Ability Maximum Loyalty Reaction
Score # of Base Adjustment
1 Henchmen
2 0 -8 -7
3 1 -7 -6
4 1 -6 -5
5 1 -5 -4
6 2 -4 -3
7 2 -3 -2
8 3 -2 -1
9 3 -1 0
10 4 0 0
11 4 0 0
12 4 0 0
13 5 0 0
14 5 0 +1
15 6 +1 +2
16 7 +3 +3
17 8 +4 +5
18 10 +6 +6
19 15 +8 +7
20 20 +10 +8
21 25 +12 +9
22 30 +14 +10
23 35 +16 +11
24 40 +18 +12
25 45 +20 +13
50 +20 +14
Table 7:
Racial Ability Requirements
Ability Dwarf Elf Gnome Half-Elf Halfling
3/18 7/18 *
Strength 8/18 3/18 6/18 6/18 7/18
6/18 10/18
Dexterity 3/17 6/18 3/18 4/18 6/18
3/18 3/17
Constitution 11/18 7/18 8/18 3/18 3/18
Intelligence 3/18 8/18 6/18
Wisdom 3/18 3/18 3/18
Charisma 3/17 8/18 3/18
* Halfling fighters do not roll for exceptional Strength.
Table 8:
Racial Ability Adjustments
Race Adjustments
Dwarf +1 Constitution; -1 Charisma
Elf +1 Dexterity; -1 Constitution
Gnome +1 Intelligence; -1 Wisdom
Halfling +1 Dexterity; -1 Strength
Table 9:
Constitution Saving Throw Bonuses
Constitution Score Saving Throw Bonus
4-6 +1
7-10 +2
+3
11-13 +4
14-17 +5
18-19
Table 13:
Class Ability Minimums
Character
Class Str Dex Con Int Wis Cha
Fighter 9 -- -- -- -- --
Paladin* 12 -- 9 -- 13 17
Ranger* 13 13 14 -- 14 --
Mage -- -- -- 9 -- --
Specialist* Var Var Var Var Var Var
Cleric -- -- -- -- 9 --
Druid* -- -- -- -- 12 15
Thief -- 9 -- -- -- --
Bard* -- 12 -- 13 -- 15
* Optional character class. Specialist includes illusionist.
Table 18:
Ranger Abilities
Ranger Hide in Move Casting Priest Spell Levels
Level Shadows Silently Level 123
1 10% 15% -- -- -- --
2 15% 21% -- -- -- --
3 20% 27% -- -- -- --
-- -- -- --
4 25% 33% -- -- -- --
-- -- -- --
5 31% 40% -- -- -- --
1 1 -- --
6 37% 47% 2 2 -- --
3 2 1 --
7 43% 55% 4 2 2 --
5 221
8 49% 62% 6 321
7 322
9 56% 70% 8 332
9 3 3** 3
10 63% 78%
11 70% 86%
12 77% 94%
13 85% 99%*
14 93% 99%
15 99%* 99%
16 99% 99%
* Maximum percentile score
** Maximum spell ability
Table 21:
Wizard Spell Progression
Wizard Spell Level
Level 123456789
1 1 -- -- -- -- -- -- -- --
2 2 -- -- -- -- -- -- -- --
3 2 1 -- -- -- -- -- -- --
4 3 2 -- -- -- -- -- -- --
5 4 2 1 -- -- -- -- -- --
6 4 2 2 -- -- -- -- -- --
7 4 3 2 1 -- -- -- -- --
8 4 3 3 2 -- -- -- -- --
9 4 3 3 2 1 -- -- -- --
10 4 4 3 2 2 -- -- -- --
11 4 4 4 3 3 -- -- -- --
12 4 4 4 4 4 1 -- -- --
13 5 5 5 4 4 2 -- -- --
14 5 5 5 4 4 2 1 -- --
15 5 5 5 5 5 2 1 -- --
16 5 5 5 5 5 3 2 1 --
17 5 5 5 5 5 3 3 2 --
18 555553321
19 555553331
20 555554332
Table 22:
Wizard Specialist Requirements
Specialist School Race Minimum Opposition School(s)
Abjurer Ability Alteration & Illusion
Conjurer Abjuration H Score Gr. Divin. &
15 Wis Invocation
Conj./Summ. H, _ E 15 Con Conj./Summ.
Invoc./Evoc. &
Diviner Gr. Divin. H, _ E, E 16 Wis Necromancy
Enchanter 16 Cha Necro., Invoc./Evoc.,
Ench./Charm H, _ E, E Abjur.
16 Dex Ench./Charm &
Illusionist Illusion H, G Conj./Summ.
16 Con Illusion &
Invoker Invoc./Evoc. H Ench./Charm
16 Wis Abjuration &
Necromancer Necromancy H Necromancy
15 Dex
Transmuter Alteration H, _ E
Table 24:
Priest Spell Progression
Priest Spell Level 6* 7**
Level 12345 -- --
1 1 -- -- -- -- -- --
2 2 -- -- -- -- -- --
3 2 1 -- -- -- -- --
4 3 2 -- -- -- -- --
5 3 3 1 -- -- -- --
6 3 3 2 -- -- -- --
7 3 3 2 1 -- -- --
8 3 3 3 2 -- -- --
9 44321 -- --
10 44332 1 --
11 54432 2 --
12 65532 2 --
13 66642 21
14 66653 21
15 66664 31
16 77764 32
17 77775 42
18 88886
19 9 9 8 8 6 4 2
20 9 9 9 8 7 5 2
* Usable only by priests with 17 or greater Wisdom.
** Usable only by priests with 18 or greater Wisdom.
Table 26:
Thieving Skill Base Scores
Skill Base Score
Pick Pockets 15%
Open Locks 10%
Find/Remove Traps 5%
Move Silently 10%
Hide in Shadows 5%
Detect Noise 15%
Climb Walls 60%
Read Languages 0%
Table 27:
Thieving Skill Racial Adjustments
Skill Dwarf Elf Gnome Half-elf Halfling
Pick Pockets -- +5% -- +10% +5%
Open Locks -5% +5% +5%
Find/Remove Traps +10% -- -- +5%
Move Silently +15% +5% +10% -- +10%
Hide in Shadows +10% +5% -- +15%
Detect Noise -- +5% +5% +5% +5%
Climb Walls -- -- +10% -- -15%
Read Languages -- -- -15% -- -5%
-10% -- --
-5%
Table 28:
Thieving Skill Dexterity Adjustments
Dexterity Pick Open Find/ Move Hide in
9 Pockets Locks Remove Traps Silently Shadows
10 -15% -10% -10% -20% -10%
11 -10% -10% -15%
12 -5% -10% -5%
13-15 -5% -- -5% --
-- -- -- -5% --
-- -- -- -- --
16 -- +5% -- -- --
17 +5% +10% -- +5% +5%
18 +10% +15% +5% +10% +10%
19 +15% +20% +10% +15% +15%
Table 29:
Thieving Skill Armor Adjustments
Padded, Hide or Chain mail*
Skill No Armor Elven Chain Studded Leather /Ring Mail*
Pick Pockets +5% -20% -30% -25%
Open Locks -- -5% -10% -10%
Find/Remove Traps -- -5% -10% -10%
Move Silently +10% -10% -20% -15%
Hide in Shadows +5% -10% -20% -15%
Detect Noise -- -5% -10% -5%
Climb Walls +10% -20% -30% -25%
Read Languages -- -- -- --
* Only Bards can wear ring mail or non-elven mail while using thief skills..
* Bards (only) in non-elven chain mail suffer an additional -5% penalty.
Table 30:
Backstab Damage Multipliers
Thief's Level Damage Multiplier
1-4 _2
5-8 _3
9-12 _4
13+ _5
Table 32:
BARD SPELL PROGRESSION
Bard Spell Level
Level 123456
1 -- -- -- -- -- --
2 1 -- -- -- -- --
3 2 -- -- -- -- --
4 2 1 -- -- -- --
5 3 1 -- -- -- --
6 3 2 -- -- -- --
7 3 2 1 -- -- --
8 3 3 1 -- -- --
9 3 3 2 -- -- --
10 3 3 2 1 -- --
11 3 3 3 1 -- --
12 3 3 3 2 -- --
13 3 3 3 2 1 --
14 3 3 3 3 1 --
15 3 3 3 3 2 --
16 4 3 3 3 2 1
17 4 4 3 3 3 1
18 4 4 4 3 3 2
19 4 4 4 4 3 2
20 4 4 4 4 4 3
Table 33:
Bard Abilities
Climb Detect Pick Read
Walls Noise Pockets Languages
50% 20% 10% 5%
Table 43:
Initial Character Funds
Character Group Die Range
Warrior 5d4 x 10 gp
Wizard (1d4+1) x 10 gp
Rogue 2d6 x 10 gp
Priest * 3d6 x 10 gp
*Priest characters can use their money only to purchase equipment and goods. Once all
purchases are made, the priest character must return all but two or three of his remaining
gold pieces to his superiors (since his equipment is supplied by his organization). Priests
cannot lend any of their initial funds to other characters.
Table 46: AC Rating
10
Armor Class Ratings 9
Type of Armor
None
Shield only
Leather or padded armor 8
Leather or padded armor + shield, studded leather, or ring mail armor 7
Studded leather or ring mail + shield, brigandine, scale mail, or hide armor 6
Scale mail or hide + shield, chain mail 5
Chain mail + shield, splint mail, banded mail, bronze plate mail 4
Splint mail, banded mail, or bronze plate mail + shield, plate mail 3
Plate mail + shield, field plate 2
Field plate armor + shield, full plate 1
Full plate armor + shield 0
Table 53:
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 61:
Turning Undead
Type or Hit Dice Level of Priestâ€
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.
Index
A
Abbreviations
Ability checks
Ability score
class requirements
effects of aging
interpreting the numbers
minimums and maximums
prime requisites
racial adjustments
Acid, thrown weapon
Actions in combat
Adventuring groups
Age
Aging, system shock
Agriculture proficiency
Air, holding your breath
Airborne riding proficiency
Alignment
changing alignment
Ambush
Ancient history proficiency
Ancient language proficiency
Animal alignment
Animal empathy, rangers
Animal handling proficiency
Animal lore proficiency
Animal training proficiency
Animals
carrying capacity
encumbrance
non-lethal combat
price list
Appraising proficiency
Appraising treasure
Area of effect, spells
Armor
adjustments to thieving skill
barding
magical
modifiers in wrestling
price list
restrictions for bard
restrictions for druids
restrictions for rangers
restrictions for thief
restrictions for wizards
Armor class
adjustment for Dexterity
charge modifier
climbing penalties
Dexterity modifiers
mirror modifier
parrying bonus
surprise
while casting spell
Armorer proficiency
Arquebus
Art objects
Artifacts
Artistic ability proficiency
Astrology proficiency
Attack roll
ability modifiers
cover modifiers
non-lethal attack
Attacking with two weapons
Attacking without killing
Aura of protection, paladin's
Automatic hits and misses
Avoiding encounters
Awl pike
B
Backstab
Banded armor
Bard
Bardiche
Barding
Bastard sword
Bec de corbin
Bend bars/lift gates
Bill-guisarme
Blacksmithing proficiency
Blind-fighting proficiency
Bludgeoning weapons
Bodyguards
Bonus spells for Wisdom
Bonuses, related weapons
Bonuses, saving throws
Bows
Strength bonuses
elves' bonuses
firing and moving
firing into melee
in combat
Bowyer/Fletcher proficiency
Breath Weapon, saving throw
Brewing proficiency
Brigandine armor
Buckler
C
Calling a paladin's warhorse
Capturing opponents
Carpentry proficiency
Carrying capacities of animals
Casting spells
Casting time
Chain mail
Changing alignment
Chaos
Character abilities
Character classes
multi- and dual-class
Character creation
starting money
Character names
Charging
Charioteering proficiency
Charisma
henchmen
Circle of power, paladin's
Class ability score requirements
Class restrictions
elves
gnomes
dwarves
half-elves
halflings
paladins
racial
Class, multi- and dual-class
Cleric
Clerical spells used by rangers
Climbing
Climbing walls
Clothing, price list
Cobbling proficiency
Coins
Combat
charging
defense
fleeing
grenade-like missiles
injury
magic resistance
missile combat
missile weapons
modifiers
movement
multiple attacks
non-lethal
non-lethal with weapons
retreat
rounds
sequence
special defense
touch spells
turning undead
using two weapons
withdrawal
Combat bonuses
backstab
bard's song
dwarves
elves
gnomes
halflings
rangers
Command words
Concealed doors, spotting
Concealment, against missiles
Constitution
bonus for dwarves
bonus for gnomes
bonus for halflings
bonus for multi-class characters
reductions
running limit
swimming
Cooking proficiency
Cover, against missiles
Crossbows
Crowd, bard influencing reaction
Cursed items, affecting alignment
Cursed items, in combat
D
Damage
adjustments for Strength
damage multiplier
massive damage
non-lethal damage
non-lethal weapon attacks
reduction for cover
special damage
Dancing proficiency
Death
inescapable death
raising the dead
saving throw vs. death
Death magic, saving throw
Defenses, special
Defensive adjustment for Dexterity
Deities, granting priest spells
Deities, priest followers
Descending
Detecting evil, paladin
Detecting noise
Dexterity
adjustments to thieving skill
armor class penalty while casting spell
armor class modifiers
charge bonus
climbing
mirror modifier
missile weapon modifiers
saving throw bonus
surprise
using two weapons
Direction sense proficiency
Disbelieving illusions
Disease, and paladins
Disguise proficiency
Dividing treasure
Diving Doors
Draining levels
Druid
advancement
hierophant
organization
Dual-class characters
level drain
specialist wizards
Dwarves
E
Elemental travel, druids
Elves
Encounters
Encumbrance
Endurance proficiency
Energy drain
Engineering proficiency
Equipment
climbing tools
Etiquette proficiency
Evasion
Evil
Evil priests
Exceptional Strength
Exotic treasures
Experience level drain
dual-class characters
Experience points
alignment changes
multi-class characters
bonuses
Eye color
F
Falling
Fauchard
Fauchard-fork
Field plate armor
Fighter
Fighting with two weapons, rangers
Finding/removing traps
Fire-building proficiency
Fishing proficiency
Fleeing a battle
Followers
bard
paladin
priest
ranger
thief
wizard
Food and lodging, price list
Force march
Forgery proficiency
Full plate armor
G
Game time
Gaming proficiency
Gem cutting proficiency
Gems
Glaive
Glaive-guisarme
Gnomes
Good
Grenade-like missiles
Group initiative
Guisarme
Guisarme-voulge
H
Hack-and-Slash gaming
Hair color
Hairfeets
Halberd
Half-elves
Halflings
Handedness
Healing
paladins
poison victims
Healing proficiency
Hearing noise
Height
Henchmen
maximum number
wizards
paladins
slain henchmen
Heraldry proficiency
Herbalism proficiency
Hibernation, druids
Hide armor
Hiding in shadows
rangers
Hierophant druids
Hiking
Hirelings
Hit points
Hit probability adjustments, for Strength
Holding your breath
Holy Water, thrown
Holy items
Holy sword
Hook fauchard
Hopeless characters
Household provisioning, price list
Humans
dual-class
Hunting proficiency
I
Illumination
Illusionist
Illusions
immunity
Individual initiative
Inescapable death
Infravision
dwarves
elves
gnomes
half-elves
halflings
Initiative
Initiative modifiers
charging
magical weapons
multiple attacks
spellcasting
weapon speed
Injury
Inspirational song
Intelligence
immunity to illusions
J, K
Jogging
Juggling proficiency
Jumping proficiency
Khopesh
Knock-out, from punching
L
Lance
Languages
druidic
woodland creatures
number learned
proficiencies
racial
reading languages (bards)
reading languages (thieves)
thieves' cant
Languages available to new characters
bards
dwarves
elves
gnomes
half-elves
halflings
Lanterns
Lawfulness
Learning new spells
effect of Intelligence
maximum number per level
Leather armor
Leatherworking proficiency
Level drain
Level limits, racial
Level loss, dual-class characters
Levels of experience
Lifting capacity
Light
Local history proficiency
Locks
Loyalty
effect of Charisma
Lucern hammer
M
Mage
Magic
aging, magical effects
alignment effects
area of effect
bards
casting time
illusions
initiative
learning new spells
phantasms
priestly magic
reversible spells
schools of magic
spell books
theory of magic
thieves
touch spells in combat
Wisdom saving throw adjustment
Magic resistance
Magic schools
Magic spheres
Magical armor
saving throw bonuses
Magical items
artifacts and relics
bards
combat bonuses
command words
creating
failure
fighters
identifying
paladins
potions
rings
saving throw bonuses
scrolls
wands, staves, rods
weapons
Magical research
Magical rings
Magical songs, countered by bards
Magical weapons
initiative effects
Magnifying glass
Mancatcher
Marching
Massive damage
Material components
Maximum lifting capacity
Melee
round
missile weapons
movement
Men-at-arms
Mercenaries
Military fork
Mining proficiency
Mirrors
Missile combat
Dexterity adjustment
movement
Missile weapons
grenade-like missile weapons
halflings' bonus
Mistletoe
Modern languages proficiency
Money
Monsters
Morale
Mountaineering
Mountaineering proficiency
Movement
charging
combat
missile combat
Moving silently
rangers
Multi-class characters
level drain
specialist wizards
Multiple attacks
using two weapons
weapon specialists
Musical instrument proficiency
Mythos, creating your own
N
NPCs
Natural armor
Natural weapons
Navigation proficiency
Neutrality
druids
Noise, detecting
Non-aligned creatures
Non-lethal combat
animals
with weapons
Nonweapon proficiencies
O
Oil
Opening doors
Opening locks
Overbearing
P
Padded armor
Paladin
turning undead
warhorse
Paralyzation
Parrying
Partisan
Permanent spells
Personal characteristics
Petrification
Phantasms
Picking pockets
Piercing weapons
Plate armor (full, field, mail, and bronze)
Point-blank range
Points of damage
Poison
dwarves
halflings
hierophant druids
saving throw
thrown poison
Polearms
set against charge
Polymorph
Potions
drinking in combat
Pottery proficiency
Prayer, for priest spells
Price lists
Priest
evil priests
experience points
praying for spells
spells
turning undead
Wisdom bonuses
Prime Requisite
Proficiencies
acquiring
languages
learning proficiencies
multi-class characters
nonweapon proficiencies
proficiency checks
related weapons
secondary skills
slots
training
weapon proficiencies
weapon specialization
Punching
R
Races
adjustments to thieving skill
racial ability scores
racial Charisma adjustments
Racial languages of demihumans
Raise dead
Range
missile combat
encounters
spells
Ranger
Ranseur
Ransom
Rate of fire, missile weapons
Reactions
Reactions of animals, modified by rangers
Reading languages
Reading lips proficiency
Reading/writing proficiency
Real time
Regeneration, Constitution bonus
Related weapons bonus
Relics
Religion proficiency
Restrictions for multi-class characters
Resurrection
Retreat
Reversible spells
Riding proficiency
Ring mail
Rings
Roads
Rods
Rogue
experience points
Role-playing weak characters
Role-playing alignment
Rolling up a character
Rope
Rope use proficiency
Rounds
Running
Running proficiency
S
Saddles
Saving throws
ability bonuses
ability checks
cover modifiers
declining option
equipment saving throws
illusions
massive damage
modifiers
paladins' bonuses
racial bonuses
specialist wizards
Scale
Scale mail
Schools of magic
Scourge
Scrolls
thieves
Seamanship proficiency
Seamstress/tailor proficiency
Secondary skills
Secret doors
Sequence of action, combat
Services, price list
Set snares proficiency
Sex
Shadows, hiding in
Shapechange, druids
Shields
Ships
Sight
Silent movement
rangers
Singing
Singing proficiency
Size
Slashing weapons
Sonic attacks
Special damage
Special defenses
Specialist wizards
Specialization, weapon
Speed factors
Spell book
Spellcraft proficiency
Spells
area of effect
bards
casting
casting time
components
duration
failure, chance by Wisdom
illusions
immunity
initiative modifiers
interruptions during casting
learning new spells
level limits, by Intelligence
magic resistance
maximum number of spells per level
memorization
paladins
phantasms
priestly spells
range
rangers
research
reversible spells
saving throws
touch spells in combat
Spetum
Spheres of influence
Splint mail
Spotting
Spyglass
Standard initiative
Starting age
Starting money
Staves
Stonemasonry proficiency
Storing treasure
Stouts
Stowage capacity
Strength
bonus in non-lethal combat
combat modifiers
exceptional Strength
missile weapon modifiers
running checks
Strongholds
bard
cleric
druid
fighter
paladin
ranger
thief
wizard
Studded leather armor
Subdual
Surprise
elves' bonus
halflings' bonus
reaction adjustment
Survival proficiency
Swimming
Swimming proficiency
Sword
System Shock
T
THAC0
Tack and harness
price list
Tallfellows
Taming animals
Teachers
Terrain
Thief
thieves' cant
thieves' picks
Thrown weapons
Tightrope walking proficiency
Time and Movement
Tithing, by paladins
To-Hit Number
Tools, climbing
Touch spells
Tracking proficiency
Training
Training animals
Transport
price list
Traps
Traps, finding/removing/disarming
Travel
Treasure
Tumbling proficiency
Turning undead
paladin
Turns
Two weapons, used by rangers
U, V
Undead, PCs becoming undead
Ventriloquism proficiency
Vision
Voulge
W
Wages
Walking
Wall climbing
Wands
Warhorse, paladin's
Warrior
experience points
Water clock
Water, swimming
Wealth
Weapon proficiencies
Weapon restrictions
wizards
bards
priests
thieves
Weapon sizes
Weapon specialization
Weapon speed
Weapon type vs. armor
Weapons
descriptions
information list
magical
nonlethal combat
two weapons
Weaponsmithing proficiency
Weather sense proficiency
Weaving proficiency
Weight
Weight allowance adjustments for Strength
Wisdom
Wisdom, saving throw bonus
Withdrawal
Wizard
experience points
specialist
Wounds
Wrestling