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Table 1: Abilities

Table 2: Level Progression

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

Level

Modifier
-5
-4
-3
-2
-1
0
+1
+2
+3
+4
+5

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

Table 6: DC Ex.
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

Difficulty
Very Easy
Easy
Average
Tough
Challenging
Formidable
Heroic

Offense
AC
Bonus
+0
+0
+0
+0
+1
+1
+1
+1
+1
+2
+2
+2
+2
+2
+3
+3
+3
+3
+3
+4

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

Int/
Wis/
Cha
+1

-2

+1

-3

+1

(+3d10 years)

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


Agent (-1)
Bluff
Computer Use
Forgery
Gather Information
Hide
Innuendo

Antiquarian (-1)
Appraise
Forgery
Gather Information
Knowledge (history)
Knowledge (any one)
Knowledge (any one)

Archaeologist (0)
Appraise
Climb
Knowledge (archaeology)
Knowledge (history)
Knowledge (any one)
Research

Artist/Music. (-2)
Bluff
Craft (any one)
Diplomacy
Innuendo
Knowledge (art)
Listen

Move Silently
Open Lock
Sense Motive

Knowledge (any one)


Research
Speak Other Language

Search
Speak Other Language
Spot

Performance
Sense Motive
Spot

Criminal (-1)
Bluff
Disable Device
Escape Artist
Forgery
Hide

Detective (-1)
Gather Information
Hide
Intimidate
Listen
Move Silently

Dilettante (+1)
Diplomacy
Drive
Gather Information
Innuendo
Knowledge (art)

Parapsychologist (-2)
Bluff
Gather Information
Knowledge (history)
Knowledge (occult)
Knowledge (religion)

Innuendo
Move Silently
Open Lock
Sleight of Hand

Open Lock
Search
Sense Motive
Spot

Knowledge (one city)


Pilot
Ride
Speak Other Language

Doctor/Nurse (+2)
Computer Use
Diplomacy
Heal
Knowledge (biology)
Knowledge
(medicine)
Knowledge (any one)
Listen
Research
Spot

Priest/Clergyman (-1)
Concentration
Diplomacy
Knowledge (religion)
Knowledge (any one)
Knowledge (any one)
Listen

Professor (0)
Concentration
Diplomacy
Gather Information
Knowledge (any one)
Knowledge (any one)
Knowledge (any one)

Psychologist (0)
Bluff
Diplomacy
Gather Information
Heal
Knowledge (medicine)
Knowledge (psychology)

Soldier (-2)
Climb
Hide
Jump
Listen
Move Silently
Spot

Sense Motive
Speak Other Language
Spot

Research
Speak Other Language
Spot

Psychoanalysis
Research
Sense Motive

Swim
Use Rope
Wilderness Lore

Technician (+2)
Computer Use
Craft (any one)
Disable Device
Knowledge (any one)
Open Lock
Operate Heavy
Machinery
Repair
Research
Search

White-collar Work. (+1)


Bluff
Computer Use
Diplomacy
Forgery
Intimidate
Knowledge (any one)
Listen
Sense Motive
Spot

Writer/Reporter (-1)
Craft (photography)
Craft (writing)
Diplomacy
Gather Information
Innuendo
Knowledge (any one)
Knowledge (any one)
Research
Sense Motive

Surface
6+ to 12 inches wide
2 to 6 inches wide
Less than 2 inches wide
Uneven floor
Surface angled
Surface slippery

Era

Starting
Money
$1,000
$2,000
$4,000
$4,000
$6,000

1901-1920
1921-1940
1941-1960
1961-1980
1981+

Example
DC
10
15
20
10
+5
+5

Listen
Search
Sense Motive
Spot

Table 5: Money (x1d6 +profession modifier)

Table 8: Bluff

Table 7: Balance

Blue-Collar Work. (-1)


Climb
Craft (any one)
Disable Device
Drive
Gather Information
Operate Heavy
Machinery
Repair
Spot
Use Rope

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

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 9: Climb
Modifier to
Sense Motive
-5
+0
+5
+10
+20

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 12: Craft

Table 11: Concentration


Distraction
Vigorous motion
Violent motion
Casting on the defensive
Taking damage
Suffering continuous damage
Spellcasting while grappled or pinned

Time
1 round
1d4 rounds
2d4 rounds
2d4 rounds

DC
10
15
20
25

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 15-2: Disguise


Familiarity
Recognizes on sight
Friend or associate
Close friend
Intimate

Modifier to
Spot
+4
+6
+8
+10

DC
Opponents Use Rope +10
20
30
30
Opponents Grapple check

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 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 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 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

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

Task
First aid
Immediate
psychological help
Long-term
physical care
Treat poison
Treat disease

Task
Set explosive device
Disarm explosive
Build explosive from scratch
Disarm scratch-built explosive

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

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

Type of Jump

15
Poisons DC
Diseases DC

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

Time
Varies
Varies
2 months
2 months
1 year
2 months

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

Table 23: Open Lock


DC
20
25
30
40

Table 24: Performance


Check
Result
10
15
20
25
30

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

Performance

DC
10
15
15
20
15 + HD
20 + HD

Routine
Enjoyable
Great
Memorable
Extraordinary

Condition
Per 10 feet of distance
Spotter distracted

Table 25: Psychoanalysis

Task
Hunch
Sense enchantment
Penalty
-1
-5

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

DC
15
20

Table 28: Sense Motive

Table 34: Use Rope


DC
5
10
15
20
-1
+8
+4
+1
+0
-1
-2
-4
-8
+1
+1
+10
+6
+3
+3
+5

Maximum
Distance
Height + 6 ft
Height + 2 ft
Height + 1 ft
Height
Height

Task
Immediate care
Long-term care

Table 31: Spot

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

Forgery
Check
Modifier
-2
+0
+2
-2
+0
+2
-2

Table 21: Jump

DC
15
15

Lock
Very simple
Average
Good
Amazing

DC
10
15
25
Opposed

Table 18: Forgery

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 20: Heal

Table 17: Escape Artist


Restraint
Ropes
Net
Handcuffs
Tight space
Grappler

Table 13: Demolitions


DC
5
10
15
20
25

Table 16: Drive

Table 14: Disable Device


Device
Simple
Tricky
Difficult
Wicked

Item
Very simple
Typical
High-quality
Complex or superior
Very complex

DC
10
15
15
15 + damage
15 + half of cont. damage
25

DC
10
15
15
15

DC
20
25

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 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

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

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

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

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

Table 44: Short-Term T. Insanity

Table 41: Telepathy


DC
15
20
25
30
35
40
-2
+0
+2
+5
-5
-5

DC
15
20
25
30
35
40
-2
+0
+2
-5
-5
-5

d%
01-20
21-30
31-40
41-50

Table 40: Remote Vieweing

Table 42: Sanity Loss Examples

76-80

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

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

DC
15
20
25
30
35
+0
+2
+4
+6
+8

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

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

51-55
56-60
61-65
66-70
71-75

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 43: Temp. Insanity Duration


d10 roll
1-7
8-10

Insanity Type
Short temporary
Longer temporary

Duration
1d10+4 rounds
1d10x10 hours

Psychoanalysis
Private care
Institutionalization
Level Gain

Table 48: Two-Weapon Fighting


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

Off
Hand
-10
-8
-6
-8
-4

-2

-6

-4

-4

-2

-2

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

d%
01-10
11-20
21-30
31-40
41-45
46-55
56-65
66-75

86-90
91-95

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

Circumstances

Table 45: Long-Term T. Insanity

76-85

Table 47: Recovering Sanity


Therapy
Psychiatric Medications

81-90
91-99
00

Ranged
+0
+2*
See Table 51
See Table 51
+2*
+2*
+0*
-2*
+0*
-4*
Table 51
Table 52

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

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 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 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 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 62: Melee Weapons

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

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

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

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

DC
13
18
23
23
24
25
26
28

d%
01-20

DC
16

Incubation
1d3 days

21-30
31-35
36-40
41-60
61-70
71-75
76-85
86-90
91-00

16
18
14
12
12
20
15
13
14

1 day
1 day
1d4 days
1d3 days
1 day
1 day
1d3 days
1 day
1 day

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

Rate of Fire
Standard
Multifire
Autofire
Rapid Shot feat
Multishot feat

Break DC
23
12
13
14
17
18
23
28
35
50
26
26
28

Weight

Type

1d3
1d3
1d3
1d3
1d4
1d4
1d4

x2
x2
x2
19-20/x2
19-20/x2
19-20/x2
19-20/x2

10
10
10

0.5
0.5
0.5
0.75
1
2.5
2.5

B
P
S
P
P
P
S

1d6 sub.
1d3
1d4
1d4
1d4
1d4
1d4
1d6
1d6

x2
x2
19-20/ x2
19-20/ x2
x2
x2
18-20/ x2
x3
x2

5
5
5
10
10
-

3
0.5
1
1
2.5
2
3
3.5
2

B
P
P
P
B/S
B
S
S
B

2.5
1.5
2.5
2.5
3
6
2.5
3
3

B
B
P
P
B
P
S
P
S

3
11.5
9
4
6

B
P/S
B
B
S

1d4
1d4
1d4
1d4
1d6
1d6
1d6
1d6
1d6

x2
x2
18-20/
19-20/
x2
x4
19-20/
18-20/
18-20/

x2
x2
x2

1d6
1d6
1d6
1d6
1d8

x2
19-20/ x2
x2
x2
x3

Attacks
Penalty
+1 att/round
-6
+1 att/round
-4
+2 att/round
-6
+1 att/round
-2
Penalty reduced by 2

Armor

AC
Bonus

Bullet resistant vest


Reinforced vest
Flak vest
Flak armor

Listen DC
0
Move Silently check
Move Silently check at -4
Move Silently check at 20
+1 per 10 feet
+5
+15

Armor
Check
Penalty
-1
-2
-3
-4

+4
+5
+6
+7

Table 65: Explosives


Explosive
Dynamite
Fragmentation grenade
C-4
Pipe bomb

Blast
Radius
10
20
15
15

Damage

Table 63: Generic Firearms


Weapon
Handgun (9mm)
Rifle (.30-06 bolt action)
Shotgun (12-gauge pump-action)
Submachine Gun (9x19mm sel. Fire)

Damage

Critical

Capacity

1d10
2d10
3d6/2d6/1d6
1d10

x3
x3
x3
x3

9
4
5
30

Range
Increment
20
200
50
25

x2
x2

Table 61: Poisons

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 64: Generic Armor

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

Range
Increment

Table 58: Firearm Attacks

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)

Critical

Table 60: Random Diseases

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

Damage

Rate
of Fire
Multifire
Standard
Standard
Autofire

4d6
3d6
6d6
3d6

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

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