Table of Contents
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Racial Attribute Dice Rolls
Racial Attribute Dice Rolls | ||
---|---|---|
Human: | ||
St | 3d6 | |
Int | 3d6 | |
Wis | 3d6 | |
Ch | 3d6 | |
Dx | 3d6 | |
Ht | 3d6 | |
Ft | 3d6 | |
NOTE: Humans are the only race allowed to arrange their attribute scores. |
||
Dwarf: | ||
St | 2d6+6 | |
Int | 2d6 | |
Wis | 3d6 | |
Ch | 2d6+3 | |
Dx | 3d6 | |
Ht | 4d6 take the highest 3 dice | |
Ft | 3d6 | |
Elf: | ||
St | 2d6+2 | |
Int | 4d6 take the highest 3 dice | |
Wis | 3d6 | |
Ch | 3d6 | |
Dx | 2d6+6 | |
Ht | 2d6+3 | |
Ft | 3d6 | |
Half Orc: | ||
St | 4d6 take the highest 3 dice | |
Int | 2d6+1 | |
Wis | 3d6 | |
Ch | 3d4 | |
Dx | 3d6 | |
Ht | 2d6+6 | |
Ft | 3d6 | |
Hobbit: | ||
St | 3d4+1 | |
Int | 3d6 | |
Wis | 3d6 | |
Ch | 3d6 | |
Dx | 2d6+6 | |
Ht | 4d6 take the highest 3 dice | |
Ft | 3d4 | |
Sidhe: | ||
St | 2d6 | |
Int | 4d6+1 take the highest 3 dice | |
Wis | 3d6 | |
Ch | 3d6 | |
Dx | 5d6+1 take the highest 3 dice | |
Ht | 2d6 | |
Ft | 3d4 | |
Gnome: | ||
St | 3d6 | |
Int | 3d6 | |
Wis | 3d6 | |
Ch | 2d6+3 | |
Dx | 4d6 highest 3 | |
Ht | 3d6 | |
Ft | 3d6 | |
Half Ogre: | ||
St | 4D6 highest three +3 | |
Int | 2D4 | |
Wis | 3D6 | |
Dex | 2D4 | |
Ht | 4D6 highest three +2 | |
Ft | 3D6 | |
Ch | 2D4 | |
High Troll: | ||
St | 4D6 highest three +3 | |
Int | 3d6 | |
Wis | 3D6 | |
Dex | 2d6+2 | |
Ht | 4D6 highest three +2 | |
Ft | 2D6+1 | |
Ch | 2d6+1 |
Strength & Crossbow Attribute Table
Strength Table | |||||
---|---|---|---|---|---|
Score | To Hit (HtH) | To Damage | Score | To Hit (HtH) | To Damage |
3 | -2 | -3 | 19 | +3 | +4 |
4-5 | -1 | -2 | 20 | +3 | +5 |
6 | -1 | -1 | 21 | +4 | +6 |
7-8 | 0 | -1 | 22 | +4 | +7 |
9-12 | 0 | 0 | 23 | +5 | +8 |
13-14 | 0 | +1 | 24 | +5 | +9 |
15 | +1 | +1 | 25 | +6 | +10 |
16-17 | +1 | +2 | |||
18 | +2 | +3 |
Types of Crossbow (Rates of Fire) | |||
---|---|---|---|
Rates of Fire | |||
Strength | Light | Medium | Heavy (Arbalest) |
3-4 | — | — | — |
5-6 | 1/2 | — | — |
7-12 | 1 | 1/2 | 1/3 |
13-14 | 1 | 1/2 | 1/3 |
15 | 3/2 | 1/2 | 1/3 |
16-17 | 3/2 | 1 | 1/2 |
18 | 2/1 | 1 | 1/2 |
19 | 2/1 | 3/2 | 1 |
― Strength insufficient to wield
1/2 =1st round, no shot; 2nd round, medium shot
3/2 = 1st round medium shot; 2nd round, 1 Fast and 1 Slow Shot.
2/1 = 1 Medium and 1 Slow Shot
Note:
A dwarven cocking device on a crossbow will increase the rate of fire by one class.
Maximum rate of speed listed cannot be exceeded by mechanical aids.
Dexterity Attribute Table
Dexterity Table | |||||
---|---|---|---|---|---|
Score | To Hit (Missile) | To AC | To Init | To Hit (HtH) | To Thief Skill |
3 | -4 | -4 | -4 | -1 | -14 |
4-5 | -3 | -3 | -3 | 0 | -10 |
6 | -2 | -2 | -2 | 0 | -7 |
7-8 | -1 | -1 | -1 | 0 | -3 |
9-12 | 0 | 0 | 0 | 0 | 0 |
13-14 | +1 | +1 | +1 | 0 | +3 |
15 | +2 | +2 | +2 | 0 | +7 |
16-17 | +3 | +3 | +3 | 0 | +10 |
18 | +4 | +4 | +4 | +1 | +14 |
19 | +5 | +5 | +5 | +1 | +17 |
20-21 | +6 | +6 | +6 | +2 | +21 |
22 | +7 | +7 | +7 | +2 | +24 |
23-24 | +8 | +8 | +8 | +3 | +28 |
25 | +9 | +9 | +9 | +3 | +31 |
Intelligence Attribute Table
Intelligence Table* | |||||
---|---|---|---|---|---|
Score | Spell Points | % to Cast | |||
3 | None | -10 | |||
4-5 | None | -7 | |||
6 | -1 | -5 | |||
7-8 | -0.5 | -2 | |||
9-12 | 0 | 0 | |||
13-14 | +0.5 | +2 | |||
15 | +1 | +5 | |||
16-17 | +1.5 | +7 | |||
18 | +2 | +10 | |||
19 | +3 | +12 | |||
20 | +3 | +15 | |||
21 | +3.5 | +15 | |||
22 | +3.5 | +18 | |||
23 | +4 | +18 | |||
24 | +4 | +21 | |||
25 | +5 | +21 | |||
*Non-mages drop one class |
Wisdom Attribute Table
Wisdom Table* | |||||
---|---|---|---|---|---|
Score | Bonus Miracles | Bonus Miracles | |||
3 | None | ||||
4-5 | None | ||||
6 | None | ||||
7-8 | None | ||||
9-12 | 0 | ||||
13 | One 1st Level | ||||
14 | One 1st Level | ||||
15 | One 2nd Level | One 1st Level | |||
16 | One 3rd Level | ||||
17 | One 3rd Level | ||||
18 | One 4th Level | One 2nd Level | |||
19 | One 5th Level | ||||
20 | One 5th Level | ||||
21 | One 5th Level | One 3rd Level | |||
22 | One 6th Level | ||||
23 | One 6th Level | ||||
24 | One 7th Level | One 4th Level | |||
25 | One 7th Level |
Skills Modified by Race, Birth Location, and Class
Click here
Training Cost and Time
Training Cost and Time | ||||
---|---|---|---|---|
Type | Cost | Duration | Times per Year | |
ATTRIBUTE | Can perform 2 months training in 1 month @ 8 hrs per day | |||
Strength | 1 sp | 1 Month | 6 | |
Dexterity | 4 sp | 1 Month | 6 | |
Fitness | 1 sp | 1 Month | 6 | |
Charisma | 4 sp | 1 Month | 6 | |
SKILLS | Can perform 4 months training in 1 month @ 8 hrs per day | |||
Animal Lore | 3 cp | 2 Weeks | 12 | |
Bargain | 1 cp | 3 Weeks | 10 | |
Climb | 2 cp | 2 Weeks | 12 | |
Camouflage | 2 cp | 2 Weeks | 10 | |
Eval. Treasure | 4 cp | 1 Month | 12 | |
First Aid | 4 cp | 2 Weeks | 12 | |
Fishing | 1 cb | 1 Week | 12 | |
Gambling | 1 qb | 1 Week | 12 | |
History | 2 cp | 2 Weeks | 12 | |
Hunting | 2 cp | 1 Month | 10 | |
Jump | 2 cp | 2 Weeks | 10 | |
Listen | 2 cp | 3 Weeks | 10 | |
Map Making | 1 sp | 2 Weeks | 12 | |
Mineral Lore | 2 cp | 2 Weeks | 12 | |
Plant Lore | 2 cp | 2 Weeks | 12 | |
Ride | 2 cp | 2 Weeks | 12 | |
Spot Hidden | 6 cp | 2 Weeks | 12 | |
Swim | 1 cp | 2 Weeks | 12 | |
Tracking | 4 cp | 1 Month | 8 | |
Trap | 2 cp | 3 Weeks | 8 | |
Write Own Lang. | 4 cp | 2 Weeks | 12 | |
Write Other Lang. | 6 cp | 4 Weeks | 8 | |
Speak Other Lang. | 5 cp | 3 Weeks | 8 | |
Voice | 3 sp | 1 Month | 8 |
Bonus to Success when Paying for Quality Instructors | ||||||||
---|---|---|---|---|---|---|---|---|
Base Cost | 2x Cost | 3x Cost | ||||||
Roll (d%) | *Skill | *Attribute | Roll (d%) | *Skill | *Attribute | Roll (d%) | *Skill | *Attribute |
01-15 | 5% | 1 | 01-15 | 30% | 3 | 01-15 | 40% | 4 |
16-30 | 20% | 2 | 16-30 | 30% | 3 | |||
31-50 | 10% | 1 | 31-45 | 20% | 2 | |||
46-75 | 10% | 2 |
EXAMPLE: Looking at Strength as an example, suppose there is a hobbit whose Strength is 11 and the hobbit wishes to increase Strength. Hobbits roll 3d4+1 for Strength. So, this hobbit would need to roll > or = 11 on 3d4+1 for Strength to go up one point. If the player paid for 3x training, there is a better chance to improve strength by 1 pt. If rolled 01-15, the player would roll 3d4+1 (and +4 for the trainer bonus) to see if Strength increased 1 point. If rolled 16-30; 3d4+1 (and +3 trainer bonus). If rolled 31-75, 3d4+1 (and +2 trainer bonus).
*How much the instructor increases your chance of success. However the improvement is still 2d4% for a skill and 1 point for an attribute
Attack Modes
Attack Modes | ||||
---|---|---|---|---|
Attack Mode | To Hit Modifier | Critical Modifier | Armor Class Modifier | Initiative Modifier |
Full Attack | +4 | +5% | 6 worse | +2 |
Partial Attack | +2 | 3 worse | +1 | |
Normal Attack | +0 | 0 | +0 | |
Partial Defense | -3 | -5% | 2 better | -1 |
Full Defense | No Attacks | - | 4 better | -2 |
Point Blank
Missile weapons have a greater chance to hit and critical at their point blank range.
Point blank for crossbows and bows is 30 and 20’, respectively. Bonus is +4 to hit, +20% to critical
Missile Weapons in Melee Combat
In melee combat, you do not get point blank range benefits for missile weapons, and since a missile weapon can't be used for defensive purposes and you have no hand weapon your armor class is four lower. Equivalent to full attack
Switching Weapons or Shield in Combat: Initiative Effects
Switching/drawing a weapon or shield: -2 initiative
Swithing/drawing weapon AND shield: -5 initiative
General Modifiers to Attack
Action | Effect | Impact |
---|---|---|
Attack from surprise | No Dex or shield bonus, only armor. +4 to hit, +20% to critical, auto h.p. damage | person gets no action |
Attack from partial Surprise | 1/2 dex bonus, no shield bonus. +2 to hit, no bonus to critical, half damage goes on to h.p. | person gets a slow action |
Attack from behind | No shield bonus, +4 to hit, +5% to critical | |
Attack from above (3' higher) | +2 to hit, +5% critical; -2 to be hit, -5% critical | |
Attack from side | +2 to hit | |
Point Blank Crossbow | 30' distance | +4 to hit, +20% to critical |
Point Blank Bow | 20' distance | +4 to hit, +20% to critical |
Bow/Crossbow in Melee Combat | No Point Blank Bonus | 4 Worse Armor Class |
Switching/drawing a weapon or shield or changing action | Slower ability to attack for the melee | -2 initiative |
Switching/drawing weapon AND shield | Slower ability to attack for the melee | -5 initiative |
Weapon Types and Damage
Arms
Atlatl (2d3/½ Str/+5%C) | 1cb | Hammer, Lucerne (1d6) | 1sp |
Arrow, normal, each | 6tb | Halberd (2d6 2R) | 4sp |
Arrow, normal, score | 2cp | Javelin (1d6/+5%C) | 1qb |
Arrow, silver, each | 2cp | Lance, heavy (5d6/+20%C) | 6sp |
Axe, battle (1d8) | 3.5sp | Lance, light (3d6/+20%C) | 3sp |
Axe, great (1d10) | 9sp | Lance, medium (4d6/+20%C) | 4sp |
Axe, throwing (1d6) | 6cp | Mace, footman (1d8) | 16cp |
*Bow, composite, short (1d6/+5%C) | 15sp | Mace, great (2d6) | 6sp |
*Bow, composite, long (1d10/+5%C) | 1gp | Mace, horseman (1d6+1) | 1sp |
*Bow, long (1d8/+5%C) | 12sp | Morningstar (1d8+5%C) | 3sp |
*Bow, short (1d4/+5%C) | 2sp | Partisan (1d6+1/2R) | 2sp |
Bow, string, short | 1qb | Pick, footman (1d8/+5%C) | 12cp |
Bow, string, long/hair | 1cb/3cp | Pick, horseman (1d6/+5%C) | 8cp |
Caltrops, dozen (1d8/+5%C) | 2cp | Pike, awl (1d8 2R/+5%C) | 4cp |
Cestus (1d3) | 1cp | Quarrel, score | 2cp |
Crossbow, heavy (arbalest)(4d6/+10%C) | 6sp | Scimitar (1d8) | 7cp |
Crossbow, medium (3d6/+10%C) | 4sp | Sling & bullets (12)(1d4+1) | 1cp |
Crossbow, light (2d6/+10%C) | 2sp | Sling bullets, score | 3qb |
Crossbow, string, heavy | 3qb | Sling stones, 2 score (1d4) | 1qb |
Crossbow, string, medium | 1cb | Spear (1d6+5%C) | 2cp |
Crossbow, string, light | 1qb | Spear, great (1d10/2R/+5%C) | 1sp |
Dagger & scabbard (1d4) | 2cp | +Sword, bastard & scabbard (1d8+2 2H) | 6sp |
Dagger, throwing (1d3/+5%C/-1H) | 4cp | Sword, cane (1d6/-1H AC>6) | 2-5sp |
Dart (1d3+5%C/-1H) | 1qb | Sword, great & scabbard (2d6) | 10sp |
Flail, footman (1d10+5%C/+1F) | 2sp | Sword, long & scabbard (1d8) | 4sp |
Flail, horseman (1d8+5%C/+1F) | 1sp | Sword, short & scabbard (1d6) | 6cp |
Fork, military (1d8+5%C/2R) | 16cp | Trident (1d8/+5%C) | 7cp |
Garrote (1d4) | 1cp | Voulge (2d4 2R) | 7cp |
Glaive (1d102R) | 16cp | Whip (1d6/+5% C) | 1cp |
Hammer (1d6) | 2cp | ||
HP—Hit Points of Damage | AC—Armor Class | ||
C—Critical % Modifier | H—To-Hit Modifier | ||
F—Fumble Modifier | 2R— Fight from Second Rank, No Shield, -1AC, -1 Hit in 1st Rank |
||
*2-3x cost for bow tailored to strength; 1/2 Str Bonus | +1 handed 1d8 damage | ||
<3’6” height lose max damage (e.g., 1d8 dam. is 1-7) |
Arms/Armor Extra Costs
*Bronze -1H, +1AC | 2x cost | Balanced Weapon +1H | 2-3x cost |
$Steel +1H, -1AC | 2-5x cost | Silenced Armor (½ Penalty) | 2x cost |
+Mithril +2H +1D +5%, -2 AC | 40-100x cost | Steel x-bow string (+1/+1) | 2/3/4 sp x-bow type |
Steel bolts (+1/+1) | 4cp | Steel bow x-bow (+2 damage) | 5/7/9sp -x-bow type |
Steel headed bolts (+1) | 2cp | Dwarven x-bow cocking attachment | 5x cost |
Steel headed arrows (+1H) | 4cp | Mithril headed bolts or arrows (+2H +1D +5%c) | 2sp/4sp each |
*Minimum cost: 4sp
$Minimum cost: 4sp
+Minimum cost: 5gp
Armor Types and Class
Lower armor class is better.
Armor | Effects |
---|---|
Plate | AC 9 |
Banded | AC 8 |
Splinted | AC 7 |
Chain | AC 6 |
Scale | AC 5 |
Ring | AC 4 |
Leather, Studded | AC 3 |
Leather | AC 2 |
Padded | AC 1 |
Cloth | AC 0 |
Armor | Effects | Details |
---|---|---|
Helmet, great | -1 HP | To head hits |
Helmet, small | -1 HP | To head hits |
Shield, buckler | +1 AC | 1 opponent; two-handed weapons |
Shield, small | +2 AC | 1 opponents |
Shield, large | +2 AC | 3 opponents |
Shield, medium | +2 AC | 2 opponents |
Shield, medium, wooden | +2 AC | 2 opponents |
Shield, small, wooden | +2 AC | 1 opponents |
Item | Effects | Costs |
---|---|---|
Bronze | -1 AC | 2x cost |
Steel | +1 AC | 2-5x cost |
Mithril | +2 AC | 40-100x cost |
Silenced Armor | ½ Penalty | 2x cost |
Level Increase
Level Increase Table | ||
---|---|---|
Experience Points | Experience Level | Jump |
0 – 1,250 | 1 | 1,250 |
1,251 – 3,000 | 2 | 1,750 |
3,001 – 5,000 | 3 | 2,000 |
5,001 – 7,500 | 4 | 2,500 |
7,501 – 12,500 | 5 | 5,000 |
12,501 – 22,000 | 6 | 9,500 |
22,001 – 45,000 | 7 | 23,000 |
45,001 – 85,000 | 8 | 40,000 |
85,001 – 145,000 | 9 | 60,000 |
145,001 – 225,000 | 10 | 80,000 |
225,001 – 325,000 | 11 | 100,000 |
+150,000 experience points/level after 11th |
Initiative Effects By Level and Class (after 1st) | |
---|---|
Fighter/Ranger/Paladin | +1 initiative per level up to 10th |
Monk | +1 initiative per even level; +2 initiative per odd level up to 10th |
All others | Initiative bonus at level breaks on the attack charts |
Percent Combat Experience Points by Class | % of Combat |
---|---|
Fighters | 110% |
Rangers/Monks/Paladins/Fighter Bards | 100% |
All others | 80% |
For example, in a combat where each character share is 100 experience points, a fighter gets 110 points; a ranger 100 points; a thief 80 points.
Spell: Casting Percentage
Percent Chance of Successfully Casting a Spell | |||||||
---|---|---|---|---|---|---|---|
Difficulty Level | |||||||
Mage Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
½* | 70 | 65 | 50 | 35 | 20 | 5 | No |
1 | 95 | 70 | 65 | 50 | 35 | 20 | 5 |
2 | 96 | 85 | 70 | 55 | 40 | 25 | 10 |
3 | 97 | 90 | 85 | 70 | 55 | 40 | 15 |
4 | 98 | 95 | 90 | 85 | 65 | 45 | 20 |
5 | 99 | 96 | 95 | 90 | 75 | 60 | 25 |
6 | 99 | 97 | 96 | 95 | 85 | 65 | 35 |
7 | 99 | 98 | 97 | 96 | 90 | 70 | 40 |
8 | 99 | 99 | 98 | 97 | 90 | 75 | 45 |
9 | 99 | 99 | 99 | 98 | 95 | 80 | 50 |
10 | 99 | 99 | 99 | 99 | 96 | 85 | 55 |
*Non mage casting spells |
Spell: Experience
Experience for Mages Casting Spells | |||||||
---|---|---|---|---|---|---|---|
Difficulty Level | |||||||
Mage Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
1 | 25 | 50 | 100 | 150 | 250 | 350 | 625 |
2 | 18 | 35 | 75 | 112 | 150 | 300 | 450 |
3 | 12 | 25 | 50 | 75 | 137 | 238 | 322 |
4 | 9 | 19 | 37 | 56 | 100 | 185 | 272 |
5 | 8 | 15 | 30 | 37 | 75 | 128 | 225 |
6 | 7 | 12 | 25 | 28 | 58 | 94 | 193 |
7 | 6 | 8 | 20 | 25 | 40 | 73 | 169 |
8 | 5 | 5 | 15 | 22 | 25 | 56 | 150 |
9 | 5 | 5 | 5 | 12 | 15 | 28 | 132 |
10 | 5 | 5 | 5 | 5 | 8 | 22 | 115 |
Mages get 5 experience points for Pocket Spells | |||||||
Mages only get experience once per combat for any specific spell |
Cleric: Turning Undead
Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 |
---|---|---|---|---|---|---|---|---|
Skeleton | -5 | -3 | -1 | +1 | +3 | +5 | +7 | +9 |
Zombie | -7 | -5 | -3 | -1 | +1 | +3 | +5 | +7 |
Ghoul* | -9 | -7 | -5 | -3 | -1 | +1 | +3 | +5 |
Wight*/Burnt Ones | -13 | -11 | -9 | -7 | -5 | -3 | -1 | +1 |
Wraith* | — | -13 | -11 | -9 | -7 | -5 | -3 | -1 |
Mummy | — | — | -13 | -11 | -9 | -7 | -5 | -3 |
Specter* | — | — | — | -13 | -11 | -9 | -7 | -5 |
Vampire* | — | — | — | — | -13 | 11 | -9 | -7 |
Turning factor (TF) is the modifier listed in the table based on clerical level and undead being turned
Turning is SLOW.
Experience Points is 25.
Number of undead turned = 2d6 roll plus TF
Number of undead dispelled = # of undead turned - # of undead (i.e., if the number of undead TURNED is greater than the # of undead, than the difference between the two is destroyed)
When targeting a mixed group of undead (e.g., skeletons, zombies, and ghouls), the cleric may choose to affect all or some of the undead.
- For a mixed group of undead, the save category is that of the highest undead (e.g., if it is skeletons, zombies, and ghouls, for effect purposes it would be on the ghoul row)
- A cleric may use a selective turning where they only target certain undead (e.g., first try to turn the ghouls, then try to turn the zombies and skeletons).
- However, selective turning can only be performed twice on one group. A cleric cannot try to turn the same exact group twice. So, if the cleric fails to turn the ghouls they can't, include them in a separate turning with the skeletons
- If the turn succeeds, which undead is turned is randomly rolled. However, which is dispelled starts with the weakest undead
- *Sentient undead save versus Magic against being banished/destroyed
- Ghuls, the servitors of Mordiggian, are not considered undead and may not be Turned or Dispelled.
Bonus at wisdom breaks (+1 16-17, +2 18)
Example: 4th level cleric vs. 4 ghouls
• Cleric rolls 7 + TF( -5) = 2, so two ghouls are turned
• Cleric rolls 9 + TF (-5) = 4, so all ghouls are turned
• Cleric rolls 11 + TF (-5) = 6, so 2 ghouls are turned and 2 must make a save versus Magic or be dispelled, instead of being turned (6 – 4 ghouls = 2)
Note: the odds for a 1st level cleric to turn skeletons under normal rules is 50%, under these rules he will turn SOME (and have a chance of dispel, too) 72%.
Terminology for Damage and Skills
Damage
E.P Loss | Description | H.P. Loss | Description |
---|---|---|---|
<¼ | Winded | <¼ | Injured |
<½ | Tired | <½ | Wounded |
<¾ | Very Tired | <¾ | Serious |
>¾ | Exhausted | <¾ | Disabled |
Skills
Skill Range (%) | Description |
---|---|
<5 | Incompetent |
<20 | Poor |
<40 | Fair |
<60 | Good |
<85 | Excellent |
>86 | Expert |