 | Craven | |||
23 | Shy | |||
24 | Fearless | |||
25 | Obsequious | |||
6 | Curious | 26 | Inquisitive | |
27 | Prying | |||
28 | Intellectual | |||
29 | Perceptive | |||
30 | Keen | |||
7 | Exacting | 31 | Perfectionist | |
32 | Stern | |||
33 | Harsh | |||
34 | Punctual | |||
35 | Driven | |||
8 | Friendly | 36 | Trusting | |
37 | Kind-hearted | |||
38 | Forgiving | |||
39 | Easy-going | |||
40 | Compassionate | |||
9 | Greedy | 41 | Miserly | |
42 | Hard-hearted | |||
43 | Covetous | |||
44 | Avaricious | |||
45 | Thrifty | |||
10 | Generous | 46 | Wastrel | |
47 | Spendthrift | |||
48 | Extravagant | |||
49 | Kind | |||
50 | Charitable | |||
11 | Moody | 51 | Gloomy | |
52 | Morose | |||
53 | Compulsive | |||
54 | Irritable | |||
55 | Vengeful | |||
12 | Naive | 56 | Honest | |
57 | Truthful | |||
58 | Innocent | |||
59 | Gullible | |||
60 | Hick | |||
13 | Opinonated | 61 | Bigoted | |
62 | Biased | |||
63 | Narrow-minded | |||
64 | Blustering | |||
65 | Hide-bound | |||
14 | Optimistic | 66 | Cheerful | |
67 | Happy | |||
68 | Diplomatic | |||
69 | Pleasant | |||
70 | Foolhardy | |||
15 | Pessimistic | 71 | Fatalistic | |
72 | Depressing | |||
73 | Cynical | |||
74 | Sarcastic | |||
75 | Realistic | |||
16 | Quiet | 76 | Laconic | |
77 | Soft-spoken | |||
78 | Secretive | |||
79 | Retiring | |||
80 | Mousy | |||
17 | Sober | 81 | Practical | |
82 | Level-headed | |||
83 | Dull | |||
84 | Reverent | |||
85 | Ponderous | |||
18 | Suspicious | 86 | Scheming | |
87 | Paranoid | |||
88 | Cautious | |||
89 | Deceitful | |||
90 | Nervous | |||
19 | Uncivilized | 91 | Uncultured | |
92 | Boorish | |||
93 | Barbaric | |||
94 | Graceless | |||
95 | Crude | |||
20 | Violent | 96 | Cruel | |
97 | Sadistic | |||
98 | Immoral | |||
99 | Jealous | |||
00 | Warlike |
Table 71 Permanent Morale Modifiers
Permanent Morale Modifiers | |
---|---|
Factor | Modifier |
NPC is lawful* | +1 |
NPC is good | +1 |
NPC is evil | -1 |
NPC is chaotic* | -1 |
NPC is different race than PC | -1 |
NPC has been with PC for one year or more | +2 |
Table 72 Optional Degrees of Darkness
Optional Degrees of Darkness | |||||
---|---|---|---|---|---|
Attack Roll | Damage | Saving | AC | ||
Condition | Penalty | Bonus | Throw | Penalty | |
Moonlight | -1 | Normal | -1* | -0 | |
(Moderate fog) | |||||
Starlight | -3 | ½ Normal | -3* | -2 | |
(No moon or dense fog) | |||||
Total darkness | -4 | Negated | -4 | -4 | |
(Spell, unlit dungeon or cave) |
Table 73 Terrain Effects on Movement
Terrain Effects on Movement | |
---|---|
Move Rate | |
Condition | Reduced by: |
Darkness | 1/3* |
Heavy brush or forest | 2/3 |
Ice or slippery footing | 1/3* |
Rugged or rocky ground | 1/2 |
Soft sand or snow, knee-deep | 1/3 |
Water or snow, waist-deep | 1/2 |
Water or snow, shoulder-deep | 2/3 |
Table 74 Terrain Costs for Overland Movement
Terrain Costs for Overland Movement | |
---|---|
Movement | |
Terrain Type | Cost |
Barren, wasteland | 2 |
Clear, farmland | ½ |
Desert, rocky | 2 |
Desert, sand | 3 |
Forest, heavy | 4 |
Forest, light | 2 |
Forest, medium | 3 |
Glacier | 2 |
Hills, rolling | 2 |
Hills, steep (foothills) | 4 |
Jungle, heavy | 8 |
Jungle, medium | 6 |
Marsh, swamp | 8 |
Moor | 4 |
Mountains, high | 8 |
Mountains, low | 4 |
Mountains, medium | 6 |
Untraveled plains, | |
grassland, heath | 1 |
Scrub, brushland | 2 |
Tundra | 3 |
Table 75 Terrain Modifiers
Terrain Modifiers | |
---|---|
Situation | Modifier |
Chasm* | +3 |
Cliff* | +3 |
Duststorm, sandstorm | x3 |
Freezing cold** | +1 |
Gale-force winds | +2 |
Heavy fog | +1 |
Ice storm | +2 |
Mud | x2 |
Rain, heavy | x2 |
Rain, light | +1 |
Rain, torrential | x3 |
Ravine | +½ |
Ridge | +1 |
River*** | +1 |
Scorching heat** | +1 |
Snow, blizzard | x4 |
Snow, normal | x2 |
Stream*** | +½ |
*These assume the player characters find a route around the obstacle. Alternatively, the DM can require the characters to scale or span the obstacle, playing out this encounter. | |
**These extremes must be in excess of the norm expected of the character or creature. Thus, a camel is relatively unaffected by the scorching heat of a desert and a yak barely notices the cold of high mountains. | |
***This cost is negated by the presence of a bridge or ford. |
Table 76 Boat Movement
Boat Movement | ||||
---|---|---|---|---|
Vessel | Feet/Round | MPH | Cargo | Length |
Kayak | 200 | 2 | 250 lbs. | 8-10 ft. |
Canoe, small | 200 | 2 | 550 lbs. | 10-15 ft. |
Canoe, war | 180 | 2 | 800 lbs. | 25-35 ft. |
Coracle | 60 | 1* | 600 lbs. | 8-10 ft. |
Keelboat or raft | 60 | 1* | 2,000 lbs. | 15-20 ft. |
Barge | 60 | 1* | 4,000 lbs. | 25-40 ft. |
Rowboat | 160 | 1.5* | 600 lbs. | 8-12 ft. |
Table 77 Ship Types
Ship Types | |||
---|---|---|---|
Base | |||
Ship | Move/ | Emergency | |
Type | Hour | Move | Seaworthiness |
Caravel | 4 | 5 | 70% |
Coaster | 3 | 4 | 50% |
Cog | 3 | 4 | 65% |
Curragh | 2/3 | 10 | 55% |
Drakkar | 2/4 | 12 | 50% |
Dromond | 2/9 | 12 | 40% |
Galleon | 3 | 6 | 75% |
Great galley | 3/6 | 11 | 45% |
Knarr | 4/2 | 12 | 65% |
Longship | 5/2 | 13 | 60% |
Base move per hour is the average speed of the vessel under good conditions. Where two numbers are separated by a slash, the first is the speed under sail and the second is the rowing speed. | |||
To determine the movement of a ship per round (in rare occasions where this is necessary), multiply the current speed times 30. This is the yards traveled per round. | |||
Emergency move is the top speed of the vessel in emergency or combat situations. For sailing ships, emergency speed is gained by putting on every yard of sail possible. Galleys and other oared ships rely on the strength of their rowers. This speed can only be maintained for short periods of time. Too long and rowers will collapse; masts, yards, and sails will break. | |||
Seaworthiness rates the vessel's ability to remain afloat in dangerous situations, notably storms, hidden shoals, extended voyages, huge monster attacks, and rams. Any time the DM rules that there is a chance of sinking, he rolls percentile dice. If the roll is equal to or less than the seaworthiness rating of the ship, it remains afloat, though bailing or repairs may be necessary. If the roll is higher than the seaworthiness rating, the ship sinks. | |||
Ports and anchorages give a seaworthiness bonus of +50%. Thus, vessels at anchor are in little or no danger from a normal storm. | |||
Weather and Ship Travel | |||
More than other methods of travel, ships (especially sailing ships) are subject to the whims of wind and weather. While it can be assumed that sailing weather is normally good, there are times when storms, favorable winds, or freak currents can increase or decrease a ship's speed. The effects of different weather conditions are listed on Table 78. |
Table 78 Sailing Movement Modifiers
Sailing Movement Modifiers | ||
---|---|---|
Weather | Sailing | Rowing |
Condition | Modifier | Modifier |
Adverse | x½ | x1 |
Becalmed | NA | x1 |
Favorable | ||
(average) | x2 | x1 |
(strong) | x3 | x1* |
Gale | x4* | x½* |
Hurricane | x5** | x½** |
Light breeze | x1 | x1 |
Storm | x3* | x½* |
* A seaworthiness check is required. | ||
** A seaworthiness check with a -45% penalty is required. |
Table 79 Weather Conditions
Weather Conditions | ||||
---|---|---|---|---|
2d6 Roll | Spring/Fall | Summer | Winter | |
2 | Becalmed | Becalmed | Becalmed | |
3 | Becalmed | Becalmed | Light breeze | |
4 | Light breeze | Becalmed | Light breeze | |
5 | Favorable | Light breeze | Favorable | |
6 | Favorable | Light breeze | Strong winds | |
7 | Strong winds | Favorable | Strong winds | |
8 | Storm | Favorable | Storm | |
9 | Storm | Strong winds | Storm | |
10 | Gale | Storm | Gale | |
11 | Gale | Gale | Gale | |
12 | Hurricane* | Hurricane* | Hurricane* |
Table 80 Aerial Movement Modifiers
Aerial Movement Modifiers | |
---|---|
Condition | Modifier |
Hurricane | Not possible |
Gale | x¼ |
Storm | x¼ |
Rain or snow | x½ |
Strong winds | x½ |
Table 81 Chance of Getting Hopelessly Lost
Chance of Getting Hopelessly Lost | |
---|---|
Surroundings | % Chance |
Level, open ground | 10% |
Rolling ground | 20% |
Lightly wooded | 30% |
Rough (wooded and hilly) | 40% |
Swamp | 60% |
Mountainous | 50% |
Open sea | 20% |
Thick forest | 70% |
Jungle | 80% |
Table 82 Lost Modifiers
Lost Modifiers | |
---|---|
Condition | Modifier |
Featureless (no distinquishable landmarks)* | +50 |
Darkness | +70 |
Overcast | +30 |
Navigator with group | -30 |
Landmark sighted | -15 |
Local guide | Variable** |
Poor trail | -10 |
Raining | +10 |
Directions | Variable** |
Fog or mist | +30 |
* This would apply, for example, when the characters are sailing out of sight of land. | |
** The usefulness of directions and the knowledge of a guide are entirely up to the DM. Sometimes these are very helpful but at other times only manage to make things worse. |
Table 83 Chance to Hear Noise by Race
Chance to Hear Noise by Race | ||
---|---|---|
Dwarf | Elf | Gnome |
15% (3) | 20% (4) | 25% (5) |
Half-elf | Halfling | Human |
15% (3) | 20% (4) | 15% (3) |
Of course, the chance to hear noise given above represents more or less optimum conditions—helmet off, not moving, and all others remaining relatively still for one round while the character stands and tries to hear noises carried on the breeze or down a hallway. Under such conditions, the character will get a relatively clear idea of the nature of the noise—animal grunts, slithering, speech (including language and race), and perhaps even words. | ||
Less than perfect conditions don't alter the chance to hear (which is low enough) but can affect the clarity. Some, like the muffling effect of doors or the echoing of stone passages, may still allow the character to hear a noise reasonably well, but may prevent precise identification. | ||
In some situations, a character can hear muttering, growls, panting, or voices, but may be unable to identify the issuer of the sounds. The character would know there is something ahead, but wouldn't know what. In other situations, the chance to hear anything at all may be affected. Extreme cases can give you the excuse to provide misinformation. Guttural speech may sound like growls, the moaning wind could become a scream, etc. | ||
In some cases a check is necessary even when the character is not attempting to discern some unknown noise. The character tries to hear the shouted words of a pirate captain over the raging storm. He can see the captain and can clearly tell the man is speaking. Indeed, the captain may even be speaking to him. However, a hearing check should be made to find out if the character can make out the captain's words over the fury of the storm. If the character were a little closer, the storm a little less, or the captain's lungs exceptionally strong, the character's chance of success would be increased. | ||
In all cases, hearing a noise takes time. The amount of time spent listening to the captain is obviously the time it takes him to speak his peace. Standing and hearing noise in a corridor or at a door requires a round, with the entire party remaining still. | ||
Furthermore, a character can make repeated checks in hopes of hearing more or gaining more information. However, once a character fails a check, he will not hear anything (even if he immediately makes a successful check on the next round) unless there is a substantial improvement in the conditions. The group will have to move closer, open the door, or take some other action to allow a new check. | ||
If a check is successful, the character can keep listening to learn more. This requires continued checks, during which the player can attempt to discern specifies—number, race, nature of beast, direction, approaching or retreating, and perhaps even bits of conversation. The player states what he is trying to learn and a check is made. | ||
Trying to overhear things this way is less than reliable. Thieves should not be allowed to use their hear-noise ability like super-sensitive microphones! |
Table 84 Treasure Types
Treasure Types | ||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|
LAIR TREASURES | ||||||||||||
Treasure | Platinum or | Art | ||||||||||
Type | Copper | Silver | Gold | Electrum* | Gems | Objects | Magical Item | |||||
A | 1,000-3,000 | 200-2,000 | 1,000-6,000 | 300-1,800 | 10-40 | 2-12 | Any 3 | |||||
25% | 30% | 40% | 35% | 60% | 50% | 30% | ||||||
B | 1,000-6,000 | 1,000-3,000 | 200-2,000 | 100-1,000 | 1-8 | 1-4 | Armor Weapon | |||||
50% | 25% | 25% | 25% | 30% | 20% | 10% | ||||||
C | 1,000-10,000 | 1,000-6,000 | — | 100-600 | 1-6 | 1-3 | Any 2 | |||||
20% | 30% | — | 10% | 25% | 20% | 10% | ||||||
D | 1,000-6,000 | 1,000-10,000 | 1,000-3,000 | 100-600 | 1-10 | 1-6 | Any 2 + 1 potion | |||||
10% | 15% | 50% | 15% | 30% | 25% | 15% | ||||||
E | 1,000-6,000 | 1,000-10,000 | 1,000-4,000 | 300-1,800 | 1-12 | 1-6 | Any 3 + 1 scroll | |||||
5% | 25% | 25% | 25% | 15% | 10% | 25% | ||||||
F | — | 3,000-18,000 | 1,000-6,000 | 1,000-4,000 | 2-20 | 1-8 | Any 5 except weapons | |||||
— | 10% | 40% | 15% | 20% | 10% | 30% | ||||||
G | — | — | 2,000-20,000 | 1,000-10,000 | 3-18 | 1-6 | Any 5 | |||||
— | — | 50% | 50% | 30% | 25% | 35% | ||||||
H | 3,000-18,000 | 2,000-20,000 | 2,000-20,000 | 1,000-8,000 | 3-30 | 2-20 | Any 6 | |||||
25% | 40% | 55% | 40% | 50% | 50% | 15% | ||||||
I | — | — | — | 100-600 | 2-12 | 2-8 | Any 1 | |||||
— | — | — | 30% | 55% | 50% | 15% |
Table 85 Gem Table
Gem Table | ||
---|---|---|
D100 | Base | |
Roll | Value | Class |
01-25 | 10 gp | Ornamental |
26-50 | 50 gp | Semi-precious |
51-70 | 100 gp | Fancy |
71-90 | 500 gp | Precious |
91-99 | 1,000 gp | Gems |
00 | 5,000 gp | Jewels |
Table 86 Gem Variations
Gem Variations | |
---|---|
D6 | |
Roll | Result |
1 | Stone increases to the next higher base value. Roll again, ignoring all results but 1.* |
2 | Stone is double base value |
3 | Stone is 10-60% above the base value |
4 | Stone is 10-40% below the base value |
5 | Stone is half base value |
6 | Stone decreased to next lower base value. Roll again, ignoring all results but 6.** |
* Above 5,000 gp, the base value of the stone doubles each time. No stone can be greater than 100,000 gp. | |
** Below 10 gp, values decrease to 5 gp, 1 gp, 5 sp, 1 sp. No stone can be worth less than 1 sp and no stone can decrease more than five places from its initial value. |
Table 87 Objects of Art
Objects of Art | |
---|---|
D100 | |
Roll | Value |
01-10 | 10-100 gp |
11-25 | 30-180 gp |
26-40 | 100-600 gp |
41-50 | 100-1,000 gp |
51-60 | 200-1,200 gp |
61-70 | 300-1,800 gp |
71-80 | 400-2,400 gp |
81-85 | 500-3,000 gp |
86-90 | 1,000-4,000 gp |
91-95 | 1,000-6,000 gp |
96-99 | 2,000-8,000 gp |
100 | 2,000-12,000 gp |
Table 88 Magical Items
Magical Items | |
---|---|
D20 | |
Roll | Category |
01-20 | Potions and Oils |
21-35 | Scrolls |
36-40 | Rings |
41 | Rods |
42 | Staves |
43-45 | Wands |
46 | Miscellaneous Magic: Books and Tomes |
47-48 | Miscellaneous Magic: Jewels and Jewelry |
49-50 | Miscellaneous Magic: Cloaks and Robes |
51-52 | Miscellaneous Magic: Boots and Gloves |
53 | Miscellaneous Magic: Girdles and Helms |
54-55 | Miscellaneous Magic: Bags and Bottles |
56 | Miscellaneous Magic: Dusts and Stones |
57 | Miscellaneous Magic: Household Items and Tools |
58 | Miscellaneous Magic: Musical Instruments |
59-60 | Miscellaneous Magic: The Weird Stuff |
61-75 | Armor and Shields |
76-100 | Weapons |
Once the general category is determined, the DM can choose a specific item from the tables below. (Each item on the tables is given a die roll number so that the DM can select items randomly, if he chooses.) Some tables have several subtables. Each subtable has a range of numbers in parentheses at the top. To select the appropriate subtable, check the die listed after the table's title. Roll the listed die and find the result in the number range at the top of one of the subtables. This is the subtable you read to determine which item in the list has been found. | |
For example, the Potions and Oils table has "(D6)'' after the title. That means you roll a 6-sided die to determine which Subtable (A, B, or C) to read. If you roll a 2, for example, you check subtable A (which has "1-2'' at the top); if you roll a 6, you read subtable C (which has "5-6'' at the top). Roll 1d20 on the appropriate subtable to determine the specific item found. Then turn to the descriptions following the tables to find out what each item does. |
Table 89 Potions and Oils (D6)
Potions and Oils (D6) | ||
---|---|---|
Subtable A (1-2) | ||
D20 Roll | Item | XP Value |
1 | Animal Control* | 250 |
2 | Clairaudience | 250 |
3 | Clairvoyance | 300 |
4 | Climbing | 300 |
5-6 | Delusion** | — |
7 | Diminution | 300 |
8 | Dragon Control* | 700 |
9 | Elixir of Health | 350 |
10-11 | Elixir of Madness** | — |
12 | Elixir of Youth | 500 |
13 | ESP | 500 |
14-15 | Extra-healing | 400 |
16 | Fire Breath | 400 |
17 | Fire Resistance | 250 |
18 | Flying | 500 |
19 | Gaseous Form | 300 |
20 | DM's Choice | — |
Subtable B (3-4) | ||
D20 Roll | Item | XP Value |
1 | Giant Control* | 600 |
2 | Giant Strength* (Warrior) | 550 |
3 | Growth | 250 |
4-5 | Healing | 200 |
6 | Heroism (Warrior) | 300 |
7 | Human Control* | 500 |
8 | Invisibility | 250 |
9 | Invulnerability (Warrior) | 350 |
10 | Levitation | 250 |
11 | Longevity | 500 |
12 | Oil of Acid Resistance | 500 |
13 | Oil of Disenchantment | 750 |
14 | Oil of Elemental Invulnerability* | 500 |
15 | Oil of Etherealness | 600 |
16 | Oil of Fiery Burning | 500 |
17 | Oil of Fumbling** | — |
18 | Oil of Impact | 750 |
19 | Oil of Slipperiness | 400 |
20 | DM's Choice | — |
Table 90 Scrolls (D6)
Scrolls (D6) | ||
---|---|---|
Subtable A (1-4) | ||
D20 Roll | Item* | Level Range |
1-3 | 1 spell | 1-4 |
4-5 | 1 spell | 1-6 |
6 | 1 spell | 2-9 (2-7**) |
7 | 2 spells | 1-4 |
8 | 2 spells | 2-9 (2-7**) |
9 | 3 spells | 1-4 |
10 | 3 spells | 2-9 (2-7**) |
11 | 4 spells | 1-6 |
12 | 4 spells | 1-8 (1-6**) |
13 | 5 spells | 1-6 |
14 | 5 spells | 1-8 (1-6**) |
15 | 6 spells | 1-6 |
16 | 6 spells | 3-8 (3-6**) |
17 | 7 spells | 1-8 |
18 | 7 spells | 2-9 (2-7**) |
19 | 7 spells | 4-9 (4-7**) |
20 | DM's Choice | — |
* See "Scrolls" in Appendix 3 to determine whether a priest scroll or a wizard scroll is found. | ||
** Level Range lists the range of spell levels on the scroll. Ranges marked with double asterisks (**) are used to determine priest spells. |
Table 91 Rings (D6)
Rings (D6) | ||
---|---|---|
Subtable A (1-4) | ||
D20 Roll | Item | XP Value |
1 | Animal Friendship | 1,000 |
2 | Blinking | 1,000 |
3 | Chameleon Power | 1,000 |
4 | Clumsiness | — |
5 | Contrariness | — |
6-7 | Delusion | — |
8 | Djinni Summoning* | 3,000 |
9 | Elemental Command | 5,000 |
10 | Feather Falling | 1,000 |
11 | Fire Resistance | 1,000 |
12 | Free Action | 1,000 |
13 | Human Influence | 2,000 |
14 | Invisibility | 1,500 |
15-16 | Jumping | 1,000 |
17 | Mammal Control* | 1,000 |
18 | Mind Shielding | 500 |
19 | Protection | 1,000** |
20 | DM's Choice | — |
Table 92 Rods
Rods | ||
---|---|---|
D20 Roll | Item | XP Value |
1-2 | Absorption (Priest, Wizard) | 7,500 |
3-4 | Alertness | 7,000 |
5 | Beguiling (Priest, Wizard, Rogue) | 5,000 |
6-7 | Cancellation | 10,000 |
8 | Flailing | 2,000 |
9 | Lordly Might (Warrior) | 6,000 |
10 | Passage | 5,000 |
11 | Resurrection (Priest) | 10,000 |
12 | Rulership | 8,000 |
13-14 | Security | 3,000 |
15-16 | Smiting (Priest, Wizard) | 4,000 |
17 | Splendor | 2,500 |
18-19 | Terror | 3,000 |
20 | DM's Choice | — |
Table 93 Staves
Staves | ||
---|---|---|
D20 Roll | Item | XP Value |
1-2 | Mace | 1,500 |
3 | Command (Priest, Wizard) | 5,000 |
4-5 | Curing (Priest) | 6,000 |
6 | Magi (Wizard) | 15,000 |
7 | Power (Wizard) | 12,000 |
8 | Serpent (Priest) | 7,000 |
9-10 | Slinging (Priest) | 2,000 |
11-12 | Spear | 1,000* |
13-14 | Striking (Priest, Wizard) | 6,000 |
15 | Swarming Insects (Priest, Wizard) | 100** |
16 | Thunder & Lightning | 8,000 |
17-18 | Withering | 8,000 |
19 | Woodlands (Druid) | 8,000 |
20 | DM's Choice | — |
* per +1 of power | ||
** per charge |
Table 94 Wands
Wands | ||
---|---|---|
D20 Roll | Item | XP Value |
1 | Conjuration (Wizard) | 7,000 |
2 | Earth and Stone | 1,000 |
3 | Enemy Detection | 2,000 |
4 | Fear (Priest, Wizard) | 3,000 |
5 | Fire (Wizard) | 4,500 |
6 | Flame Extinguishing | 1,500 |
7 | Frost (Wizard) | 6,000 |
8 | Illumination | 2,000 |
9 | Illusion (Wizard) | 3,000 |
10 | Lightning (Wizard) | 4,000 |
11 | Magic Detection | 2,500 |
12 | Magic Missiles | 4,000 |
13 | Metal and Mineral Detection | 1,500 |
14 | Negation | 3,500 |
15 | Paralyzation (Wizard) | 3,500 |
16 | Polymorphing (Wizard) | 3,500 |
17 | Secret Door and Trap Location | 5,000 |
18 | Size Alteration | 3,000 |
19 | Wonder | 6,000 |
20 | DM's Choice | — |
Table 95 Miscellaneous Magic: Books, Librams, Manuals, Tomes
Miscellaneous Magic: Books, Librams, Manuals, Tomes | ||
---|---|---|
D20 Roll | Item | XP Value |
1-3 | Boccob's Blessed Book (Wizard) | 4,500 |
4 | Book of Exalted Deeds (Priest) | 8,000 |
5 | Book of Infinite Spells | 9,000 |
6 | Book of Vile Darkness (Priest) | 8,000 |
7 | Libram of Gainful Conjuration (Wizard) | 8,000 |
8 | Libram of Ineffable Damnation (Wizard) | 8,000 |
9 | Libram of Silver Magic (Wizard) | 8,000 |
10 | Manual of Bodily Health | 5,000 |
11 | Manual of Gainful Exercise | 5,000 |
12 | Manual of Golems (Priest, Wizard) | 3,000 |
13 | Manual of Puissant Skill at Arms (Warrior) | 8,000 |
14 | Manual of Quickness in Action | 5,000 |
15 | Manual of Stealthy Pilfering (Rogue) | 8,000 |
16 | Tome of Clear Thought | 8,000 |
17 | Tome of Leadership and Influence | 7,500 |
18 | Tome of Understanding | 8,000 |
19 | Vacuous Grimoire | — |
20 | DM's Choice | — |
Table 96 Miscellaneous Magic: Jewels, Jewelry, Phylacteries (D6)
Miscellaneous Magic: Jewels, Jewelry, Phylacteries (D6) | ||
---|---|---|
Subtable A (1-3) | ||
D20 Roll | Item | XP Value |
1 | Amulet of Inescapable Location | — |
2 | Amulet of Life Protection | 5,000 |
3 | Amulet of the Planes | 6,000 |
4 | Amulet of Proof Against Detection | |
and Location | 4,000 | |
5 | Amulet Versus Undead | 200* |
6 | Beads of Force | 200 ea. |
7 | Brooch of Shielding | 1,000 |
8 | Gem of Brightness | 2,000 |
9 | Gem of Insight | 3,000 |
10 | Gem of Seeing | 2,000 |
11 | Jewel of Attacks | — |
12 | Jewel of Flawlessness | — |
13 | Medallion of ESP | 2,000 |
14 | Medallion of Thought Projection | — |
15 | Necklace of Adaptation | 1,000 |
16-17 | Necklace of Missiles | 100** |
18 | Necklace of Prayer Beads (Priest) | 500*** |
19 | Necklace of Strangulation | — |
20 | DM's Choice | — |
Subtable B (4-6) | ||
D20 Roll | Item | XP Value |
1 | Pearl of Power (Wizard) | 200* |
2 | Pearl of the Sirines | 900 |
3 | Pearl of Wisdom (Priest) | 500 |
4 | Periapt of Foul Rotting | — |
5 | Periapt of Health | 1,000 |
6 | Periapt of Proof Against Poison | 1,500 |
7 | Periapt of Wound Closure | 1,000 |
8 | Phylactery of Faithfulness (Priest) | 1,000 |
9 | Phylactery of Long Years (Priest) | 3,000 |
10 | Phylactery of Monstrous Attention (Priest) | — |
11 | Scarab of Death | — |
12 | Scarab of Enraging Enemies | 1,000 |
13 | Scarab of Insanity | 1,500 |
14 | Scarab of Protection | 2,500 |
15 | Scarab Versus Golems | **** |
16 | Talisman of Pure Good (Priest) | 3,500 |
17 | Talisman of the Sphere (Wizard) | 100 |
18 | Talisman of Ultimate Evil (Priest) | 3,500 |
19 | Talisman of Zagy | 1,000 |
20 | DM's Choice | — |
* Per level | ||
** Per die of damage | ||
*** Per special bead | ||
**** See item description |
Table 97 Miscellaneous Magic: Cloaks and Robes
Miscellaneous Magic: Cloaks and Robes | ||
---|---|---|
D20 Roll | Item | XP Value |
1 | Cloak of Arachnida | 3,000 |
2 | Cloak of Displacement | 3,000 |
3-4 | Cloak of Elvenkind | 1,000 |
5 | Cloak of Poisonousness | — |
6-8 | Cloak of Protection | 1,000* |
9 | Cloak of the Bat | 1,500 |
10 | Cloak of the Manta Ray | 2,000 |
11 | Robe of the Archmagi (Wizard) | 6,000 |
12 | Robe of Blending | 3,500 |
13 | Robe of Eyes (Wizard) | 4,500 |
14 | Robe of Powerlessness (Wizard) | — |
15 | Robe of Scintillating Colors (Priest, Wizard) | 2,750 |
16 | Robe of Stars (Wizard) | 4,000 |
17-18 | Robe of Useful Items (Wizard) | 1,500 |
19 | Robe of Vermin (Wizard) | — |
20 | DM's Choice | — |
* Per plus |
Table 98 Miscellaneous Magic: Boots, Bracers, Gloves
Miscellaneous Magic: Boots, Bracers, Gloves | ||
---|---|---|
D20 Roll | Item | XP Value |
1 | Boots of Dancing | — |
2 | Boots of Elvenkind | 1,000 |
3 | Boots of Levitation | 2,000 |
4 | Boots of Speed | 2,500 |
5 | Boots of Striding and Springing | 2,500 |
6 | Boots of the North | 1,500 |
7 | Boots of Varied Tracks | 1,500 |
8 | Boots, Winged | 2,000 |
9 | Bracers of Archery (Warrior) | 1,000 |
10 | Bracers of Brachiation | 1,000 |
11-12 | Bracers of Defense | 500* |
13 | Bracers of Defenselessness | — |
14 | Gauntlets of Dexterity | 1,000 |
15 | Gauntets of Fumbling | — |
16 | Gauntlets of Ogre Power | |
(Priest, Rogue, Warrior) | 1,000 | |
17 | Gauntlets of Swimming and Climbing | |
(Priest, Rogue, Warrior) | 1,000 | |
18 | Gloves of Missile Snaring | 1,500 |
19 | Slippers of Spider Climbing | 1,000 |
20 | DM's Choice | — |
* Per AC of protection less than 10 |
Table 99 Miscellaneous Magic: Girdles, Hats, Helms
Miscellaneous Magic: Girdles, Hats, Helms | ||
---|---|---|
D20 Roll | Item | XP Value |
1-3 | Girdle of Dwarvenkind | 3,500 |
4 | Girdle of Femininity/Masculinity | |
(Priest, Rogue, Warrior) | — | |
5-6 | Girdle of Giant Strength | |
(Priest, Rogue Warrior) | 2,000 | |
7-9 | Girdle of Many Pouches | 1,000 |
10 | Hat of Disguise | 1,000 |
11 | Hat of Stupidity | — |
12 | Helm of Brilliance | 2,500 |
13-14 | Helm of Comprehending Languages and | |
Reading Magic | 1,000 | |
15 | Helm of Opposite Alignment | — |
16 | Helm of Telepathy | 3,000 |
17 | Helm of Teleportation | 2,500 |
18-19 | Helm of Underwater Action | 1,000 |
20 | DM's Choice | — |
Table 100 Miscellaneous Magic: Bags, Bottles, Pouches, Containers
Miscellaneous Magic: Bags, Bottles, Pouches, Containers | ||
---|---|---|
D20 Roll | Item | XP Value |
1 | Alchemy Jug | 3,000 |
2 | Bag of Beans | 1,000 |
3 | Bag of Devouring | — |
4-7 | Bag of Holding | 5,000 |
8 | Bag of Transmuting | — |
9 | Bag of Tricks | 2,500 |
10 | Beaker of Plentiful Potions | 1,500 |
11 | Bucknard's Everfull Purse | * |
12 | Decanter of Endless Water | 1,000 |
13 | Efreeti Bottle | 9,000 |
14 | Eversmoking Bottle | 500 |
15 | Flask of Curses | — |
16 | Heward's Handy Haversack | 3,000 |
17 | Iron Flask | — |
18 | Portable Hole | 5,000 |
19 | Pouch of Accessibility | 1,500 |
20 | DM's Choice | — |
* See item description |
Table 101 Miscellaneous Magic:
Miscellaneous Magic: | ||
---|---|---|
Candles, Dusts, Ointments, Incense, and Stones | ||
D20 Roll | Item | XP Value |
1 | Candle of Invocation (Priest) | 1,000 |
2 | Dust of Appearance | 1,000 |
3 | Dust of Disappearance | 2,000 |
4 | Dust of Dryness | 1,000 |
5 | Dust of Illusion | 1,000 |
6 | Dust of Tracelessness | 500 |
7 | Dust of Sneezing and Choking | — |
8 | Incense of Meditation (Priest) | 500 |
9 | Incense of Obsession (Priest) | — |
10 | Ioun Stones | 300* |
11 | Keoghtom's Ointment | 500 |
12 | Nolzur's Marvelous Pigments | 500* |
13 | Philosopher's Stone | 1,000 |
14 | Smoke Powder** | — |
15 | Sovereign Glue | 1,000 |
16 | Stone of Controlling Earth Elementals | 1,500 |
17 | Stone of Good Luck (Luckstone) | 3,000 |
18 | Stone of Weight (Loadstone) | — |
19 | Universal Solvent | 1,000 |
20 | DM's Choice | — |
* Per stone or pot of pigment | ||
** This item is optional and should not be given unless the arquebus is allowed in the campaign. |
Table 102 Miscellaneous Magic: Household Items and Tools
Miscellaneous Magic: Household Items and Tools | ||
---|---|---|
D20 Roll | Item | XP Value |
1 | Brazier Commanding Fire Elementals | |
(Wizard) | 4,000 | |
2 | Brazier of Sleep Smoke (Wizard) | — |
3 | Broom of Animated Attack | — |
4 | Broom of Flying | 2,000 |
5 | Carpet of Flying | 7,500 |
6 | Mattock of the Titans (Warrior) | 3,500 |
7 | Maul of the Titans (Warrior) | 4,000 |
8 | Mirror of Life Trapping (Wizard) | 2,500 |
9 | Mirror of Mental Prowess | 5,000 |
10 | Mirror of Opposition | — |
11 | Murlynd's Spoon | 750 |
12-13 | Rope of Climbing | 1,000 |
14 | Rope of Constriction | — |
15 | Rope of Entanglement | 1,500 |
16 | Rug of Smothering | — |
17 | Rug of Welcome (Wizard) | 6,500 |
18 | Saw of Mighty Cutting (Warrior) | 2,000 |
19 | Spade of Colossal Excavation (Warrior) | 1,000 |
20 | DM's Choice | — |
Table 103 Miscellaneous Magic: Musical Instruments
Miscellaneous Magic: Musical Instruments | ||
---|---|---|
D20 Roll | Item | XP Value |
1 | Chime of Interruption | 2,000 |
2 | Chime of Opening | 3,500 |
3 | Chime of Hunger | — |
4 | Drums of Deafening | — |
5 | Drums of Panic | 6,500 |
6 | Harp of Charming | 5,000 |
7 | Harp of Discord | — |
8 | Horn of Blasting | 1,000 |
9 | Horn of Bubbles | — |
10 | Horn of Collapsing | 1,500 |
11 | Horn of Fog | 400 |
12 | Horn of Goodness (Evil) | 750 |
13 | Horn of the Tritons (Priest, Warrior) | 2,000 |
14 | Horn of Valhalla | 1,000* |
15 | Lyre of Building | 5,000 |
16 | Pipes of Haunting | 400 |
17 | Pipes of Pain | — |
18 | Pipes of Sounding | 1,000 |
19 | Pipes of the Sewers | 2,000 |
20 | DM's Choice | — |
* Only if used by character of appropriate class. |
Table 104 Miscellaneous Magic: The Weird Stuff (D6)
Miscellaneous Magic: The Weird Stuff (D6) | ||
---|---|---|
Subtable A (1-3) | ||
D20 Roll | Item | XP Value |
1 | Apparatus of Kwalish | 8,000 |
2-3 | Boat, Folding | 10,000 |
4 | Bowl Commanding Water Elementals | |
(Wizard) | 4,000 | |
5 | Bowl of Watery Death (Wizard) | — |
6 | Censer Controlling Air Elementals (Wizard) | 4,000 |
7 | Censer of Summoning Hostile Air Elementals | |
(Wizard) | — | |
8-9 | Crystal Ball (Wizard) | 1,000 |
10 | Crystal Hypnosis Ball (Wizard) | — |
11 | Cube of Force | 3,000 |
12-13 | Cube of Frost Resistance | 2,000 |
14 | Cubic Gate | 5,000 |
15 | Daern's Instant Fortress | 7,000 |
16 | Deck of Illusions | 1,500 |
17 | Deck of Many Things | — |
18 | Eyes of Charming (Wizard) | 4,000 |
19 | Eyes of Minute Seeing | 2,000 |
20 | DM's Choice | — |
Subtable B 4-6 | ||
D20 Roll | Item | XP Value |
1 | Eyes of Petrification | — |
2 | Eyes of the Eagle | 3,500 |
3-4 | Figurine of Wondrous Power | 100* |
5 | Horseshoes of a Zephyr | 1,500 |
6-7 | Horseshoes of Speed | 2,000 |
8 | Iron Bands of Bilarro | 750 |
9 | Lens of Detection | 250 |
10 | Quaal's Feather Token | 1,000 |
11-12 | Quiver of Ehlonna | 1,500 |
13 | Sheet of Smallness | 1,500 |
14 | Sphere of Annihilation | 4,000 |
15 | Stone Horse | 2,000 |
16 | Well of Many Worlds | 6,000 |
17-18 | Wind Fan | 500 |
19 | Wings of Flying | 750 |
20 | DM's Choice | — |
* Per Hit Die of the figurine. |
Table 105 Armor Type
Armor Type | |
---|---|
D20 Roll | Armor |
1 | Banded mail |
2 | Brigandine |
3-5 | Chain mail |
6 | Field plate |
7 | Full plate |
8 | Leather |
9-12 | Plate mail |
13 | Ring mail |
14 | Scale mail |
15-17 | Shield |
18 | Splint mail |
19 | Studded leather |
20 | Special |
Table 106 Armor Class Adjustment
Armor Class Adjustment | ||
---|---|---|
D20 Roll | AC Adj. | XP Value |
1-2 | -1 | — |
3-10 | +1 | 500 |
11-14 | +2 | 1,000 |
15-17 | +3 | 1,500 |
18-19 | +4 | 2,000 |
20 | +5 | 3,000 |
Table 107 Special Armors
Special Armors | ||
---|---|---|
D20 Roll | Armor Type | XP Value |
1-2 | Armor of Command | +1,000 |
3-4 | Armor of Blending | +500 |
5-6 | Armor of Missile Attraction | —* |
7-8 | Armor of Rage | —* |
9-10 | Elven Chain Mail | +1,000 |
11-12 | Plate Mail of Etherealness | 5,000 |
13-14 | Plate Mail of Fear | 4,000 |
15-16 | Plate Mail of Vulnerability | — |
17-18 | Shield, Large, +1, +4 vs. Missiles | 400 |
19-20 | Shield -1, Missile Attractor | — |
* No experience points are gained, regardless of the amount of additional AC protection the item provides. |
Table 108 Weapon Type (D6)
Weapon Type (D6) | |||
---|---|---|---|
Subtable A (1-2) | Subtable B (3-6) | ||
D20 Roll | Weapon | D20 Roll | Weapon |
1 | Arrow (4d6) | 1 | Military Pick |
2 | Arrow (3d6) | 2 | Morning Star |
3 | Arrow (2d6) | 3 | Pole Arm |
4-5 | Axe | 4-5 | Scimitar |
6 | Battle axe | 6-8 | Spear |
7 | Bolt (2d10) | 9-17 | Sword |
8 | Bolt (2d6) | 18 | Trident |
9 | Bullet, Sling (3d4) | 19 | Warhammer |
10-12 | Dagger | 20 | Special (roll on Table 110) |
13 | Dart (3d4) | ||
14 | Flail | ||
15 | Javelin (1d2) | ||
16 | Knife | ||
17 | Lance | ||
18-19 | Mace | ||
20 | Special (roll on Table 110) |
Table 109 Attack Roll Adjustment
Attack Roll Adjustment | ||||
---|---|---|---|---|
D20 | Sword | XP | Other | XP |
Roll | Adj. | Value | Wpn Adj. | Value |
1-2 | -1 | — | -1 | — |
3-10 | +1 | 400 | +1 | 500 |
11-14 | +2 | 800 | +1 | 500 |
15-17 | +3 | 1,400 | +2 | 1,000 |
18-19 | +4 | 2,000 | +2 | 1,000 |
20 | +5 | 3,000 | +3 | 2,000 |
Table 110 Special Weapons (D10)
Special Weapons (D10) | ||
---|---|---|
Subtable A (1-3) | ||
D20 Roll | Item | XP Value |
1 | Arrow of Direction | 2,500 |
2 | Arrow of Slaying | 250 |
3 | Axe +2, Throwing | 750 |
4 | Axe of Hurling | * |
5-6 | Bow +1 | 500 |
7 | Crossbow of Accuracy, +3 | 2,000 |
8 | Crossbow of Distance | 1,500 |
9 | Crossbow of Speed | 1,500 |
10-11 | Dagger +1, +2 vs. Tiny or Small creatures | 300 |
12-13 | Dagger +2, +3 vs. larger than man-sized | 300 |
14 | Dagger +2, Longtooth | 300 |
15 | Dagger of Throwing | * |
16 | Dagger of Venom | 350 |
17 | Dart of Homing | 450 |
18 | Hammer +3, Dwarven Thrower | 1,500 |
19 | Hammer of Thunderbolts | 2,500 |
20 | DM's Choice | — |
* See item description | ||
Subtable B (4-6) | ||
D20 Roll | Item | XP Value |
1 | Hornblade | * |
2 | Javelin of Lightning | 250 |
3 | Javelin of Piercing | 250 |
4-5 | Knife, Buckle | 150 |
6-7 | Mace of Disruption | 2,000 |
8 | Net of Entrapment | 1,000 |
9 | Net of Snaring | 1,000 |
10-11 | Quarterstaff, Magical | 500 |
12 | Scimitar of Speed | * |
13-14 | Sling of Seeking +2 | 700 |
15 | Spear, Cursed Backbiter | — |
16 | Trident of Fish Command | 500 |
17 | Trident of Submission | 1,500 |
18 | Trident of Warning | 1,000 |
19 | Trident of Yearning | — |
20 | DM's Choice | — |
* See item description | ||
Subtable C (7-9) | ||
D20 Roll | Sword | XP Value |
1 | Sun Blade | 3,000 |
2-7 | Sword +1, +2 vs. magic-using & | |
enchanted creatures | 600 | |
8-10 | Sword +1, +3 vs. lycanthropes & | |
shape-changers | 700 | |
11-12 | Sword +1, +3 vs. regenerating creatures | 800 |
13 | Sword +1, +4 vs. reptiles | 800 |
14-15 | Sword +1, Cursed | — |
16 | Sword +1, Flame Tongue | 900 |
17 | Sword +1, Luck Blade | 1,000 |
18 | Sword +2, Dragon Slayer | 900 |
19 | Sword +2, Giant Slayer | 900 |
20 | DM's Choice | — |
Subtable D (10) | ||
D20 Roll | Swords | XP Value |
1 | Sword +2, Nine Lives Stealer | 1,600 |
2-3 | Sword +3, Frost Brand | 1,600 |
4 | Sword +4, Defender | 3,000 |
5 | Sword +5, Defender | 3,600 |
6 | Sword +5, Holy Avenger | 4,000 |
7-8 | Sword -2, Cursed | — |
9 | Sword of Dancing | 4,400 |
10 | Sword of Life Stealing | 5,000 |
11 | Sword of Sharpness | 7,000 |
12 | Sword of the Planes | 2,000 |
13 | Sword of Wounding | 4,400 |
14-16 | Sword, Cursed Berserking | — |
17-18 | Sword, Short, Quickness (+2) | 1,000 |
19 | Sword, Vorpal Weapon | 10,000 |
20 | DM's Choice | — |
Table 111 Potion Compatibility
Potion Compatibility | |
---|---|
D100 | |
Roll | Result |
01 | Explosion. If two or more potions are swallowed together, internal damage is |
6d10 hit points. Anyone within a 5-foot radius takes 1d10 points of damage. If the | |
potions are mixed externally (in a beaker, say), all within a 10-foot radius suffer | |
4d6 points of damage, no saving throw. | |
02-03 | Lethal poison* results. Imbiber is dead. If externally mixed, a poison gas cloud of |
10-foot diameter results. All within the cloud must roll successful saving throws | |
vs. poison or die. | |
04-08 | Mild poison causes nausea and the loss of 1 point each of Strength and Dexterity, |
no saving throw. One potion is cancelled and the other is at half strength and | |
duration. (Determine randomly which potion is cancelled). | |
09-15 | Potions can't be mixed. Both potions are totally destroyed—one cancels the other. |
16-25 | Potions can't be mixed. One potion is cancelled, but the other remains normal |
(random selection). | |
26-35 | Potions can't be mixed. Both potions function at half normal efficacy. |
36-90 | Potions can be mixed** and work normally, unless their effects are contradictory |
(for example, diminution and growth, which will simply cancel each other). | |
91-99 | Compatible result. One potion (randomly selected) has 150% its normal efficacy. |
The DM can rule that only the duration of the augmented potion is extended. | |
00 | Discovery. The mixing of the potions creates a special effect—only one of the |
potions will function, but its effects upon the imbiber are permanent. (Note that | |
some harmful side effects could well result from this, at the DM's discretion.) | |
* A treasure finding potion always creates a lethal poison when combined with another potion. | |
** A delusion potion can be mixed with all other potions. |
Table 112 Spell Failure
Spell Failure | ||
---|---|---|
Caster Level | Total | Reverse or |
Difference | Failure | Harmful Effect |
1-3 | 95% | 5% |
4-6 | 85% | 15% |
7-9 | 75% | 25% |
10-12 | 65% | 35% |
13-15 | 50% | 50% |
16 and up | 30% | 70% |
Table 113 Weapon Intelligence and Capabilities
Weapon Intelligence and Capabilities | ||||
---|---|---|---|---|
D100 | ||||
Roll | Intelligence | Communication | Capabilities | |
01-34 | 12 | Semi-empathy* | 1 primary ability | |
35-59 | 13 | Empathy | 2 primary abilities | |
60-79 | 14 | Speech** | 2 primary abiliites | |
80-91 | 15 | Speech** | 3 primary abilities | |
92-97 | 16 | Speech** | 3 primary abilities† | |
98-00 | 17 | Speech and Telepathy*** | 3 primary abilities†† | |
+1 extraordinary power | ||||
* The possessor will receive some signal (a throb, tingle, etc.) and feel urges when its ability functions. | ||||
** The weapon will speak the character's native tongue plus one or more other tongues as indicated on Table 118 below. | ||||
*** The weapon can use either communication mode at will, with language use as any speaking weapon. | ||||
†: The weapon can also read languages/maps of any nonmagical type. | ||||
††: The weapon can read languages as well as magical writings. |
Table 114 Weapon Alignment
Weapon Alignment | |
---|---|
D100 Roll | Alignment of Weapon |
01-05 | Chaotic good |
06-15 | Chaotic neutral* |
16-20 | Chaotic evil |
21-25 | Neutral evil* |
26-30 | Lawful evil |
31-55 | Lawful good |
56-60 | Lawful neutral* |
61-80 | Neutral (absolute) |
81-00 | Neutral good* |
Table 115 Weapon Primary Abilities
Weapon Primary Abilities | |
---|---|
D100 | |
Roll | Ability |
01-11 | Detect "elevator"/shifting rooms/walls in a 10-foot radius |
12-22 | Detect sloping passages in a 10-foot radius |
23-33 | Detect traps of large size in a 10-foot radius |
34-44 | Detect evil/good in a 10-foot radius |
45-55 | Detect precious metals, kind, and amount in a 20-foot radius |
56-66 | Detect gems, kind, and number in a 5-foot radius |
67-77 | Detect magic in a 10-foot radius |
78-82 | Detect secret doors in a 5-foot radius |
83-87 | Detect invisible objects in a 10-foot radius |
88-92 | Locate object in a 120-foot radius |
93-98 | Roll twice on this table ignoring scores of 93 to 00 |
99-00 | Roll on Table 116 instead |
If the same ability is rolled twice or more, range of the power is double, triple, etc. | |
All abilities function only when the weapon is held, drawn, and the possessor is concentrating on the desired result. A weapon can perform only one function at a time, and thus can fight or detect but one thing at a time. | |
Other abilities can be created by the DM. |
Table 116 Weapon Extraordinary Powers
Weapon Extraordinary Powers | |
---|---|
D100 | |
Roll | Power* |
01-07 | Charm person on contact—3 times/day |
08-15 | Clairaudience, 30 yards range—3 times/day, 1 round per use |
16-22 | Clairvoyance, 30 yards range—3 times/day, 1 round per use |
23-28 | Determine direction and depth—2 times/day |
29-34 | ESP, 30 yards range—3 times/day, 1 round per use |
35-41 | Flying, 120 feet/turn—1 hour/day |
42-47 | Heal—1 time/day |
48-54 | Illusion, 120 yards range—2 times/day, as the wand |
55-61 | Levitation, 1-turn duration—3 times/day, at 6th level of magic use ability |
62-67 | Strength—1 time/day (upon wielder only) |
68-75 | Telekinesis, 250 pounds maximum—2 times/day, 1 round each use |
76-81 | Telepathy, 60 yards range—2 times/day |
82-88 | Teleportation—1 time/day, 600 pounds maximum, casting time 2 |
89-94 | X-ray vision, 40 yards range—2 times/day, 1 turn per use |
95-97 | Roll twice on this table ignoring scores of 95-97 |
98-99 | Character may choose 1 power from this table |
00 | Character may choose 1 power from this table, and then roll for a Special |
Purpose on Table 117 |
Table 117 Special Purpose Weapons
Special Purpose Weapons | |
---|---|
A. Purpose | |
Purpose must suit the type and alignment of the weapon in question. Killing is always restricted to evil when the weapon is of good alignment. Weapons edicated to slaying monsters will always be either good and slay neutral or evil monsters, or evil and slay neutral or good monsters. | |
D100 | |
Roll | Purpose |
01-10 | Defeat/slay diametrically opposed alignment* |
11-20 | Defeat priests (of a particular type) |
21-30 | Defeat fighters |
31-40 | Defeat wizards |
41-50 | Defeat thieves |
51-55 | Defeat bards |
56-65 | Overthrow law and/or chaos |
66-75 | Defeat good and/or evil |
76-95 | Defeat nonhuman monsters |
96-00 | Other |
Table 118
Languages Spoken by Weapon |
Table 119 Weapon Ego
Weapon Ego | ||
---|---|---|
Attribute of Weapon | Ego Points | |
Each + of weapon* | 1 | |
Each primary ability** | 1 | |
Each extraordinary power** | 2 | |
Special purpose | 5 | |
Each language spoken | 1 | |
Telepathic ability | 2 | |
Reading languages ability | 1 | |
Reading magic ability | 2 | |
* Thus, a sword +1 has one ego point, but if it has another (higher) plus, these are also counted. For example, a flame tongue +1 has a maximum plus of 4, so it is +1/+4 for five ego points. In addition, weapons that have no extra pluses but extra powers (holy avenger, sharpness, etc.) add double their + rating for ego. | ||
** If double ability, double ego points. |