Table 1-1: Ability Score Modifiers (pg 18

)
Score 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 Mod. -3 -2 -2 -1 -1 -1 None None None None +1 +1 +1 +2 +2 +3 Wizard Spells Known No spellcasting -2 spells* -2 spells* -1 spell* No adjustment No adjustment No adjustment No adjustment No adjustment No adjustment No adjustment +1 spell +1 spell +1 spell +2 spells +2 spells

Max Spell Level** No spellcasting 1 1 1 1 2 2 3 3 4 4 4 5 5 5 6

* Minimum 1 spell. ** Based on Intelligence for Wizards and Personality for Clerics.

Saving Throw Fortitude Reflex Willpower

Saving Throws (pg 20)

Ability Modifier Stamina Agility Personality

Alignment Summary (pg 24)
Unity, order, authority, loyalty, charity. Does what is right and just. Chooses the path of mankind over the path of supernatural dominance. The balance of nature, the timelessness of eternity, the nothingness of space. Often worships those that came before Law and Chaos. Measured morality, a balance of costs and benefits. Entropy, undermining of rule, natural order and the law of mankind. Bargains with the supernatural. Chooses the path of greatest personal power over principle. Lawful

Weapon Battleaxe* Blackjack† Blowgun† Club Crossbow* Dagger†‡ Dart Flail Garrote† Handaxe Javelin Lance# Longbow* Longsword Mace Polearm* Shortbow* Shortsword Sling Spear# Staff 2-Handed Sword* Warhammer

Table 3-1: Weapons (pg 71)
Damage 1d10 1d3/2d6*** 1d3/1d5 1d4 1d6 1d4/1d10 1d4 1d6 1/3d4 1d6 1d6 1d12 1d6 1d8 1d6 1d10 1d6 1d6 1d4 1d8 1d4 1d10 1d8

Range 20/40/60 80/160/240 10/20/30** 20/40/60** 10/20/30** 30/60/90** 70/140/210 50/100/150 40/80/160** -

Cost 7 gp 3 gp 6 gp 3 gp 30 gp 3 gp 5 sp 6 gp 2 gp 4 gp 1 gp 25 gp 40 gp 10 gp 5 gp 7 gp 25 gp 7 gp 2 gp 3 gp 5 sp 15 gp 5 gp

Armor Unarmored Padded Leather Studded Leather Hide Scale mail Chainmail Banded mail Half-plate Full plate Shield**

Table 3-3: Armor (pg 72)
AC +0 +1 +2 +3 +3 +4 +5 +6 +7 +8 +1 Pen -1 -2 -3 -4 -5 -6 -7 -8 -1 Spd* -5’ -5’ -5’ -10’ -10’ -

Fum d4 d8 d8 d8 d12 d12 d12 d16 d16 d16 d8

Cost Free 5 20 45 30 80 150 250 550 1200 10

* Human and elf base speed is 30’. Dwarf and halfling base speed is 20’. ** Shields cannot be used with two-handed weapons.

Table 4-1: Attack Roll Modifiers (pg 78)
Condition Missile fire range is… Short Range Medium Range Long Range Attacker is… Invisible On higher ground Squeezing through tight space Entangled (net or otherwise) Using an untrained weapon Firing missile weapon into melee* Defender is… Behind cover Blinded Entangled Helpless (paralyzed, sleeping, bound) Kneeling, sitting or prone

Attack Roll Mod Melee Missile +2 +1 -1d -1d -1d -2 +2 +1d +1d +2 -2 -1d -1d -1d -1d -1 -2 +2 +1d +1d -2

Chaotic

* Two-handed weapon. Characters using two-handed weapons use a d16 on initiative checks. ** Strength modifier applies to damage with this weapon at close range only. *** Damage dealt is always subdual damage. † These weapons are particularly effective when used with the element of surprise. A thief who succeeds in a backstab attempt with one of these weapons uses the second damage value listed. All other classes and all other thief attacks use the first value. ‡ Characters generally purchase normal straightedged daggers, but cultists, cave-dwellers, evil priests, alien worshipers, and other menacing villains carry curvy or ceremonial daggers known as athame, kris, or tumi. # These weapons inflict double damage on a mounted charge. A lance can only be used when mounted.

Neutral

* And 50% chance of “friendly fire” if attack misses; see page 96.

The Dice Chain d3 – d4 – d5 – d6 – d7 – d8 – d10 – d12 – d14 – d16 – d20 – d24 – d30

DC Each Round Free 1st Action Die 2nd Action Die Extra Action Common Skill Checks (pg 67) Actions (pgs 77-78) Other Combat Rules If reduced to 0: babbling idiot (Intelligence or Personality). Trips and Throws. Ability Damage Catching fire Charge Dropping a torch Falling Firing into melee Grappling Recover Armor Recovering missiles Subdual damage Unarmed combat Withdrawal Morale Triggers (pg 94) Trigger When the first creature is slain and when half the creatures have been killed or incapacitated. weak and unskilled could not achieve these tasks. 75% chance found armor is human-sized Missed shots can be recovered. constant/bizarre mishaps (Luck) 1d6 damage per round. Pushbacks. If his deed die is 3 or better and the attack lands (e. Man’s deed. but have a 50% of being destroyed/useless Characters proficient with swords. it takes someone special to accomplish these tasks. lifting Strength Climbing Strength or Agility Listening Luck Searching. minor challenges with possibility of failure and/or consequences. ** Primary hand scores a critical hit on a max die roll (16 on 1d16) that also beats target’s AC (no automatic hit) Example Deeds Blinding Attacks.Table 4-3: Two-Weapon Attacks (pg 94) Agility 8 or less 9-11 12-15 16-17 18+ Primary -3 dice -2 dice -1 die -1 die Normal Off Hand -4 dice -3 dice -2 dice -1 die -1 die Critical Hits* None None None Primary on max roll** Primary as normal * Warriors and others with improved crit threat ranges (i. ** A Wizard can only use his 2nd Action Die to cast a spell. When it has lost half its hit points. clubs. Activity Draw/sheathe weapon Equip or drop shield Open a door Light a torch or lantern Uncork potion or unfurl scroll Locate item in backpack Stand up from prone Mount or dismount steed Read a scroll or drink potion * Can be included as part of a movement action. Typical DC is 11. Skill. use 1 action to make a DC 10 Reflex save to put out 1 action. Difficulty Levels (pg 66) Luck A character can burn luck to give a one-time bonus to a roll on a 1 for +1 basis (or 1 for +2 if halfling). spotting Intelligence Sneaking Agility Skill check (trained) = 1d20 + ability modifier vs. When first encountering combat or danger in each adventure and at the end of each adventure. Time 1 action* 1 action* 1 action* 1 action 1 action 1 action 1 action 1 action 1 action v1. Morale check = 1d20 + Will save. before or after his die roll. prior to any attack. Skill Ability Balancing Agility Breaking.0412 .e. and staves can elect to reduce inflicted damage by -1 die 1d3 + Strength Modifier subdual damage All adjacent opponents immediately receive a single free attack against withdrawing character or monster Action Move (up to base speed)* Attack. Precision Shots. +2 to attacks rolls. Weapon-Specific Deeds A Warrior or Dwarf can declare a Mighty Deed of Arms. DC Skill check (untrained) = 1d10 + ability modifier vs.. Luck cannot be burned to affect the die roll of other characters or monsters. only the most super-human heroes attempt and succeed at these tasks. those who can crit on 19-20 or better) lose that ability when fighting two-handed. A character can only burn Luck to affect his own die rolls (except for halflings). winner pins target who cannot move or take significant actions Recovered armor has a 25% chance of being useless. can be repaired for ¼ of the original cost. the Deed succeeds. Hero’s work. axes. Disarming Attacks. Warriors and Dwarfs may burn a point of Luck to avoid rolling on the Fumble Table. Feats of derring-do. Rallying Maneuvers. re-roll attack vs. bending. Skill. falls unconscious (Stamina). Spell or Move Attack**. spears. Wizards may burn a point of Luck to avoid rolling on the Corruption Table.0 – 08. -2 AC until next turn 50% chance of being extinguished 1d6 damage per 10’. even if they affect the character. Dwarf/halfling base speed is 20’. Type Group of monsters Single monster Retainer Mighty Deeds of Arms (pgs 88-92) DC 5 10 15 20 Description Child’s play. Signature Deeds. retainers also add their employer’s Personality modifier.g.. the total attack roll exceeds the target’s AC). Defensive Maneuvers. incapable of movement (Strength or Agility). ally’s AC Opposed rolls adding higher of Agility or Strength Modifier + size advantage (+4 for each multiple). must move half speed. Spell or Move Dwarf shield bash * Human/elf base speed is 30’. 6 = broken bone & -1 to Strength or Agility (player’s choice) 50% chance to hit ally on missed attack..

possibly even a fatality. The characters incurred damage and were required to utilize resources to survive the encounter. The typical “easy encounter” falls into this bracket.000 cp = Level 1 2 3 4 5 XP 0 1 2 3 4 1-2 1 gp 10 gp = 100 gp = Level 6 7 8 9 10 1 ep 10 ep = 1 pp Mod +1 to +3 -1 -1 +1 +1 -1 Table 7-9: Luck Changes (pg 361) End of adventure. even with good tactics. and puzzles should likewise be worth XP to all who participated in solving them. Unless indicated. A typical encounter. Accomplishing objectives important to the Eternal Balance between law and chaos. Multiple character fatalities. turned creatures receive a saving throw (Will vs. No fatalities or significant losses. Upon completing offending act. T = Creatures up to this HD are turned in a quantity indicated. Mundane. Coinage (pg 70) 10 cp = 100 cp = 1. 1d3 Cone 30’. and potentially a retreat of some kind required. All unholy creatures affected take the indicated damage automatically with no save. or deity. Beam: a concentrated ray of light that the cleric can direct against one target within 60’. D1d4 (NS) T2d6+CL. and they take the indicated damage on the first round of turning. D1d4 5-6 HD NE NE NE NE NE T1 T1d3+CL T1d4+CL T1d6+CL 7-8 HD NE NE NE NE NE NE T1 T1d3+CL T1d4+CL 9-10 HD NE NE NE NE NE NE NE T1 T1d3+CL 11-12 HD NE NE NE NE NE NE NE NE T1 NS = No Save. turn check DC). Immediate. one that the party barely survives. Finding favor with a magical creature of great power. Willfully disobeying the direct edict of a powerful supernatural. D1d4 (NS) 1 sp 10 sp = 100 sp = 1. Faithful obedience to a god.Check 1-11 12-13 14-17 18-19 20-23 24-27 28-29 30-31 32+ Range 30’ 30’ 30’ 60’ 60’ 60’ 120’ 240’ Holy Smite Beam 60’. A turned creature moves away from the cleric at maximum speed or cowers if unable to retreat. The number of creatures killed is indicated after the K. D1d4 (NS) K1d8+CL (NS) K2d6+CL (NS) Table 4-4: Turn Unholy Result by HD (pg 97) 2 HD NE NE NE T1 T1d3+CL T1d4+CL T1d6+CL T1d8+CL. significant character damage. D = Creatures are turned. D1d4 (NS) T2d6+CL. class-related activities (1XP) and non-combat activities appropriate to class (2XP) can be rewarded. Holy Smite = In addition to the turning effect and directed in the same direction as the cleric’s line-of-sight for the turning attempt.000 cp = 10.000 sp = XP Req. Non-combat encounters may also be worth experience points (e. At whim of creature. devil. Experience Point Rewards (pg 359) . At time of disobedience. K = Creatures are automatically killed. An encounter with damage and resource expenditure but relatively easy nonetheless. Thieves should receive XP for bypassing traps (typically 1-2 points). At time of test. This is the kind of encounter that no longer challenges a group and clearly does not advance their skill level. An extremely difficult encounter. 1d5 Cone 120’. Changes Table 1-4: XP Level Thresholds (pg 26) XP Req. A difficult encounter. Offending a powerful demon. Significant damage and potentially permanent consequences. Cone: a cone is wide at its end as the length listed. 410 550 710 890 1090 Spell Check 1-11 12-13 14-19 20-21 22+ Lay on Hands (pgs 30-31) Same Failure 2 dice 3 dice 4 dice 5 dice Alignment Adjacent Failure 1 die 2 dice 3 dice 4 dice Opposed Failure 1 die 1 die 2 dice 3 dice Condition Broken Limbs Organ Damage Disease Paralysis Poison Blindness or deafness Condition Healing (pg 30) Required Dice 1 die 2 dice 2 dice 3 dice 3 dice 4 dice Description Very easy encounter with little to no damage or resource loss for the adventurers.. NE = No Effect. 10 50 110 190 290 3-4 HD NE NE NE NE T1 T1d3+CL T1d4+CL T1d6+CL T1d8+CL. Acting significantly outside alignment. A turned creature continues to flee for 3d10 minutes.g. bypassing hazards. advancing past dangerous situations). 1d4 Cone 60’. 1d6 1 HD NE T1 T1d3+CL T1d4+CL T1d6+CL T1d8+CL.