Combat Encounters Environment Stats Classes Actions | Autostater DM Screen Monsters Monster Calc Randomiser

Opportunity Attacks
Character AoO / Round
Warriors 3 + 1/5 levels
Others 1 + 1/5 levels
Monsters 3 + 1/5 HD
Turning Undead
Type or HD Level of Priest
1 2 3 4 5 6 7 8 9 10-11 12-13 14+
Skeleton or 1 HD 10 7 4 T T D D D* D* D* D* D*
Zombie 13 10 7 4 T T D D D* D* D* D*
Ghoul or 2 HD 16 13 10 7 4 T T D D D* D* D*
Shadow or 3-4 HD 19 16 13 10 7 4 T T D D D* D*
Wight or 5 HD 20 19 16 13 10 7 4 T T D D D*
Ghast - 20 19 16 13 10 7 4 T T D D
Wraith or 6 HD - - 20 19 16 13 10 7 4 T T D
Mummy or 7 HD - - - 20 19 16 13 10 7 4 T T
Spectre or 8 HD - - - - 20 19 16 13 10 7 4 T
Vampire or 9 HD - - - - - 20 19 16 13 10 7 4
Ghost or 10 HD - - - - - - 20 19 16 13 10 7
Lich or 11+ HD - - - - - - - 20 19 16 13 10
Special - - - - - - - - 20 19 16 13
Morale Modifiers
Situation Adj  
Allies
Outnumber opponents 3:1 +2
Spellcaster ally +2
Leader of different alignment -1
Lost 25% of hp or group -2
Lost 50% of hp or group -4
Most powerfuly ally killed -4
Abandoned by friends -6
Enemies
Fighting hated enemy +4
Opposes spellcasters -2
No enemy slain -2
Outnumbered 3:1 -4
Unable to affect opponent -8
Misc
Defending home +3
NPC has been favored +2
Defensive terrain advantage +1
Each extra check in a round -1
Was surprised -2
NPC has been treated poorly -4
Total mods 0
Hit Dice vs Immunity
Hit Dice Hits as if using
4+1 or more +1 weapon
6+2 or more +2 weapon
8+3 or more +3 weapon
10+4 or more +4 weapon
Combat Modifiers
Situation Adj
Attack Modifiers
Attacker on higher ground +1
Back attack +2
Flank attack +1
Charging +2
Low light -1
Starlight -3
No light / Invisible -4
Target off balance +2
Target sleeping or held Auto
Target sitting or kneeling +2
Target stunned or prone +4
(Missile) Target sitting or kneeling -2
(Missile) Target prone -4
(Missile) Medium Range -2
(Missile) Long Range -5
AC Modifiers
Total darkness -4
Starlight or dense fog -2
Moonlight or moderate fog -1
Charged this round -1
Was surprised -1
Cover and Concealment
Hidden % Cover Conceal
25% -2 -1
50% -4 -2
75% -7 -3
90% -10 -4
Monster Strength Scores
Score T S M L H G
3 2 4 6 13 15 18
4 3 5 7 14 17 18/01
5 4 6 8 15 18 18/51
6 5 7 9 16 18/01 18/76
7 6 8 10 17 18/51 18/91
8 7 9 11 18 18/76 18/00
9-12 8 10 12 18/01 18/91 19
13 10 11 13 18/51 18/00 20
14 11 12 14 18/76 19 21
15 12 13 15 18/91 20 22
16 13 14 16 18/00 21 23
17 14 15 17 19 22 24
18 15 16 18 20 23 25
Poison Strength
Class Method Onset Strength
A Injected 10-30 min 15/0
B Injected 2-12 min 20/d3
C Injected 2-5 min 25/2d4
D Injected 1-2min 30/2d6
E Injected Immediate Death/20
F Injected Immediate Death/0
G Ingested 2-12 hours 20/10
H Ingested 1-4 hours 20/10
I Ingested 1-2 min 30/15
J Ingested 1-4 min Death/20
K Contact 2-8 min 5/0
L Contact 2-8 min 10/0
M Contact 1-4 min 20/5
N Contact 1 min Death/25
O Injected 2-24 min Paralytic
P Injected 1-3 hours Debilitative
Character Saving Throws
Class Level PPD RSW PP BW Spell
Priest 1-3 10 14 13 16 15
4-6 9 13 12 15 14
7-9 7 11 10 13 12
10-12 6 10 9 12 11
13-15 5 9 8 11 10
16-18 4 8 7 10 9
19+ 2 6 5 8 7
Rogue 1-4 13 14 12 16 15
5-8 12 12 11 15 13
9-12 11 10 10 14 11
13-16 10 8 9 13 9
17-20 9 6 8 12 7
21+ 8 4 7 11 5
Warrior 0 16 18 17 20 19
1-2 14 16 15 17 17
3-4 13 15 14 16 16
5-6 11 13 12 13 14
7-8 10 12 11 12 13
9-10 8 10 9 9 11
11-12 7 9 8 8 10
13-14 5 7 6 5 8
15-16 4 6 5 4 7
17+ 3 5 4 4 6
Wizard 1-5 14 11 13 15 12
6-10 13 9 11 13 10
11-15 11 7 9 11 8
16-20 10 5 7 9 6
21+ 8 3 5 7 4
Item Saving Throws
Item Acid Cr Blow Disint Fall M. Fire N. Fire Cold Bolt Elect
Bone / Ivory 11 16 19 6 9 3 2 8 2
Cloth 12 - 19 - 16 13 2 18 2
Glass 5 20 19 14 7 4 6 17 2
Leather 10 3 19 2 6 4 3 13 2
Metal 13 7 17 3 6 2 2 12 2
Oils 16 - 19 - 19 17 5 19 16
Paper 16 7 19 - 19 19 2 19 2
Potions 15 - 19 - 17 14 13 18 15
Rock 3 17 18 8 3 2 2 14 2
Rope 12 2 19 - 10 6 2 9 2
Wood, thick 8 10 19 2 7 5 2 12 2
Wood, thin 9 13 19 2 11 9 2 10 2
Item Hit Points
Item HP Mode
Ceramic Vessel 1-9 B/S
Chain 4-32 S
Glass Bottle 1-2 B
Glass Pane 1 All
Leather, Common 2-8 S/P
Leather, Thick 3-12 S/P
Rope 2-4 S
Wood Chair 2-9 B/S
Wooden Door, Thick 30-50 B/S
Wooden Door, Med 10-30 B/S
Wooden Pole 2-12 B/S
Wooden Table 10-20 B/S
Initiative Modifiers
Action Adj  
Movement: Tiny 0
Movement: Small, medium +3
Movement: Large +6
Movement: Huge +9
Movement: Gargantuan +12
Breath weapon +1
Rod +1
Staff +2
Ring, wand, misc. magic +3
Innate spell ability +3
Potion +4
Initiative Modifiers: Situations
Hasted -2
Set to receive charge -2
On higher ground -1
Preoccupied / Focused +2
Slowed +2
Wading, slippery footing +2
Hindered (tangled, climbing) +3
Wading in deep water +4
Foreign environment, drunk +6
Total mods 3
THAC0 by level / hit die
Group Level
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Warrior 20 19 18 17 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1
Priest 20 20 19 18 18 17 16 16 15 14 14 13 12 12 11 10 10 9 8 8
Rogue 20 20 19 19 18 18 17 17 16 16 15 15 14 14 13 13 12 12 11 11
Wizard 20 20 20 19 19 19 18 18 18 17 17 17 16 16 16 15 15 15 14 14
Monster by Hit Dice
½ or less 1-1 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
20 20 19 19 17 17 15 15 13 13 11 11 9 9 7 7 5 5 4 4 3

Tracking Modifiers
Terrain Modifier
Soft or muddy ground +4
Thick brush, vines, or reeds +3
Occasional signs of passage, dust +2
Normal ground, wood floor 0
Rocky ground or shallow water -10
Every two creatures in the group +1
Every 12 hours since trail was made -1
Every hour of rain, snow, or sleet -5
Poor lighting (moon or starlight) -6
Tracked party attempts to hide trail -5
Non-ranger tracker -6
Total mod 0
Lock Quality
Quality Modificiation Cost
Wretched +30% ????
Poor +15% 10gp
Good +0% 100gp
Excellent -20% ????
Superior -40% ????
Masterful -60% ????
Encounter Distance
Situation or Terrain Range in Feet
Both group surprised 3d6
One group surprised 4d6
No Surprise
Smoke or heavy fog 6d6
Jungle or dense forest 1d10 x 10
Light forest 2d6 x 10
Scrub, brush, or bush 2d12 x 10
Grassland, little cover 5d10x10
Nighttime or dungeon Limit of sight
Surprise Modifiers
Situation Adj
Conditions are
Extreamly still +2
Rain -1
Poor lighting -1
Heavy fog -2
Darkness -4
PC Party is
Suspicious +2
Anticipating attack +2
Fleeing -2
Panicked -2
Other Party is
Distinctive odor +2
Every 10 members +1
Camouflaged creatures -1 – -3
Silenced -2
Invisible -2
Total Surprise 0
Encounter Reactions
2d10 Player Characters are:
Friendly Indifferent Threatening Hostile %
≤ 2 Friendly Friendly Friendly Flight  
3 Friendly Friendly Friendly Flight 3
4 Friendly Friendly Flight Flight  
5 Friendly Friendly Flight Flight  
6 Friendly Indifferent Cautious Cautious 12
7 Friendly Indifferent Cautious Cautious  
8 Indifferent Indifferent Cautious Cautious  
9 Indifferent Indifferent Cautious Threatening 21
10 Indifferent Indifferent Threatening Threatening  
11 Indifferent Indifferent Threatening Threatening  
12 Cautious Indifferent Threatening Threatening 28
13 Cautious Cautious Threatening Hostile  
14 Cautious Cautious Threatening Hostile  
15 Cautious Cautious Threatening Hostile 21
16 Cautious Cautious Hostile Hostile  
17 Threatening Threatening Hostile Hostile  
18 Threatening Threatening Hostile Hostile 12
19 Hostile Hostile Hostile Hostile  
20+ Hostile Hostile Hostile Hostile 3
Frequency & Chance of Wilderness Encounter
Terrain # of Encounters (1d100) Time of Day
1 2 3 4 5 7-10 11-14 15-18 19-20 21-2 3-6
Plains 30% 5% - - - X - X - X -
Forest 75% 35% 10% - - X X X X X X
Desert 30% 5% - - - X - - X - X
Hills 50% 10% - - - - X - X - X
Mountain 65% 20% 5% - - X - - X X -
Swamp 95% 75% 45% 20% 5% X X X X X X
Jungle 85% 45% 15% - - X X X X X -
Ocean 20% - - - - - X - - X -
Arctic 20% - - - - - - - X X -
Visibility Ranges in yards
Conditions Movement Spotted Type ID Detail
Clear sky 1,500 1,000 500 100 10
Mist or light rain 1,000 500 250 30 10
Twilight 500 300 150 30 10
Night, full moon 100 50 30 10 5
Fog, light or snow 500 200 100 30 10
Fog, moderate 100 50 25 15 10
Night, no moon 50 20 10 5 3
Fog, dense 10 10 5 5 3
Blizzard 10 10 5 5 3
Chance to Hear Noise
Race Chance
Dwarf 15% (3)
Elf 20% (4)
Gnome 25% (5)
Half-elf 15% (3)
Halfling 20% (4)
Human 15% (3)

Detect Doors Chance
Elves &
½ Elves
Hidden Secret
Passive 1 in 6 -
Searching 3 in 6 2 in 6
Chance to Hear Noise
Race Chance   Race Chance
Dwarf 15% (3)   Elf 20% (4)
Gnome 25% (5)   Half-elf 15% (3)
Halfling 20% (4)   Human 15% (3)
Getting Hopelessly Lost
Base Chance Lost Modifiers Useful People and Skills
Surroundings Chance % Condition Modifier Skills Modifier
Level, open ground 10% Landmark sighted -15% Navigation check (at sea) -20%
Rolling ground 20% Poor trail -10% Navigator (on land) -30%
Lightly wooded 30% Featureless +50% Direction Sense -5%
Wooded hills 40% Raining +10% Local guide Variable
Thick forest 70% Fog or mist +30% Directions Variable
Jungle 80% Overcast +30%      
Mountainous 50% Darkness +70%      
Swamp 60%            
Open Sea 20%            
Chance to be lost 10%
Visibility Ranges in Yards
Conditions Movement Spotted Type ID Detail
Clear sky 1,500 1,000 500 100 10
Twilight 500 300 150 30 10
Night, full moon 100 50 30 10 5
Night, no moon 50 20 10 5 3
Mist or light rain 1,000 500 250 30 10
Fog, light or snow 500 200 100 30 10
Fog, moderate 100 50 25 15 10
Fog, dense or blizzard 10 10 5 5 3
Rates of Climbing
Climber Climb rate in feet
Thief 2x Movement rate
Unskilled climber Movement rate
Rate multipliers
Surface Type Dry Slightly
Slippery
Slippery
Tree, scaffolding
Includes climbs with an open framework
4x 3x 2x
Sloping wall
Not quite clifflike, but too steep to walk up. If a character falls while climbing a sloping wall, he suffers damage only if he fails a saving thow vs. petrification. If the save is made, the character slides a short distances but is not harmed.
3x 2x 1x
Rope and wall
Requires that the character use a rope and is able to brace himself against a solid surface.
2x 1x ½
Rough w/ledges
Similar to rough faces but dotted with grips 3 inches or more wide. Frost-eroded cliffs and natural chimneys are in this category, as are masonry buildings falling into ruin.
1x ½
Rough*
Most natural cliffs, poorly maintained or badly built masonry, and typical wooden walls or stockades. Any natural stone surface is a rough face.

Nonthief characters must be mountaineers and have appopriate tools to climb these surfaces.
1x ¼
Smooth, cracked*
Most types of well-built masonry, cavern walls, maintained castle walls, and slightly eroded cliff faces.

Nonthief characters must be mountaineers and have appopriate tools to climb these surfaces.
½ ¼
Very smooth*
Expanses of smooth, uncracked rock, flush-fitted wooden walls, and welded or bolted metal walls.

Completely smooth walls, unbroken by any freature, cannot be climbed by anyone without tools.

Nonthief characters must be mountaineers and have appopriate tools to climb these surfaces.
¼ - -
Ice wall*
Cliffs or faces made entirely of frozen ice. These are different from very smooth and smooth surfaces in that there are still many natural cracks and protrusions. They are extremely dangerous to climb, so a Climbing check should be made every round for any character attempting it without tools.

Nonthief characters must be mountaineers and have appopriate tools to climb these surfaces.
- - ¼
Climbing Success Rates
Character Success Rate
Thief Climb walls
Unskilled climber 40%
Situation
Rope and wall +55%
Abundant handholds
   (trees, etc.)
+40%
Sloped inward +25%
Slightly slippery
   (wet or crumbling)
-25%
Slippery (icy, slimy) -40%
Armor equipped
Padded, Studded Leather -5%
Scale, chain -15%
Banded, splint -25%
Plate (all types) -50%
Character
Mountaineering prof.
+10%*
Per slot
Rope Use prof. with rope +10%
Encumberance
-5%*
Per level beyond unencumbered
Wounded below ½ HP -10%
Dwarf -10%
Gnome -15%
Halfling -15%
Total Modifiers 0
Overland Movement Rates
Race Base Rate Terrain Type Base Cost Environment Modfiers
Human 12 Open Terrain Normal -
Dwarf 6 Clear, farmland ½ Duststorm, sandstorm x3
Elf 12 Untraveled plains, grassland, heath 1 Freezing cold +1
Gnome 6 Scrub, brushland 2 Gale-force winds +2
Half-elf 12 Barren, wasteland, rocky desert 2 Heavy fog +1
Halfling 6 Desert, sand 3 Ice Storm +2
      Wooded Terrain Mud x2
      Forest, light 2 Rain, torrential x3
      Forest, medium 3 Rain, heavy x2
      Forest, heavy 4 Rain, light +1
      Jungle, medium 6 Scorching heat +1
      Jungle, heavy 8 Snow, blizzard x4
      Rugged Terrain Snow, normal x2
      Hills, rolling 2 Path or Road
      Hills, steep / mountains, low 4 None  
      Mountains, medium 6 Trail  
      Mountains, high 8 Road  
      Water / Ice Terrain      
      Glacier 2      
      Tundra 3      
      Wetlands, moor 4      
      Marsh, swamp 8 Miles / day 24
Light Sources
Source Radius Burning time
Beacon lantern 240 ft. 2 hrs./pint
Bullseye lantern 60 ft. 6 hrs./pint
Hooded lantern 30 ft. 6 hrs./pint
Torch 15 ft. 30 min.
Candle 5 ft. 10 min./inch
Bonfire 50 ft. ½ hr./armload
Campfire 35 ft. 1 hr./armload
Continual light 60 ft. Indefinite
Light spell 20 ft. Variable
Weapon 5 ft. As desired

Strength
Ability
Score
Hit
Prob.
Dmg.
Adj.
Weight
Allow
Max
Press
Open
Doors
Bend Bars/
Lift Gates
Giant
Type
1 -5 -4 1 3 1 0%  
2 -3 -2 1 5 1 0%  
3 -3 -1 5 10 2 0%  
4-5 -2 -1 10 25 3 0%  
6-7 -1 None 20 55 4 0%  
8-9 None None 35 90 5 1%  
10-11 None None 40 115 6 2%  
12-13 None None 45 140 7 4%  
14-15 None None 55 170 8 7%  
16 None +1 70 195 9 10%  
17 +1 +1 85 220 10 13%  
18 +1 +2 110 225 11 16%  
18/01-50 +1 +3 135 280 12 20%  
18/51-75 +2 +3 160 305 13 25%  
18/76-90 +2 +4 185 330 14 30%  
18/91-99 +2 +5 235 380 15(3) 35%  
18/00 +3 +6 335 480 16(6) 40%  
19 +3 +7 485 640 16(8) 50% Hill
20 +3 +8 535 700 17(10) 60% Stone
21 +4 +9 635 810 17(12) 70% Frost
22 +4 +10 785 970 18(14) 80% Fire
23 +5 +11 935 1,130 18(16) 90% Cloud
24 +6 +12 1,235 1,440 19(17) 95% Storm
25 +7 +14 1,535 1,750 19(18) 99% Titan
Dexterity
Ability
Score
Reaction
Adj.
Missile
Attack
Adj.
Defensive
Adj.
1 -6 -6 +5
2 -4 -4 +5
3 -3 -3 +4
4 -2 -2 +3
5 -1 -1 -2
6 0 0 +1
7-14 0 0 0
15 0 0 -1
16 +1 +1 -2
17 +2 +2 -3
18 +2 +2 -4
19 +3 +3 -4
20 +3 +3 -4
21 +4 +4 -5
22 +4 +4 -5
23 +4 +4 -5
24 +5 +5 -6
25 +5 +5 -6
Constitution
Ability
Score
HP Adj. System
Shock
Rez
%
Poison
Save
Regen
1 -3 25% 30% -2 Nil
2 -2 30% 35% -1 Nil
3 -2 35% 40% 0 Nil
4 -1 40% 45% 0 Nil
5 -1 45% 50% 0 Nil
6 -1 50% 55% 0 Nil
7 0 55% 60% 0 Nil
8 0 60% 65% 0 Nil
9 0 65% 70% 0 Nil
10 0 70% 75% 0 Nil
11 0 75% 80% 0 Nil
12 0 80% 85% 0 Nil
13 0 85% 90% 0 Nil
14 0 88% 92% 0 Nil
15 +1 90% 94% 0 Nil
16 +2 95% 96% 0 Nil
17 +2/+3 97% 98% 0 Nil
18 +2/+4 99% 100% 0 Nil
19 +2/+5 99% 100% +1 Nil
20 +2/+5 99% 100% +1 1/6 Turns
21 +2/+6 99% 100% +2 1/5 Turns
22 +2/+6 99% 100% +2 1/4 Turns
23 +2/+6 99% 100% +3 1/3 Turns
24 +2/+7 99% 100% +3 1/2 Turns
25 +2/+7 100% 100% +4 1/1 Turns
Intelligence
Abilty
Score
# of
Langs.
Spell
Learn
Chance to
Learn
Max # of
Spells /
Level
Illusion
Immunity
1 0 - - - -
2-8 1 - - - -
9 2 4th 35% 6 -
10 2 5th 40% 7 -
11 2 5th 45% 7 -
12 3 6th 50% 7 -
13 3 6th 55% 9 -
14 4 7th 60% 9 -
15 4 7th 65% 11 -
16 5 8th 70% 11 -
17 6 8th 75% 14 -
18 7 9th 85% 18 -
19 8 9th 95% All 1st-level
20 9 9th 96% All 2nd-level
21 10 9th 97% All 3rd-level
22 11 9th 98% All 4th-level
23 12 9th 99% All 5th-level
24 15 9th 100% All 6th-level
25 20 9th 100% All 7th-level
Wisdom / Willpower
Ability
Score
Magic
Defense
Adj.
Bonus
Spells
Chance
of Spell
Failure
Spell
Immunity
1 -6 - 80% -
2 -4 - 60% -
3 -3 - 50% -
4 -2 - 45% -
5 -1 - 40% -
6 -1 - 35% -
7 -1 - 30% -
8 0 - 25% -
9 0 - 20% -
10 0 - 15% -
11 0 - 10% -
12 0 - 5% -
13 0 1st 0% -
14 0 1st 0% -
15 +1 2nd 0% -
16 +2 2nd 0% -
17 +3 3rd 0% -
18 +4 4th 0% -
19 +4 1st, 3rd 0% cause fear, charm person,
command, friends, hypnotism
20 +4 2nd, 4th 0% forget, hold person,
ray of enfeeblement, scare
21 +4 3rd, 5th 0% fear
22 +4 4th, 5th 0% charm monster, confusion,
emotion, fumble, suggestion
23 +4 1st, 6th 0% chaos, feeblemind, hold
monster, magic jar, quest
24 +4 5th, 6th 0% geas, mass suggestion,
rod of rulership
25 +4 6th, 7th 0% antipathy/sympath,
death spell, mass charm
Charisma
Ability
Score
Max # of
Henchmen
Loyalty
Base
Reaction
Adj.
1 0 -8 -7
2 1 -7 -6
3 1 -6 -5
4 1 -5 -4
5 2 -4 -3
6 2 -3 -2
7 3 -2 -1
8 3 -1 0
9 4 0 0
10 4 0 0
11 4 0 0
12 5 0 0
13 5 0 +1
14 6 +1 +2
15 7 +3 +3
16 8 +4 +5
17 10 +6 +6
18 15 +8 +7
19 20 +10 +8
20 25 +12 +9
21 30 +14 +10
22 35 +16 +11
23 40 +18 +12
24 45 +20 +13
25 50 +20 +14

Experience Levels
Level Fighter Paladin /
Ranger
Wizard Cleric Druid Thief /
Bard
2 2,000 2,250 2,500 1,500 2,000 1,250
3 4,000 4,500 5,000 3,000 4,000 2,500
4 8,000 9,000 10,000 6,000 7,500 5,000
5 16,000 18,000 20,000 13,000 12,500 10,000
6 32,000 36,000 40,000 27,500 20,000 20,000
7 64,000 75,000 60,000 55,000 35,000 40,000
8 125,000 150,000 90,000 110,000 60,000 70,000
9 250,000 300,000 135,000 225,000 90,000 110,000
10 500,000 600,000 250,000 450,000 125,000 160,000
11 750,000 900,000 375,000 675,000 200,000 220,000
12 1,000,000 1,200,000 750,000 900,000 300,000 440,000
13 1,250,000 1,500,000 1,125,000 1,125,000 750,000 660,000
14 1,500,000 1,800,000 1,500,000 1,350,000 1,500,000 880,000
15 1,750,000 2,100,000 1,875,000 1,575,000 3,000,000 1,100,000
16 2,000,000 2,400,000 2,250,000 1,800,000 3,500,000 1,320,000
17 2,250,000 2,700,000 2,625,000 2,025,000 500,000* 1,540,000
18 2,500,000 3,000,000 3,000,000 2,250,000 1,000,000 1,760,000
19 2,750,000 3,300,000 3,375,000 2,475,000 1,500,000 1,980,000
20 3,000,000 3,600,000 3,750,000 2,700,000 2,000,000 2,200,000
Wizard Spell Progression
Wizard
Level
1 2 3 4 5 6 7 8 9
1 1 - - - - - - - -
2 2 - - - - - - - -
3 2 1 - - - - - - -
4 3 2 - - - - - - -
5 4 2 1 - - - - - -
6 4 2 2 - - - - - -
7 4 3 2 1 - - - - -
8 4 3 3 2 - - - - -
9 4 3 3 2 1 - - - -
10 4 4 3 2 2 - - - -
11 4 4 4 3 3 - - - -
12 4 4 4 4 4 1 - - -
13 5 5 5 4 4 2 - - -
14 5 5 5 4 4 2 1 - -
15 5 5 5 5 5 2 1 - -
16 5 5 5 5 5 3 2 1 -
17 5 5 5 5 5 3 3 2 -
18 5 5 5 5 5 3 3 2 1
19 5 5 5 5 5 3 3 3 1
20 5 5 5 5 5 4 3 3 2
Cleric Spell Progression
Cleric
Level
1 2 3 4 5 6 7
1 1 - - - - - -
2 2 - - - - - -
3 2 1 - - - - -
4 3 2 - - - - -
5 3 3 1 - - - -
6 3 3 2 - - - -
7 3 3 2 1 - - -
8 3 3 3 2 - - -
9 4 4 3 2 1 - -
10 4 4 3 3 2 - -
11 5 4 4 3 2 1 -
12 6 5 5 3 2 2 -
13 6 6 6 4 2 2 -
14 6 6 6 5 3 2 1
15 6 6 6 6 4 2 1
16 7 7 7 6 4 3 1
17 7 7 7 7 5 3 2
18 8 8 8 8 6 4 2
19 9 9 8 8 6 4 2
20 9 9 9 8 7 5 2
Bard Spell Progression
Bard
Level
1 2 3 4 5 6
1 - - - - - -
2 1 - - - - -
3 2 - - - - -
4 2 1 - - - -
5 3 1 - - - -
6 3 2 - - - -
7 3 2 1 - - -
8 3 3 1 - - -
9 3 3 2 - - -
10 3 3 2 1 - -
11 3 3 3 1 - -
12 3 3 3 2 - -
13 3 3 3 2 1 -
14 3 3 3 3 1 -
15 3 3 3 3 2 1
16 4 3 3 3 2 1
17 4 4 3 3 3 1
18 4 4 4 3 3 2
19 4 4 4 4 3 2
20 4 4 4 4 4 3
Paladin Spell Progression
Paladin
Level
Casting
Level
1 2 3 4
9 1 1 - - -
10 2 2 - - -
11 3 2 1 - -
12 4 2 2 - -
13 5 2 2 1 -
14 6 3 2 1 -
15 7 3 2 1 1
16 8 3 3 2 1
17 9 3 3 3 1
18 9 3 3 3 1
19 9 3 3 3 2
20 9 3 3 3 2
Ranger Abilities
Ranger
Level
Hide in
Shadows
Move
Silently
Casting
Level
1 2 3
1 10% 15% - - - -
2 15% 21% - - - -
3 20% 27% - - - -
4 25% 33% - - - -
5 31% 40% - - - -
6 37% 47% - - - -
7 43% 55% - - - -
8 49% 62% 1 1 - -
9 56% 70% 2 2 - -
10 63% 78% 3 2 1 -
11 70% 86% 4 2 2 -
12 77% 94% 5 2 2 1
13 85% 99% 6 3 2 1
14 93% 99% 7 3 2 2
15 99% 99% 8 3 3 2
16 99% 99% 9 3 3 3
No further progression
Specialist Attacks per Round
Fighter
Level
Melee
Weapon
Light
X-bow
Heavy
X-bow
Thrown
Dagger
Thrown
Dart
Other Non-bow
Missiles
1-6 3/2 1/1 1/2 3/1 4/1 3/2
7-12 2/1 3/2 1/1 4/1 5/1 2/1
13+ 5/2 2/1 3/2 5/1 6/1 5/2
Warrior Melee Attacks / Round
Warrior Level Attacks/Round
1-6 1 / round
7-12 3/2 rounds
13+ 2 / round
Wizard Specialist Requirements
Specialist School Race Min
Score
Opposition School(s)
Abjurer Abjuration H 15 Wis Alteration & Illusion
Conjurer Conj./Summ. H, ½E 15 Con Gr. Divin. & Invocation
Diviner Gr. Divin. H, ½E, E 16 Wis Conj./Summ.
Enchanter Ench./Charm H, ½E, E 16 Cha Invoc./Evoc. & Necromancy
Illusionist Illusion H, G 16 Dex Necro., Invoc/Evoc., Abjur.
Invoker Inovc.Evoc. H 16 Con Ench./Charm & Conj./Summ.
Necromancer Necromancy H 16 Wis Illusion & Ench./Charm
Transmuter Alteraion H, ½E 15 Dex Abjuration & Necromancy
Thief Skills
Mod Pick
Pockets
Open
Locks
Traps Move
Silently
Hide in
Shadows
Detect
Noise
Climb
Walls
Read
Langs.
Base 15% 10% 5% 10% 5% 15% 60% 0%
Racial Mods
Dwarf - +10% +15% - - - -10% -5%
Elf +5% -5% - +5% +10% +5% - -
Gnome - +5% +10% +5% +5% +10% -15% -
Half-elf +10% - - - +5% - - -
Halfling +5% +5% +5% +10% +15% +5% -15% -5%
Dex Mods
9 -15% -10% -10% -20% -10% - - -
10 -10% -5% -10% -15% -5% - - -
11 -5% - -5% -10% - - - -
12 - - - -5% - - - -
13-15 - - - - - - - -
16 - +5% - - - - - -
17 +5% +10% - +5% +5% - - -
18 +10% +15% +5% +10% +10% - - -
19 +15% +20% +10% +15% +15% - - -

Offense

Defense

Forced Movement

Movement

Other