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Table 1: Abilities

Score 1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20-21 and so on Modifier -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5

Table 2: Level Progression


Level 1st 2nd 3rd 4th 5th 6th 7th 8th 9th 10th 11th 12th 13th 14th 15th 16th 17th 18th 19th 20th XP 0 1,000 3,000 6,000 10,000 15,000 21,000 28,000 36,000 45,000 55,000 66,000 78,000 91,000 105,000 120,000 136,000 153,000 171,000 190,000 Bad Save Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Good Save Bonus +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Defense Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/5 Offense Attack Bonus +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +15/+10/+5 Defense AC Bonus +2 +2 +2 +2 +3 +3 +3 +3 +3 +4 +4 +4 +4 +4 +5 +5 +5 +5 +5 +6 Offense AC Bonus +0 +0 +0 +0 +1 +1 +1 +1 +1 +2 +2 +2 +2 +2 +3 +3 +3 +3 +3 +4

Table 6: DC Ex.
Difficulty Very Easy Easy Average Tough Challenging Formidable Heroic DC 0 5 10 15 20 25 30

Table 4: Aging Effects


Age Middle (50 years) Old (65 years) Venerable (80 years) Maximum Age Str/ Con/ Dex -1 -2 -3 Int/ Wis/ Cha +1 +1 +1

(+3d10 years)

Table 3: Profession Templates (add three more skills of players choice)


Agent (-1) Bluff Computer Use Forgery Gather Information Hide Innuendo Move Silently Open Lock Sense Motive Criminal (-1) Bluff Disable Device Escape Artist Forgery Hide Innuendo Move Silently Open Lock Sleight of Hand Priest/Clergyman (-1) Concentration Diplomacy Knowledge (religion) Knowledge (any one) Knowledge (any one) Listen Sense Motive Speak Other Language Spot White-collar Work. (+1) Bluff Computer Use Diplomacy Forgery Intimidate Knowledge (any one) Listen Sense Motive Spot Antiquarian (-1) Appraise Forgery Gather Information Knowledge (history) Knowledge (any one) Knowledge (any one) Knowledge (any one) Research Speak Other Language Detective (-1) Gather Information Hide Intimidate Listen Move Silently Open Lock Search Sense Motive Spot Professor (0) Concentration Diplomacy Gather Information Knowledge (any one) Knowledge (any one) Knowledge (any one) Research Speak Other Language Spot Writer/Reporter (-1) Craft (photography) Craft (writing) Diplomacy Gather Information Innuendo Knowledge (any one) Knowledge (any one) Research Sense Motive Archaeologist (0) Appraise Climb Knowledge (archaeology) Knowledge (history) Knowledge (any one) Research Search Speak Other Language Spot Dilettante (+1) Diplomacy Drive Gather Information Innuendo Knowledge (art) Knowledge (one city) Pilot Ride Speak Other Language Psychologist (0) Bluff Diplomacy Gather Information Heal Knowledge (medicine) Knowledge (psychology) Psychoanalysis Research Sense Motive Artist/Music. (-2) Bluff Craft (any one) Diplomacy Innuendo Knowledge (art) Listen Performance Sense Motive Spot Doctor/Nurse (+2) Computer Use Diplomacy Heal Knowledge (biology) Knowledge (medicine) Knowledge (any one) Listen Research Spot Soldier (-2) Climb Hide Jump Listen Move Silently Spot Swim Use Rope Wilderness Lore Blue-Collar Work. (-1) Climb Craft (any one) Disable Device Drive Gather Information Operate Heavy Machinery Repair Spot Use Rope Parapsychologist (-2) Bluff Gather Information Knowledge (history) Knowledge (occult) Knowledge (religion) Listen Search Sense Motive Spot Technician (+2) Computer Use Craft (any one) Disable Device Knowledge (any one) Open Lock Operate Heavy Machinery Repair Research Search

Table 5: Money (x1d6 +profession modifier)


Era 1901-1920 1921-1940 1941-1960 1961-1980 1981+ Starting Money $1,000 $2,000 $4,000 $4,000 $6,000 Yearly Income $500 $1,000 $4,000 $8,000 $10,000

Table 10: Computer Use


Task Modify existing program Create new program Break into secured system DC 15 20-30 25

Table 7: Balance
Surface 6+ to 12 inches wide 2 to 6 inches wide Less than 2 inches wide Uneven floor Surface angled Surface slippery DC 10 15 20 10 +5 +5

Table 8: Bluff
Example Target wants to believe you Bluff is believable/ doesnt affaect target much Bluff is a little hard to believe/ puts the target at some risk Bluff is hard to believe or risky for the target Bluff is way out there Modifier to Sense Motive -5 +0 +5 +10 +20

Table 9: Climb
Wall or Surface Knotted rope and wall Rope with wall/ knotted rope with no wall Surface with ledges Surface with handholds and footholds/ rope Uneven surface with narrow handholds and footholds Rough surface Overhang or ceiling with handholds only Perfectly smooth, flat, vertical surface Chimney Corner Slippery surface DC 0 5 10 15 20 25 25 -10 -5 +5

Table 11: Concentration


Distraction Vigorous motion Violent motion Casting on the defensive Taking damage Suffering continuous damage Spellcasting while grappled or pinned DC 10 15 15 15 + damage 15 + half of cont. damage 25

Table 12: Craft


Item Very simple Typical High-quality Complex or superior Very complex DC 5 10 15 20 25

Table 13: Demolitions


Task Set explosive device Disarm explosive Build explosive from scratch Disarm scratch-built explosive DC 10 15 25 Opposed

Table 14: Disable Device


Device Simple Tricky Difficult Wicked Time 1 round 1d4 rounds 2d4 rounds 2d4 rounds DC 10 15 20 25

Table 16: Drive


Maneuver or Condition DC 45-degree turn 10 90-degree turn 12 180-degree turn 25 Keeping to a narrow track 15 Avoiding a moving obstacle 20 Dirt or gravel road +2 Wet surface +4 Oily surface +6 Icy surface +8 Recovering from a collision +10 Rain or snow +2 to +4 Vision obscured up to +10 20-30 mph +2* 31-40 mph +4* 41-50 mph +6* 51-60 mph +8* Over 60 mph +2 each 10 mph* * Loss of windshield doubles penalties

Table 18: Forgery


Condition Document unknown to reader Document somewhat unknown to reader Document well known to reader Handwriting not known to reader Handwriting somewhat known to reader Handwriting well known to reader Reader casually reviews the document Forgery Check Modifier -2 +0 +2 -2 +0 +2 -2

Table 15-1: Disguise


Disguise Minor details only As different sex As different race As different age, per category Modifier +5 -2 -2 -2

Table 19: Handle Animal


Task Handle domestic animal Push domestic animal Teach an animal tasks Teach an animal unusual tasks Rear a wild animal Train a wild animal Time Varies Varies 2 months 2 months 1 year 2 months DC 10 15 15 20 15 + HD 20 + HD

Table 15-2: Disguise


Familiarity Recognizes on sight Friend or associate Close friend Intimate Modifier to Spot +4 +6 +8 +10

Table 20: Heal


Task First aid Immediate psychological help Long-term physical care Treat poison Treat disease DC 15 15 15 Poisons DC Diseases DC

Table 21: Jump


Type of Jump Minimum Distance Running jump* 5 ft Standing jump 3 ft Running high jump* 2 ft Standing high jump 2 ft Jump back 1 ft *Must move 20 feet before jumping Additional Distance + 1ft/1 point above 10 +1 ft/2 points above 10 +1 ft/4 points above 10 +1 ft/8 points above 10 +1 ft/8 points above 10 Maximum Distance Height + 6 ft Height + 2 ft Height + 1 ft Height Height

Table 17: Escape Artist


Restraint Ropes Net Handcuffs Tight space Grappler DC Opponents Use Rope +10 20 30 30 Opponents Grapple check

Table 23: Open Lock


Lock Very simple Average Good Amazing DC 20 25 30 40

Table 22: Listen


Sound People talking Person walking trying to be quiet Cat stalking Per 10 ft from the listener Through a door Through a stone wall DC 0 10 19 +1 +5 +15

Table 24: Performance


Check Result 10 15 20 25 30 Performance Routine Enjoyable Great Memorable Extraordinary

Table 25: Psychoanalysis


Task Immediate care Long-term care DC 15 20

Table 26: Ride


Task DC Guide with knees 5 Stay in saddle 5 Cover 15 Leap 15 Soft fall 15 Control mount in battle 20 Fast mount or dismount 20* *Armor check penalty applies

Table 28: Sense Motive


Task Hunch Sense enchantment DC 20 25

Table 31: Spot


Condition Per 10 feet of distance Spotter distracted Penalty -1 -5

Table 27: Search


Task Ransack a drawer to find an item Notice a typical secret door or trap Notice a well-hidden secret door DC 10 20 30

Table 30: Spellcraft


Task Identify spell being cast Identify spell already in place Decipher a written spell without learning it Understand a strange or unique magical effect DC 15 20 25 30+

Table 29: Sleight of Hand


Task Palm a coin-size object Lift a small object from a person Plant an object on a person DC 10 20 30

Table 36: Track


Surface or Condition Very soft surface Soft surface Firm surface Hard surface Every 3 targets being tracked Target is Fine Target is Diminutive Target is Small Target is Medium Target is Large Target is Huge Target is Gargantuan Target is Colossal Every 24 hours elapsed Every hour of rain elapsed Fresh snow cover Overcast or moonless night Fog or precipitation Moonlight Target hides trail DC 5 10 15 20 -1 +8 +4 +1 +0 -1 -2 -4 -8 +1 +1 +10 +6 +3 +3 +5

Table 34: Use Rope


Task Tie a firm knot Tie a special knot Tie a rope one-handed Splice two ropes together DC 10 15 15 15

Table 37: Mind Probe


Table 33: Tumble
Task Treat a fall as 10 feet shorter Tumble up to 20 feet, through areas adjacent to enemies Tumble up to 20 feet, through areas occupied by enemies DC 15 15

Table 32: Swim


Water Calm water Rough water/ moderate current Stormy water/ strong current DC 20 each hour or take 1d6 subdual damage DC 10 15 20

25

Circumstances Target touching you Target within 30 feet Target well known to you Target acquainted with you Target unknown to you Target is unwilling Target has Mind Read feat Target has Mind Probe feat Answer is a guarded secret

DC 20 25 -2 +0 +2 +5 +5 +5 +10

Table 35: Wilderness Lore


Task Get along in the wild Gain bonuses against severe weather Avoid getting lost or natural hazards DC 10 15 15

Table 38: Psychokinesis


Task Opening a door Turning a dial to a specific setting Tying or untying a knot Signing your name DC 20 25 30 35

Table 39: Mind Reading


Circumstances Target touching you Target within 30 feet Target between 30 feet and 1 mile Target between 1and 25 miles Target between 25 and 1,000 miles Target more than 1,000 miles away Target well known to you Target acquainted with you Target unknown to you Target is unwilling Target has Sensitive feat Target has Telepathy feat DC 15 20 25 30 35 40 -2 +0 +2 +5 -5 -5

Table 41: Telepathy


Circumstances Target touching you Target within 30 feet Target between 30 feet and 1 mile Target between 1and 25 miles Target between 25 and 1,000 miles Target more than 1,000 miles away Target well known to you Target acquainted with you Target unknown to you Target is sleeping Target has Sensitive feat Target has Mind Reading feat DC 15 20 25 30 35 40 -2 +0 +2 -5 -5 -5

Table 44: Short-Term T. Insanity


d% 01-20 21-30 31-40 41-50 51-55 56-60 61-65 66-70 71-75 76-80 81-90 91-99 00 Effect on character Character faints Character has a screaming fit Character flees in panic Character shows physical hysterics or emotional outburst Character babbles in incoherent rapid speech or logorrhoea Character gripped by intense phobia Character becomes homicidal, harming the nearest person Character has hallucinations or delusions Character gripped by echopraxia or echolalia Character gripped with strange or deviant eating desire Character falls into a stupor Character becomes catatonic Roll on Table 45

Table 40: Remote Vieweing


Location Less than 100 feet away Between 100 feet and 1 mile Between 1 and 25 miles Between 25 and 1,000 miles More than 1,000 miles away Location well known to you Location you have seen once Location only described Location never seen Location unimaginable DC 15 20 25 30 35 +0 +2 +4 +6 +8

Table 42: Sanity Loss Examples


Situation Surprised to find mangled animal carcass Surprised to find human corpse Surprised to find human body part Finding a stream flowing with blood Finding a mangled human corpse Awakening trapped in a coffin Witnessing a friends violent death Meeting someone you know to be dead Undergoing severe torture Seeing a corpse rising from its grave Seeing a gigantic severed head fall from sky Sanity Loss 0/1d2 0/1d3 0/1d3 0/1d4 1/1d4+1 0/1d6 0/1d6 1/1d6+1 0/1d10 1/1d10 2/2d10+1

Table 45: Long-Term T. Insanity


d% 01-10 11-20 21-30 31-40 41-45 46-55 56-65 66-75 76-85 86-90 91-95 96-00 Effect on character Character performs compulsive rituals Character has hallucinations or delusions Character becomes paranoid Character gripped with intense phobia (Will save DC 20 to approach) Character has strange sexual desires Character develops an attachment to a lucky charm Character develops psychosomatic blindness, deafness, or loss of limb usage Character has uncontrollable tics or tremors (-4 to attacks, checks, saves) Character has amnesia (Knowledge skill useless) Character has bouts of reactive psychosis Character loses ability to communicate via speech or writing Character becomes catatonic

Table 49: Combat Actions


No Action Delay Free Actions Speak Cease concentrating on a spell Drop an item Drop to the floor Draw a weapon (if youre moving) Move Actions Move your speed Climb (1/4 your speed) Sheathe or holster a weapon Open a door Pick up an item or click on a flashlight Retrieve a stored item Move a heavy object Stand up from prone Draw a weapon (if youre not moving) Attack Actions Make a single attack Ready Concentrate to maintain a spell Dismiss a spell Bums rush (as an attack) Change form (for a shapeshifter) Use touch spell on self Escape a grapple Feint Heal a dying friend Light a candle with a match Use a skill that takes 1 action Strike a weapon (attack) Strike an object (attack) Total defense Full-Round Actions Climb (1/2 your speed) Use a skill that takes 1 round Coup de grace Bums rush (as a charge) Extinguish flames Load a firearm Use touch spell on up to 6 friends Refocus (no move) Escape from a net Escape from a trap Withdraw from melee Varied Actions (one melee attack) Disarm Grapple Trip

Table 43: Temp. Insanity Duration


d10 roll 1-7 8-10 Insanity Type Short temporary Longer temporary Duration 1d10+4 rounds 1d10x10 hours

Table 47: Recovering Sanity


Therapy Psychiatric Medications Psychoanalysis Private care Institutionalization Level Gain Sanity regained 1d3 per month, 50% chance of drug side effects 1 per week, 1 loss if a 1 is rolled 1d3 per month, 5% chance of 1d6 loss 1d3 per month, 5% chance of 1d6 loss 1d6

Table 46: Indefinite Insanities


d% 01-15 16-25 26-30 31-35 36-45 46-50 51-55 56-70 71-80 81-85 86-95 96-00 Mental Disorder Type Anxiety disorders Dissociative disorders Eating disorders Impulse control disorders Mood disorders Personality disorders Psychosexual disorders Schizophrenia/psychotic disorders Sleep disorders Somatoform disorders Substance abuse disorders Other disorders

Table 48: Two-Weapon Fighting


Circumstances Normal penalties Off-hand weapon is light Ambidexterity feat Two Weapon Fighting feat Off-hand weapon is light and Ambidexterity feat Off-hand weapon is light and TwoWeapon Figthing feat Ambidexterity and Two-Weapon Fighting feats Off-hand weapon is light, Ambidexterity and Two Weapon Fighting Primary Hand -6 -4 -6 -4 -4 -2 -4 -2 Off Hand -10 -8 -6 -8 -4 -6 -4 -2

Table 51: Cover


Degree of Cover Bonus to AC One-quarter +2 One-half +4 Three-quarters +7 Nine-tenths +10 Total * Save for half or no damage Bonus to Reflex Saves +1 +2 +3 +4* -

Table 50: Attack Roll Modifiers


Circumstance Attacker flanking defender Attacker on higher ground Attacker prone Attacker invisible Defender sitting or kneeling Defender prone Defender cowering or stunned Defender climbing Defender surprised or flat-footed Defender running Defender grappling (attacker not) Defender pinned Defender has cover Defender concealed or invisible * No Dexterity bonus to AC Melee +2 +1 -4 +2* +2 +4 +2* +2* +0* +0* +0* +4* See See Ranged +0 +2* See Table 51 See Table 51 +2* +2* +0* -2* +0* -4* Table 51 Table 52

Table 52: Concealment


Degree of Concealment One-quarter One-half Three-quarters Nine-tenths Total Miss Chance 10% 20% 30% 40% 50% and must guess location

Table 53: Size and AC of Objects


Size Colossal Gargantuan Huge Large Medium Small Tiny Diminutive Fine AC Modifier -8 -4 -2 -1 +0 +1 +2 +4 +8

Table 62: Melee Weapons


Weapon Tiny Weapons Brass knuckles Knife, steak Razor, straight Stiletto/Switchblade Knife, commando Knife, hunting Knife, combat Small Weapons Sap Pocketknife/Scalpel Cleaver Knife, butcher Folding shovel Gun butt, pistol Knife, kukri Hatchet/Tomahawk Nunchaku Medium-Size Weapons Croquet mallet Nightstick Fencing foil Bayonet, hand-held Crowbar/Tire iron/Fireplace poker Pick/Pickaxe Machete Rapier Saber, cavalry Large Weapons Bat, baseball or cricket Bayonet, fixed to rifle Gun butt, rifle or shotgun Shovel/Spade Axe, wood or fire Damage Critical Range Increment 10 10 10 5 5 5 10 10 Weight Type 1d3 1d3 1d3 1d3 1d4 1d4 1d4 1d6 sub. 1d3 1d4 1d4 1d4 1d4 1d4 1d6 1d6 1d4 1d4 1d4 1d4 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d6 1d8 x2 x2 x2 19-20/x2 19-20/x2 19-20/x2 19-20/x2 x2 x2 19-20/ x2 19-20/ x2 x2 x2 18-20/ x2 x3 x2 x2 x2 18-20/ 19-20/ x2 x4 19-20/ 18-20/ 18-20/ 0.5 0.5 0.5 0.75 1 2.5 2.5 3 0.5 1 1 2.5 2 3 3.5 2 2.5 1.5 2.5 2.5 3 6 2.5 3 3 3 11.5 9 4 6 B P S P P P S B P P P B/S B S S B B B P P B P S P S B P/S B B S

Table 54: Substance Hard. and HP


Substance Paper Rope Glass Hard rubber Plastic Ice Wood Fiberglass Stone Iron Hardness 0 0 1 2 1 0 5 6 8 10 HP (per inch of thickness) 2 2 1 1 2 3 10 10 15 30

x2 x2

Table 55: Weapon Hard. and HP


Weapon Tiny blade Medium blade Small hefted weapon Medium hefted weapon Handgun Rifle/Shotgun Hardness 10 10 5 5 10 10 HP 1 5 2 5 5 8

x2 x2 x2

x2 19-20/ x2 x2 x2 x3

Table 56: DCs to Break Items


Strength Check to: Break down simple door Break down good door Break down strong door Burst rope bonds Bend iron bars Break barred door Burst chain bonds Break down iron door DC 13 18 23 23 24 25 26 28

Table 60: Random Diseases


d% 01-20 21-30 31-35 36-40 41-60 61-70 71-75 76-85 86-90 91-00 DC 16 16 18 14 12 12 20 15 13 14 Incubation 1d3 days 1 day 1 day 1d4 days 1d3 days 1 day 1 day 1d3 days 1 day 1 day Damage 1d4 Str (ST or be blinded) 1d6 Wis 1d6 Con 1d4 Str 1d3 Dex, 1d3 Con 1d4 Int 1d6 Con 1d6 Str 1d8 Dex 1d4 Con (ST or 1 is permanent)

Table 61: Poisons


Poison Type Injury DC 12 Injury DC 13 Injury DC 13 Injury DC 12 Injury DC 24 Injury DC 14 Injury DC 17 Injury DC 14 Injury DC 15 Injury DC 17 Injury DC 20 Contact DC 16 Contact DC 13 Contact DC 26 Contact DC 16 Contact DC 16 Contact DC 13 Contact DC 20 Ingested DC 15 Ingested DC 14 Ingested DC 11 Ingested DC 13 Ingested DC 17 Ingested DC 18 Inhaled DC 15 Inhaled DC 18 Inhaled DC 15 * permanent Initial Damage 0 1 Con 1d4 Str 0 1d6 Str 1d6 Str 3d6 Con 1 Con 1d6 Dex 1 Str* 1d6 Con 1 Dex 0 3d6 Str 2d12 hp 1d6 Dex Paralysis 3d6 Con 0 1d4 Int 1 Wis 1 Con 2d6 Str 2d6 Con 1 Cha 1 Con* 1d4 Wis Secondary Damage 1d4 Dex 1d2 Con 1d6 Str 1d4 Con + 1d3 Wis 1d6 Str 1d6 Str 3d6 Con Unconsciousness 1d6 Dex 2d6 Str 2d6 Con 2d4 Dex 3d6 Con 0 1d6 Con 2d6 Dex 0 3d6 Con Unconsciousness 2d6 Int 2d6 Wis + 1d4 Int 1d8 Con 1d6 Str 1d6 Con + 1d6 Str 1d6 Cha + 1 Cha* 3d6 Con 2d6 Wis

Table 57: Object Hardness and HP


Object Rope (1 diam.) Bottle Simple wooden door Wooden pole Small chest Good wooden door Strong wooden door Car door Masonry wall (1 thick) Hewn stone (3 thick) Chain Handcuffs Iron door (2 thick) Hardness 0 1 5 5 5 5 5 6 8 8 10 10 10 HP 2 1 10 2 1 15 20 10 90 540 5 10 60 Break DC 23 12 13 14 17 18 23 28 35 50 26 26 28

Table 58: Firearm Attacks


Rate of Fire Standard Multifire Autofire Rapid Shot feat Multishot feat Attacks Penalty +1 att/round -6 +1 att/round -4 +2 att/round -6 +1 att/round -2 Penalty reduced by 2

Table 64: Generic Armor


Armor Bullet resistant vest Reinforced vest Flak vest Flak armor AC Bonus +4 +5 +6 +7 Armor Check Penalty -1 -2 -3 -4

Table 59: Detecting Invisible Creat.


Condition In combat or speaking Moving at half speed Moving at full speed Running or charging Distance Obstacle: door Obstacle: stone wall Listen DC 0 Move Silently check Move Silently check at -4 Move Silently check at 20 +1 per 10 feet +5 +15

Table 65: Explosives


Explosive Dynamite Fragmentation grenade C-4 Pipe bomb Blast Radius 10 20 15 15 Damage 4d6 3d6 6d6 3d6

Table 63: Generic Firearms


Weapon Handgun (9mm) Rifle (.30-06 bolt action) Shotgun (12-gauge pump-action) Submachine Gun (9x19mm sel. Fire) Damage 1d10 2d10 3d6/2d6/1d6 1d10 Critical x3 x3 x3 x3 Capacity 9 4 5 30 Range Increment 20 200 50 25 Rate of Fire Multifire Standard Standard Autofire

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