Beruflich Dokumente
Kultur Dokumente
Open Locks
25
20
30
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
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
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
Ability Score
3
4-5
6-8
9-12
13-15
16-17
18
Bonus/Penalty
-3
-2
-1
0
+1
+2
+3
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
Result
Immediate Attack
3-7
Unfavorable
8-11
Favorable
12 or more
Very Favorable
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
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
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
Hearing noise
* 2 in 6 for demihumans
* 1 in 6 for humans
* Thieves may use
their HN skill instead
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
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
2 gp
Longbow
60 gp
2
0.1
0.1
Longbow Arrow
2 sp
0.1
4 gp
0.1
Light Crossbow
30 gp
Light Quarrel
2 sp
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
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
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
1d6
1d6
1d8
Item
Horse, Draft
Cost Weight
120 gp
Horse, War
200 gp
Horse, Riding
75 gp
Pony*
40 gp
Pony, War*
80 gp
15 sp
3 lbs.
1 gp
10 lbs.
Saddle, Pack
5 gp
15 lbs.
Saddle, Riding
10 gp
35 lbs.
Saddlebags, pair
4 gp
7 lbs.
30' x 8'
35' x 8'
Vehicle
Canoe
Caravel
Carrack
Galley, Small
Galley, Large
Raft/Barge
Riverboat
Rowboat
Sailboat
d%
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
x1/3
x1/2
x2/3
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
2 gp
4 gp
1 gp
1
*
Grappling Hook
2 gp
Holy Symbol
25 gp
10 gp
Iron Spikes, 12
1 gp
Ladder, 10 ft.
1 gp
Lantern, Hooded
8 gp
20
2
1 gp
7 gp
1 gp
1 gp
1
**
1 gp
10
1 gp
10 gp
14
1 gp
10 gp
Sack, Large
1 gp
Sack, Small
5 sp
25 gp
20
5 gp
10
25 gp
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
8 gp
Southwesterly
x1 1/3
Westerly
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
3 gp
1
2
3
4
5
6
7
8
Commune
Create Food
Dispel Evil
Insect Plague
Quest*
Raise Dead*
True Seeing
Wall of Fire
Bless*
Charm Animal
Find Traps
Hold Person*
Resist Fire
Silence 15' radius
Speak with Animals
Spiritual Hammer
Continual Light*
Cure Blindness
Cure Disease*
Growth of Animals
Locate Object
Remove Curse*
Speak with Dead
Striking
Animate Dead
Create Water
Cure Serious Wounds*
Dispel Magic
Neutralize Poison*
Protection from Evil 10' radius
Speak with Plants
Sticks to Snakes
Charm Person
Detect Magic
Floating Disc
Hold Portal
Light*
Magic Missile
Magic Mouth
Protection from Evil
Read Languages
Shield
Sleep
Ventriloquism
Charm Monster
Confusion
Dimension Door
Growth of Plants*
Hallucinatory Terrain
Ice Storm
Massmorph
Polymorph Other
Polymorph Self
Remove Curse*
Wall of Fire
Wizard Eye
Animate Objects
Blade Barrier
Find the Path
Heal
Regenerate
Restoration
Speak with Monsters
Word of Recall
Continual Light*
Detect Evil
Detect Invisible
ESP
Invisibility
Knock
Levitate
Locate Object
Mirror Image
Phantasmal Force
Web
Wizard Lock
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
Animate Dead
Cloudkill
Conjure Elemental
Feeblemind
Hold Monster*
Magic Jar
Passwall
Telekinesis
Teleport
Wall of Stone
Anti-Magic Shell
Death Spell
Disintegrate
Flesh to Stone*
Geas*
Invisible Stalker
Lower Water
Projected Image
Reincarnate
Wall of Iron