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Evasion and Pursuit Damage

Surprise Flee on initiative numbers Melee (and Thrown) attacks get Strength bonus.
Roll 1d6 for each side Surprised on a roll of 1-2. Save Vs. Death Ray for obstacles 0 kills creatures, 0 knocks out PCs, -10 kills PCs
Surprised are unable to act for one round. Get beyond sight for one round, escaped
Well hidden ambushers surprise on a roll of 1-4
Subduing Damage
Reaction Roll Table (add Charisma Bonus) Defensive Movement -4 attack penalty and do half damage.
Turning away from melee, attackers get a free parting 0 causes Unconciousness
Adjusted Die Roll Result shot at +2 (one attack only) Will wake up with 1 hit point in 1d4 turns
2 or less Immediate Attack Can be awakened (with 1 hit point) in 2d10 rounds.
3-7 Unfavorable Fighting Withdrawal
8-11 Favorable Back up at half speed, attackers get no parting shot
Brawling
12 or more Very Favorable Punch – 1d3 points subduing damage
How to Attack Kick – 1d4, -2 attack penalty.
no armor or leather armor will get hurt attacking
Initiative Attacker rolls 1d20 + attack bonus (AB) metal armor
Each round, 1d6 is rolled for Initiative adjusted by + Strength bonus for melee
Dex bonus. High numbers act first. Any characters/ + Dexterity bonus for missile
monsters with equal numbers act simultaneously.
Wrestling
Melee attack roll, success is a hold
If equal to or greater than the opponent's Armor Target has -4 to AC (not cumulative)
Combat Class, the attack hits and damage is rolled. Attacker can, during hold:
Combatants may move, and then attack. After 1 is always a failure. 20 is always a hit
attacking, combatants may not move until the next • Automatically inflict unarmed damage
round. • Prevent an opponent from speaking or using
Attacking from Behind magic (except rings)
+2 attack bonus. Does not combine with the Sneak
Running Attack ability • Move opponent ½ speed if stronger
Running characters can move at double their normal • Get item from target with second attack roll.
movement until exhausted. If failure, target can make their own attack
Characters - 2x Constitution rounds Missile Fire roll to pin attacker or escape hold.
Monsters - 24 rounds. Within 5' -5
Short range +1 Defender can:
Medium range +0 • Move opponent ½ speed if stronger
Charging Long range -2
Must move at least 10 ft in straight line • Escape with Save vs. Death Ray
Double normal rate Bows fire each round
Clear Path Light Crossbows every other round
Oil
Using spear, lance, or pole arm Heavy Crossbows every third round Direct hit 1d8 points fire damage for two rounds
+2 Attack roll, -2 AC
Can be extinguished. Water will not work.
Double Damage If target is missed, roll attack for (behind)
each possible target. 0 Wick or fuse, 5 ft splash damage 1d6 .Save vs. Death
Set Weapon Against Charge:
7 8 9 Ray
Spears, pole arms, only 5 T 6
Double Damage Grenade-Like Missiles Oil on ground – lasts 10 rounds. 1D6 to cross. No
2 3 4
Must have equal or better initiative For misses, roll 1d10 1 save
(in front)
Holy Water
Thrown at corporeal creature, poured on incorporeal Clerics vs. Undead Table
Direct hit - 1d8 points, Splash – 1d6 Cleric Skeleton Zombie Ghoul Wight Wraith Mummy Spectre Vampire Ghost
Level 1 Hit Die 2 Hit Dice 3 Hit Dice 4 Hit Dice 5 Hit Dice 6 Hit Dice 7 Hit Dice 8 Hit Dice 9+ Hit Dice
Turning the Undead 1 13 17 19 No No No No No No
Roll equal to over on table 2 11 15 18 20 No No No No No
T – Automatically turned 3 9 13 17 19 No No No No No
D – Damaged and turned 1d8 per level 4 7 11 15 18 20 No No No No
2d6 HD affected
5 5 9 13 17 19 No No No No
Can try again after success, must wait a turn after
failure. 6 3 7 11 15 18 20 No No No
7 2 5 9 13 17 19 No No No
Energy Drain 8 T 3 7 11 15 18 20 No No
For each negative level : 9 T 2 5 9 13 17 19 No No
Loss of one hit die worth of hit points, 10 T T 3 7 11 15 18 20 No
-1 on all 1d20 rolls 11 D T 2 5 9 13 17 19 No
-5% to any percentile roll 12 D T T 3 7 11 15 18 20
Spell caster loses one highest-level spell slots. 13 D D T 2 5 9 13 17 19
14 D D T T 3 7 11 15 18
Falling Damage 15 D D D T 2 5 9 13 17
1d6 damage per 10' fallen, up to a maximum 20d6.
16 D D D T T 3 7 11 15
Round distance to the nearest whole number
17 D D D D T 2 5 9 13
18 D D D D T T 3 7 11
Deafness and Blindness
19 D D D D D T 2 5 9
Deafened - surprised on 1-3 , 20 D D D D D T T 3 7
-1 penalty Init rolls
Blinded - surprised on 1-4 , Constitution Point Losses Morale
Any character who has lost Constitution points
-4 penalty to its attack rolls, Roll 2d6; equal to or less than the Morale score, the
temporarily (such as due to a disease) may regain
-4 penalty to its Armor Class, them with normal rest. The rate of recovery is one monster will fight.
-2 penalty to its Initiative rolls. point per day Morale score of 12 = fight to the death.
Check at first opposition and alfter ½ casualties
Spells
Healing and Rest
One hand free, and be able to speak,
With sleep, recover 1 hit point of damage each day Casting takes the same time as making an attack.
Full bedrest – 2 hp per day If a spellcaster is attacked or makes a Saving Throw
on the same Initiative number as the casting, the spell
is spoiled and lost.
This does not apply to two spelllcasters attacking each
other unless one was Holding an action.
Ability Rolls Saving Throw Tables by Class
Rolls 1d20 + Ability Bonus

Level Target Cleric Magic-User


NM or 1 17 Level Death Magic Paralysis Dragon Spells Level Death Magic Paralysis Dragon Spells
2-3 16 Ray or Wands or Petrify Breath Ray or Wands or Petrify Breath
4-5 15 Poison Poison
6-7 14 1 11 12 14 16 15 1 13 14 13 16 15
8-9 13 2-3 10 11 13 15 14 2-3 13 14 13 15 14
10-11 12 4-5 9 10 13 15 14 4-5 12 13 12 15 13
12-13 11 6-7 9 10 12 14 13 6-7 12 12 11 14 13
14-15 10 8-9 8 9 12 14 13 8-9 11 11 10 14 12
16-17 9 10-11 8 9 11 13 12 10-11 11 10 9 13 11
18-19 8 12-13 7 8 11 13 12 12-13 10 10 9 13 11
20 7 14-15 7 8 10 12 11 14-15 10 9 8 12 10
16-17 6 7 10 12 11 16-17 9 8 7 12 9
18-19 6 7 9 11 10 18-19 9 7 6 11 9
Attack Bonus
20 5 6 9 11 10 20 8 6 5 11 8
Fighter Cleric or Magic- Monster Attack
Thief User HD Bonus Fighter Thief
NM <1 +0 Level Death Magic Paralysis Dragon Spells Level Death Magic Paralysis Dragon Spells
1 1-2 1-3 1 +1 Ray or Wands or Petrify Breath Ray or Wands or Petrify Breath
2-3 3-4 4-5 2 +2 Poison Poison
4 5-6 6-8 3 +3 NM 13 14 15 16 18 1 13 14 13 16 15
5-6 7-8 9-12 4 +4 1 12 13 14 15 17 2-3 12 14 12 15 14
7 9-11 13-15 5 +5 2-3 11 12 14 15 16 4-5 11 13 12 14 13
8-10 12-14 16-18 6 +6 4-5 11 11 13 14 15 6-7 11 13 11 13 13
11-12 15-17 19-20 7 +7 6-7 10 11 12 14 15 8-9 10 12 11 12 12
13-15 18-20 8-9 +8 8-9 9 10 12 13 14 10-11 9 12 10 11 11
16-17 10-11 +9 10-11 9 9 11 12 13 12-13 9 10 10 10 11
18-20 12-13 +10 12-13 8 9 10 12 13 14-15 8 10 9 9 10
14-15 +11 14-15 7 8 10 11 12 16-17 7 9 9 8 9
16-19 +12 16-17 7 7 9 10 11 18-19 7 9 8 7 9
20-23 +13 18-19 6 7 8 10 11 20 6 8 8 6 8
24-27 +14 20 5 6 8 9 10
28-31 +15
32 > +16

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