Professional Documents
Culture Documents
GM Screen PDF
GM Screen PDF
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
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)
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
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
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
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 8: Bluff
Table 7: Balance
Yearly
Income
$500
$1,000
$4,000
$8,000
$10,000
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
Time
1 round
1d4 rounds
2d4 rounds
2d4 rounds
DC
10
15
20
25
Modifier
+5
-2
-2
-2
Modifier to
Spot
+4
+6
+8
+10
DC
Opponents Use Rope +10
20
30
30
Opponents Grapple check
DC
0
10
19
+1
+5
+15
DC
10
20
30
DC
10
20
30
DC
10
15
20
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
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
Performance
DC
10
15
15
20
15 + HD
20 + HD
Routine
Enjoyable
Great
Memorable
Extraordinary
Condition
Per 10 feet of distance
Spotter distracted
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
Maximum
Distance
Height + 6 ft
Height + 2 ft
Height + 1 ft
Height
Height
Task
Immediate care
Long-term care
Forgery
Check
Modifier
-2
+0
+2
-2
+0
+2
-2
DC
15
15
Lock
Very simple
Average
Good
Amazing
DC
10
15
25
Opposed
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
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
DC
15
20
25
30+
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
DC
20
25
30
35
DC
20
25
-2
+0
+2
+5
+5
+5
+10
DC
15
20
25
30
35
40
-2
+0
+2
-5
-5
-5
d%
01-20
21-30
31-40
41-50
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
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
Insanity Type
Short temporary
Longer temporary
Duration
1d10+4 rounds
1d10x10 hours
Psychoanalysis
Private care
Institutionalization
Level Gain
Primary
Hand
-6
-4
-6
-4
-4
Off
Hand
-10
-8
-6
-8
-4
-2
-6
-4
-4
-2
-2
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
76-85
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
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*
-
Miss Chance
10%
20%
30%
40%
50% and must
guess location
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
Hardness
0
0
1
2
1
0
5
6
8
10
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
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
Blast
Radius
10
20
15
15
Damage
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
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)
Range
Increment
Critical
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