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Thief Level

Open Locks

25

20

30

Adjusted Die Roll


2 or less

Move Silently

Climb Walls

Hide

Listen

30

25

80

10

30

25

35

30

81

15

34

35

30

40

35

82

20

38

40

35

45

40

83

25

42

45

40

50

45

84

30

46

50

45

55

50

85

35

50

55

50

60

55

86

40

54

60

55

65

60

87

45

58

65

60

70

65

88

50

62

10

68

63

74

68

89

53

65

11

71

66

78

71

90

56

68

12

74

69

82

74

91

59

71

DM Screen

13

77

72

86

77

92

62

74

By: Scott Abraham

14

80

75

90

80

93

65

77

15

83

78

94

83

94

68

80

16

84

79

95

85

95

69

83

17

85

80

96

87

96

70

86

18

86

81

97

89

97

71

89

19

87

82

98

91

98

72

92

20

88

83

99

93

99

73

95

Monster Hit Dice XP Value


less than 1
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19

10
25
75
145
240
360
500
670
875
1,075
1,300
1,575
1,875
2,175
2,500
2,850
3,250
3,600
4,000
4,500

Remove Traps Pick Pockets

Special Ability Bonus


3
12
25
30
40
45
55
65
70
75
90
95
100
110
115
125
135
145
160
175

Ability Score
3
4-5
6-8
9-12
13-15
16-17
18

Bonus/Penalty
-3
-2
-1
0
+1
+2
+3

Ability Roll Target


Level
0-1
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16-17
18-19
20

Target
17
16
15
14
13
12
11
10
9
8
7

3-5
6-8
9-11
12 or more

Result
Refusal, -1 on further rolls
Refusal
Try again
Acceptance
Acceptance, +1 to Loyalty

Adjusted Die Roll


2 or less

Result
Immediate Attack

3-7

Unfavorable

8-11

Favorable

12 or more

Very Favorable

Cleric Level Skeleton

Zombie

Ghoul

Wight

Wraith

Mummy

Spectre

Vampire

13

17

19

No

No

No

No

No

11

15

18

20

No

No

No

No

13

17

19

No

No

No

No

11

15

18

20

No

No

No

13

17

19

No

No

No

11

15

18

20

No

No

13

17

19

No

No

11

15

18

20

No

13

17

19

No

10

11

15

18

20

11

13

17

19

12

11

15

18

13

13

17

14

11

15

15

13

16

11

17

18

19

20

Fighter Saving Throws


Level
1
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16-17
18-19
20

Death Ray
or Poison
12
11
11
10
9
9
8
7
7
6
5

Magic
Wands
13
12
11
11
10
9
9
8
7
7
6

Paralysis
or Petrify
14
14
13
12
12
11
10
10
9
8
8

Magic User Saving Throws


Level
1
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16-17
18-19
20

Death Ray
or Poison
13
13
12
12
11
11
10
10
9
9
8

Level
1
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16-17
18-19
20

Death Ray
or Poison
11
10
9
9
8
8
7
7
6
6
5

Spells
17
16
15
15
14
13
13
12
11
11
10

Level
1
2-3
4-5
6-7
8-9
10-11
12-13
14-15
16-17
18-19
20

Death Ray
or Poison
13
12
11
11
10
9
9
8
7
7
6

Magic
Wands
14
14
13
13
12
12
10
10
9
9
8

Paralysis
or Petrify
13
12
12
11
11
10
10
9
9
8
8

Paralysis
or Petrify
13
13
12
11
10
9
9
8
7
6
5

Dragon
Breath
16
15
15
14
14
13
13
12
12
11
11

Spells
15
14
13
13
12
11
11
10
9
9
8

Dragon
Breath
16
15
15
14
14
13
13
12
12
11
11

Spells
15
14
14
13
13
12
12
11
11
10
10

Cleric Saving Throws

Hearing noise
* 2 in 6 for demihumans
* 1 in 6 for humans
* Thieves may use
their HN skill instead

Thief Saving Throws


Dragon
Breath
15
15
14
14
13
12
12
11
10
10
9

Magic
Wands
14
14
13
12
11
10
10
9
8
7
6

Dragon
Breath
16
15
14
13
12
11
10
9
8
7
6

Spells
15
14
13
13
12
11
11
10
9
9
8

Magic
Wands
12
11
10
10
9
9
8
8
7
7
6

Paralysis
or Petrify
14
13
13
12
12
11
11
10
10
9
9

Opening doors
* 2 in 6
* Adjusted by Strength
* Never less than 1 in 6
* Never grater than 5 in 6
Finding traps
* 2 in 6 for dwarfs
* 1 in 6 for others
* Thieves may use their F&RT skill
instead
Triggering traps
* 2 in 6
* Damage usually automatic
* Monsters may (at DM discretion)
never trigger traps
Finding secret doors
* 2 in 6 for elves
* 1 in 6 for others

Weapon

Cost

Size Weight Dmg.

Axes
Great Axe

14 gp

15

1d10

Battle Axe

7 gp

1d8

Hand Axe

4 gp

1d6

Bows
Shortbow

25 gp

Shortbow Arrow

1 sp

Silver* Shortbow Arrow

2 gp

Longbow

60 gp

2
0.1
0.1

Longbow Arrow

2 sp

0.1

Silver* Longbow Arrow

4 gp

0.1

Light Crossbow

30 gp

Light Quarrel

2 sp

Silver* Light Quarrel

5 gp

Heavy Quarrel

4 sp

0.1

10 gp

0.1

Silver* Dagger
Swords
Shortsword

1d6

0.1

50 gp

Daggers
Dagger

1d8

0.1

Heavy Crossbow
Silver* Heavy Quarrel

1d6

14

1d8

2 gp

1d4

25 gp

1d4

6 gp

1d6

Longsword/Scimitar

10 gp

1d8

Two-Handed Sword

18 gp

10

1d10

Hammers and Maces


Warhammer

Weapon
Longbow
Shortbow
Heavy Crossbow
Light Crossbow
Dagger
Hammer
Hand Axe
Oil or Holy Water
Sling
Spear

Weapon
Ballista
Battering Ram
Onager
Trebuchet

7
5
2

Short (+1)
70
50
80
60
10
10
10
10
30
10

9
6
4

Armor Type
No Armor

Cost
0 gp

Weight

AC

11

Leather Armor

20 gp

15

13

Chain Mail

60 gp

40

15

Plate Mail

300 gp

50

17

7 gp

+1

Shield

Damage
2d8
2d8
2d12
3d10

Short
Range
(+1)
50'
N/A
100'
N/A

Fighter
Level
NM

Cleric or Thief
Level

Magic-User
Level

1-2

2-3

Rate
of Fire
1/4
1/3
1/6
1/10

Cost
100 gp
200 gp
300 gp
400 gp

(behind)
0
8
Target
3
1
(in front)

Medium (0) Long (-2)


140
210
100
150
160
240
120
180
20
30
20
30
20
30
30
50
60
90
20
30
Attack
Penalty
-3
+0
-6
-8

Medium
Range
(+0)
100'
N/A
200'
300'

Long
Range
(-2)
150'
N/A
300'
400'

Monster
Hit Dice
less than 1

Attack Bonus

1-3

+1

3-4

4-5

+2

5-6

6-8

+3

5-6

7-8

9-12

+4

9-11

13-15

+5

8-10

12-14

16-18

+6

11-12

15-17

19-20

+7

13-15

18-20

8-9

+8

+0

4 gp

1d6

Mace

6 gp

10

1d8

Maul

10 gp

16

1d10

2 sp

1d4

16-17

10-11

+9

Quarterstaff

2 gp

1d6

18-20

12-13

+10

Pole Arm

9 gp

15

1d10

Sling

1 gp

0.1

14-15

+11

Other Weapons
Club/Cudgel/Walking Staff

Bullet

1 sp

0.1

1d4

16-19

+12

Stone

n/a

0.1

1d3

20-23

+13

24-27

+14

28-31

+15

32 or more

+16

Spear

5 gp

Thrown (one handed)

1d6

Melee (one handed)

1d6

Melee (two handed)

1d8

Item
Horse, Draft

Cost Weight
120 gp

Horse, War

200 gp

Horse, Riding

75 gp

Pony*

40 gp

Pony, War*

80 gp

Bit and bridle

15 sp

3 lbs.

Horseshoes & shoeing

1 gp

10 lbs.

Saddle, Pack

5 gp

15 lbs.

Saddle, Riding

10 gp

35 lbs.

Saddlebags, pair

4 gp

7 lbs.

Vehicle Length x width* Weight


Chariot
15' x 6'
300 lbs
Coach
Wagon

30' x 8'
35' x 8'

Vehicle
Canoe
Caravel
Carrack
Galley, Small
Galley, Large
Raft/Barge
Riverboat
Rowboat
Sailboat
d%

Cargo Movement Hardness / HP Cost (gp)


750 lbs
120' (B)
10 / 10
400

1,000 lbs 2,000 lbs


2,000 lbs 4,000 lbs

Length x
Width
15' x 4'
55' x 15'
60' x 20'
100' x 15'
120' x 20'
per 10' x 10'
50' x 20'
15' x 6'
40' x 8'

Wind Conditions

01-05 Becalmed

60' (C)
40' (D)

Cargo
1/2 ton
75 tons
135 tons
210 tons
375 tons
1 ton
50 tons
1 ton
5 tons

Crew
1
10
20
90
160
2
10
1
1

Sailing

d12
1

x0

06-13 Very Light Breeze

x1/3

14-25 Light Breeze

x1/2

26-40 Moderate Breeze

x2/3

41-70 Average Winds

Encounter
Movement
(Feet per Round)
10'
20'
30'
40'
50'
60'
70'
80'
90'
100'
110'
120'

x1

6 / 12
6 / 16

1,500
500

Movement
40'
20'
30'
20'
30'
40'
20'
30'
40'

Terrain
Jungle, Mountains,
Swamp
Desert, Forest, Hills
Clear, Plains, Trail
Road (Paved)

Miles/Day
30
45
50
40 / 25
45 / 25
20
30
25
40

Hardness / HP
4/4
8 / 75
10 / 120
8 / 75
10 / 120
6 / 12
8 / 30
6/8
7 / 20

Adjustment
x1/3
x1/2
x2/3
x1

Cost (gp)
50
10,000
20,000
15,000
30,000
100
3,500
600
2,000

Item

Cost

Weight

Backpack

4 gp

Candles, 12

1 gp

Chalk, small bag of pieces

2 gp

Clothing, common outfit

4 gp

Glass bottle or vial

1 gp

1
*

Grappling Hook

2 gp

Holy Symbol

25 gp

Holy Water, per vial

10 gp

Iron Spikes, 12

1 gp

Ladder, 10 ft.

1 gp

Lantern, Hooded

8 gp

20
2

Map or scroll case

1 gp

Mirror, small metal

7 gp

Oil (per flask)

1 gp

Paper (per sheet)

1 gp

1
**

Pole, 10' wooden

1 gp

10

Quiver or Bolt case

1 gp

Rations, Dry, one week

10 gp

14

Rope, Hemp (per 50 ft.)

1 gp

Rope, Silk (per 50 ft.)

10 gp

Sack, Large

1 gp

Sack, Small

5 sp

Tent, Large (ten men)

25 gp

20

Tent, Small (one man)

5 gp

10

Thieves' picks and tools

25 gp

Tinderbox, flint and steel

3 gp

Torches, 6

1 gp

*
*

Wind Direction
Northerly

Seaman Type
Captain

Cost
300 gp

Northeasterly

Easterly

Navigator
Sailor

200 gp
10 gp

Southeasterly

Rower

Southerly

Whetstone

1 gp

Wineskin/Waterskin

1 gp

Winter blanket

1 gp

Writing ink (per vial)

8 gp

Southwesterly

71-85 Strong Winds

x1 1/3

Westerly

86-96 Very Strong Winds

x1 1/2

Northwesterly

x2

9-12

97-00 Gale

(A)
(E)
(F)
(D)
(E)
(B)
(D)
(B)
(C)

Wilderness
Movement
(Miles per Day)
6
12
18
24
30
36
42
48
54
60
66
72

Prevailing wind direction for this locale

3 gp

First Level Clerical Spells


1
2
3
4
5
6
7
8

Fifth Level Clerical


Spells

Cure Light Wounds*


Detect Evil
Detect Magic
Light*
Protection from Evil
Purify Food and Water
Remove Fear*
Resist Cold

1
2
3
4
5
6
7
8

Commune
Create Food
Dispel Evil
Insect Plague
Quest*
Raise Dead*
True Seeing
Wall of Fire

Second Level Clerical


Spells
1
2
3
4
5
6
7
8

Bless*
Charm Animal
Find Traps
Hold Person*
Resist Fire
Silence 15' radius
Speak with Animals
Spiritual Hammer

Third Level Clerical


Spells
1
2
3
4
5
6
7
8

Continual Light*
Cure Blindness
Cure Disease*
Growth of Animals
Locate Object
Remove Curse*
Speak with Dead
Striking

Fourth Level Clerical Spells


1
2
3
4
5
6
7
8

Animate Dead
Create Water
Cure Serious Wounds*
Dispel Magic
Neutralize Poison*
Protection from Evil 10' radius
Speak with Plants
Sticks to Snakes

First Level Magic-User


Spells
1
2
3
4
5
6
7
8
9
10
11
12

Charm Person
Detect Magic
Floating Disc
Hold Portal
Light*
Magic Missile
Magic Mouth
Protection from Evil
Read Languages
Shield
Sleep
Ventriloquism

Fourth Level Magic-User


Spells
1
2
3
4
5
6
7
8
9
10
11
12

Charm Monster
Confusion
Dimension Door
Growth of Plants*
Hallucinatory Terrain
Ice Storm
Massmorph
Polymorph Other
Polymorph Self
Remove Curse*
Wall of Fire
Wizard Eye

Sixth Level Clerical


Spells
1
2
3
4
5
6
7
8

Animate Objects
Blade Barrier
Find the Path
Heal
Regenerate
Restoration
Speak with Monsters
Word of Recall

Second Level Magic-User


Spells
1
2
3
4
5
6
7
8
9
10
11
12

Continual Light*
Detect Evil
Detect Invisible
ESP
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Phantasmal Force
Web
Wizard Lock

Third Level Magic-User Spells


1
2
3
4
5
6
7
8
9
10
11
12

Clairvoyance
Darkvision
Dispel Magic
Fireball
Fly
Haste*
Hold Person*
Invisibility 10 radius
Lightning Bolt
Protection from Evil 10 radius
Protection from Normal Missiles
Water Breathing

Fifth Level Magic-User


Spells
1
2
3
4
5
6
7
8
9
10

Animate Dead
Cloudkill
Conjure Elemental
Feeblemind
Hold Monster*
Magic Jar
Passwall
Telekinesis
Teleport
Wall of Stone

Sixth Level Magic-User


Spells
1
2
3
4
5
6
7
8
9
10

Anti-Magic Shell
Death Spell
Disintegrate
Flesh to Stone*
Geas*
Invisible Stalker
Lower Water
Projected Image
Reincarnate
Wall of Iron

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