Tables

This is a complete listing of all the tables in the Player's Handbook. Any tables that have been modified from the Player's Handbook are marked with an asterisk (*). To find them all, search for ' *' (the modified table indicators are the only asterisks on the page preceded by a space). These are indicated in the menu as well. Modifications include changes to reflect house rules, reorganization of data (including the combining/separating of several tables), and some addenda (typo correction), and addition of superscript indicators for tables 1-6 indicating which S&P subability each rating is derived from.

Also, tables 7 and 8 from the DMG have been included (labeled tables D7 and D8, respectively, in the race tables section). See the DMG rules section of the House Rules page for details.

All tables are Copyright 1998 TSR Inc.

Table 1: Strength *

 StaminaMuscle
Ability
Score
Weight
Allow.
Attack
Adj.
Dmg.
Adj.
Max.
Press
Open
Doors
Bend Bars/
Lift Gates
Notes
11-5-4310%
21-3-2510%
35-3-11020%
4-510-2-12530%
6-720-105540%
8-935009051%
10-11400011562%
12-13450014074%
14-15550017087%
16700+1195910%
1785+1+12201013%
18110+1+22551116%
18/01-50135+1+32801220%
18/51-75160+2+33051325%
18/76-90185+2+43301430%
18/91-99235+2+538015(3)35%
18/00335+3+648016(6)40%
19485+3+764016(8)50%Hill Giant
20535+3+870017(10)60%Stone Giant
21635+4+981017(12)70%Frost Giant
22785+4+1097018(14)80%Fire Giant
23935+5+111,13018(16)90%Cloud Giant
241,235+6+121,44019(17)95%Storm Giant
251,535+7+141,75019(18)99%Titan

Table 2: Dexterity *

 AimBalance
Ability
Score
Missile
Attack Adj.
Surprise
Adj.
Defensive
Adj.
1-6-6-5
2-4-4-5
3-3-3-4
4-2-2-3
5-1-1-2
600-1
7-14000
1500+1
16+1+1+2
17+2+2+3
18+2+2+4
19-20+3+3+4
21-23+4+4+5
24-25+5+5+6

Table 3: Constitution *

 FitnessHealth
Ability
Score
Hit Point
Adjustment
Resurrection
Survival
System
Shock
Poison
Save
RegenerationSave vs.
Magic
1-330%25%-2Nil0
2-235%30%-1Nil0
3-240%35%0Nil0
4-145%40%0Nil+1
5-150%45%0Nil+1
6-155%50%0Nil+1
7060%55%0Nil+2
8065%60%0Nil+2
9070%65%0Nil+2
10075%70%0Nil+2
11080%75%0Nil+3
12085%80%0Nil+3
13090%85%0Nil+3
14092%88%0Nil+4
15+194%90%0Nil+4
16+296%95%0Nil+4
17+2 (+3)*98%97%0Nil+4
18+2 (+4)*100%99%0Nil+5
19+2 (+5)*100%99%+1Nil+5
20+2 (+5)**100%99%+11/6 turns+5
21+2 (+6)***100%99%+21/5 turns+6
22+2 (+6)***100%99%+21/4 turns+6
23+2 (+6)****100%99%+31/3 turns+6
24+2 (+7)****100%99%+31/2 turns+6
25+2 (+7)****100%100%+41/1 turn+7

* Parenthetical bonus applies to warriors only. All other classes receive maximum bonus of +2 per die.
** All 1s rolled for Hit Dice are automatically considered 2s.
*** All 1s and 2s rolled for Hit Dice are automatically considered 3s.
**** All 1s, 2s, and 3s rolled for Hit Dice are automatically considered 4s.

Table 4: Intelligence *

 KnowledgeReason
Ability
Score
# of
Lang.
Chance to
Learn Spell
Spell
Level
Max. # of
Spells/Level
Illusion
Immunity
10*--------
21--------
31--------
41--------
51--------
61--------
71--------
81--------
9235%4th6--
10240%5th7--
11245%5th7--
12350%6th7--
13355%6th9--
14460%7th9--
15465%7th11--
16570%8th11--
17675%8th14--
18785%9th18--
19895%9thAll1st-level
20996%9thAll2nd-level
211097%9thAll3rd-level
221198%9thAll4th-level
231299%9thAll5th-level
2415100%9thAll6th-level
2520100%9thAll7th-level

* While unable to speak a language, the character can still communicate by grunts and gestures.

Table 5: Wisdom *

 IntuitionWillpower
Ability
Score
Bonus
Spells
Chance
of Spell
Failure
Magical
Defense
Adjustment
Spell
Immunity
1--80%-6--
2--60%-4--
3--50%-3--
4--45%-2--
5--40%-1--
6--35%-1--
7--30%-1--
8--25%0--
9020%0--
10015%0--
11010%0--
1205%0--
131st0%0--
141st0%0--
152nd0%+1--
162nd0%+2--
173rd0%+3--
184th0%+4--
191st, 3rd0%+4cause fear, charm person,
command, friends, hypnotism
202nd, 4th0%+4forget, hold person, ray of
enfeeblement, scare
213rd, 5th0%+4fear
224th, 5th0%+4charm monster, confusion,
emotion, fumble, suggestion
231st, 6th0%+4chaos, feeblemind, hold
monster, magic jar, quest
245th, 6th0%+4geas, mass suggestion, rod of
rulership
256th, 7th0%+4antipathy/sympathy, death
spell, mass charm

Table 6: Charisma *

 LeadershipAppearance
Ability
Score
Maximum
# of
Henchmen
Loyalty
Base
Reaction
Adjustment
10-8-7
21-7-6
31-6-5
41-5-4
52-4-3
62-3-2
73-2-1
83-10
9400
10400
11400
12500
1350+1
146+1+2
157+3+3
168+4+5
1710+6+6
1815+8+7
1920+10+8
2025+12+9
2130+14+10
2235+16+11
2340+18+12
2445+20+13
2550+20+14

Table 7: Racial Ability Requirements

AbilityDwarfElfGnomeHalf-ElfHalfling
Strength8/183/186/183/187/18*
Dexterity3/176/183/186/187/18
Constitution11/187/188/186/1810/18
Intelligence3/188/186/184/186/18
Wisdom3/183/183/183/183/17
Charisma3/178/183/183/183/18

Table 8: Racial Ability Adjustments

RaceAdjustments
Dwarf+1 Constitution; -1 Charisma
Elf+1 Dexterity; -1 Constitution
Gnome+1 Intelligence; -1 Wisdom
Halfling+1 Dexterity; -1 Strength

Table 9: Constitution Saving
Throw Bonuses

Constitution ScoreSaving Throw Bonus*
4-6+1
7-10+2
11-13+3
14-17+4
18-19+5

* Only Dwarves, Gnomes, and Halflings gain this bonus, and only to their saves vs. wands, staves, rods, and spells.

Table 10: Average Height and Weight

Height in InchesWeight in Pounds
RaceBase*ModifierBase*Modifier
Dwarf43/411d10130/1054d10
Elf55/501d1090/703d10
Gnome38/361d672/685d4
Half-elf60/582d6110/853d12
Halfling32/302d852/485d4
Human60/592d10140/1006d10

* Females tend to be lighter and shorter than males. Thus, the base numbers for height and weight are divided into male/female values. Note that the modifier still allows for a broad range in each category.

Table 11: Age

Starting AgeMaximum Age
RaceBase AgeVariableBaseVariable
Dwarf405d62502d100
Elf*1005d63504d100
Gnome603d122003d100
Half-elf151d61253d20
Halfling203d41001d100
Human151d4902d20

* Upon attaining maximum age, an elf does not die. Rather he feels compelled to migrate to some mysterious, other land, departing the world of men.

Table 12: Aging Effects

RaceMiddle Age*
(½ Base Max.)
Old Age**
(2/3 Base Max.)
Venerable***
(Base Max.)
Dwarf125 years167 years250 years
Elf175 years233 years350 years
Gnome100 years133 years200 years
Half-elf62 years83 years125 years
Halfling50 years67 years100 years
Human45 years60 years90 years

* -1 Str/Con; +1 Int/Wis
** -2 Str/Dex, -1 Con; +1 Wis
*** -1 Str/Dex/Con; +1 Int/Wis

Table D7: Racial Class and Level Limits

Character ClassCharacter Races
HumanDwarfElfGnomeHalf-elfHalfling
BardUU
ClericU10129148
DruidU9
FighterU151211149
Illus.U15
MageU1512
PaladinU
RangerU1516
ThiefU1212131215

U - A player character can advance to the maximum possible level in a given class. The Player's Handbook gives rules for advancing the player characters to 20th level.
– A player character cannot belong to the listed class.

Table D8: Prime Requisite Max Level Bonuses

Ability ScoreAdditional Levels
14, 15+1
16, 17+2
18+3
19+4

Table 13: Class Ability Minimums

Character
Class
StrDexConIntWisCha
Fighter9----------
Paladin12--9--1317
Ranger131314--14--
Mage------9----
Specialist MageVarVarVarVarVarVar
Cleric--------9--
Druid--------1215
Thief--9--------
Bard--12--13--15

Table 14: Warrior Experience Levels *

LevelFighter XPPaladin/
Ranger XP
Hit Dice
1001d10
22,0002,2502d10
34,0004,5003d10
48,0009,0004d10
516,00018,0005d10
632,00036,0006d10
764,00075,0007d10
8125,000150,0008d10
9250,000300,0009d10
10500,000600,0009d10+3
11750,000900,0009d10+6
121,000,0001,200,0009d10+9
131,250,0001,500,0009d10+12
141,500,0001,800,0009d10+15
151,750,0002,100,0009d10+18
162,000,0002,400,0009d10+21
172,250,0002,700,0009d10+24
182,500,0003,000,0009d10+27
192,750,0003,300,0009d10+30
203,000,0003,600,0009d10+33

Table 15: Warrior Melee
Attacks per Round *

Warrior LevelAttacks/Round
1-51/round
6-113/2 rounds
12 & up2/round

Table 17: Paladin Spell Progression

PaladinCastingPriest Spell Level
LevelLevel1234
911------
1022------
11321----
12422----
135221--
146321--
1573211
1683321
179*3331
189*3331
199*3332
20*9*3333

* Maximum spell ability

Table 18: Ranger Abilities

RangerHide inMoveCastingPriest Spell Levels
LevelShadowsSilentlyLevel123
110%15%--------
215%21%--------
320%27%--------
425%33%--------
531%40%--------
637%47%--------
743%55%--------
849%62%11----
956%70%22----
1063%78%321--
1170%86%422--
1277%94%5221
1385%99%*63*21
1493%99%7322
1599%*99%833*2
1699%99%9*333*

* Maximum attainable

Table 20: Wizard Experience Levels *

LevelXPHit Dice
101d4
22,5002d4
35,0003d4
410,0004d4
520,0005d4
640,0006d4
760,0007d4
890,0008d4
9135,0009d4
10250,00010d4
11375,00010d4+1
12750,00010d4+2
131,125,00010d4+3
141,500,00010d4+4
151,875,00010d4+5
162,250,00010d4+6
172,625,00010d4+7
183,000,00010d4+8
193,375,00010d4+9
203,750,00010d4+10

Table 21: Wizard Spell Progression

Wizard
Level
Spell Level
123456789
11----------------
22----------------
321--------------
432--------------
5421------------
6422------------
74321----------
84332----------
943321--------
1044322--------
1144433--------
12444441------
13555442------
145554421----
155555521----
1655555321--
1755555332--
18555553321
19555553331
20555554332

Table 22: Wizard Specialist Requirements

SpecialistSchoolRaceMinimum
Ability
Score
Opposition School(s)
AbjurerAbjurationH15 WisAlteration & Illusion
ConjurerConj./Summ.H, ½E15 ConGr. Divin. & Invoc./Evoc.
DivinerGr. Divin.H, ½E, E16 WisConj./Summ.
EnchanterEnch./CharmH, ½E, E16 ChaInvoc./Evoc. & Necromancy
IllusionistIllusionH, G16 DexNecro., Invoc./Evoc., Abjur.
InvokerInvoc./Evoc.H16 ConEnch./Charm & Conj./Summ.
NecromancerNecromancyH16 WisIllusion & Ench./Charm
TransmuterAlterationH, ½E15 DexAbjuration & Necromancy

Table 23: Priest Experience Levels *

LevelCleric XPDruid XPHit Dice
1001d8
21,5002,0002d8
33,00040003d8
46,0007,5004d8
513,00012,5005d8
627,50020,0006d8
755,00035,0007d8
8110,00060,0008d8
9225,00090,0009d8
10450,000125,0009d8+2
11675,000200,0009d8+4
12900,000300,0009d8+6
131,125,000750,0009d8+8
141,350,0001,500,0009d8+10
151,575,0003,000,0009d8+12
161,800,0003,500,0009d8+14
172,025,000500,000*9d8+16
182,250,0001,000,0009d8+18
192,475,0001,500,0009d8+20
202,700,0002,000,0009d8+22

* See section on hierophant druids under Druids in chapter 3.

Table 24: Priest Spell Progression

Priest
Level
Spell Level
123456*7**
11------------
22------------
321----------
432----------
5331--------
6332--------
73321------
83332------
944321----
1044332----
11544321--
12655322--
13666422--
146665321
156666421
167776431
177777532
188888642
199988642
209998752

* Usable only by priests with 17 or greater Wisdom.
** Usable only by priests with 18 or greater Wisdom.

Table 25: Rogue Experience Levels *

LevelXPHit Dice
101d6
21,2502d6
32,5003d6
45,0004d6
510,0005d6
620,0006d6
740,0007d6
870,0008d6
9110,0009d6
10160,00010d6
11220,00010d6+2
12440,00010d6+4
13660,00010d6+6
14880,00010d6+8
151,100,00010d6+10
161,320,00010d6+12
171540,00010d6+14
181,760,00010d6+16
191,980,00010d6+18
202,200,00010d6+20

Table 26: Thieving Skill Base Scores

SkillBase Score
Pick Pockets15%
Open Locks10%
Find/Remove Traps5%
Move Silently10%
Hide in Shadows5%
Detect Noise15%
Climb Walls60%
Read Languages0%
Bribe*5%
Detect Illusion*10%
Detect Magic*5%
Escape Bonds*10%
Tunneling*15%

* Found in Players' Option: Skills and Powers.

Table 27: Thieving Skill Racial Adjustments

SkillDwarfElfGnomeHalf-elfHalfling
Pick Pockets--+5%--+10%+5%
Open Locks+10%-5%+5%--+5%
Find/Remove Traps+15%--+10%--+5%
Move Silently--+5%+5%--+10%
Hide in Shadows--+10%+5%+5%+15%
Detect Noise--+5%+10%--+5%
Climb Walls-10%---15%---15%
Read Languages-5%-------5%
Bribe*-5%+15%+5%+5%--
Detect Illusion*+5%--+10%+5%--
Detect Magic*+5%+10%+5%+5%+5%
Escape Bonds*--------+10%
Tunneling*+10%-10%+5-5%+5%

* Found in Players' Option: Skills and Powers.

Table 28: Thieving Skill Dexterity Adjustments

DexterityPick
Pockets
Open
Locks
Find/
Remove Traps
Move
Silently
Hide in
Shadows
Climb
Walls
Escape
Bonds*
Tunneling*
9-15%-10%-10%+20%-10%-10%-15%-10%
10-10%-5%-10%-15%-5%-5%-10%-5%
11-5%---5%-10%-----5%--
12-------5%--------
13-15----------------
16--+5%------------
17+5%+10%--+5%+5%+5%+5%--
18+10%+15%+5%+10%+10%+10%+10%+5%
19+15%+20%+10%+15%+15%+15%+15%+10%
20+20%+20%+15%+15%+20%+20%+20%+15%
21+20%+25%+20%+20%+25%+20%+25%+20%
22+25%+25%+20%+20%+30%+25%+30%+30%

* Found in Players' Option: Skills and Powers.

Table 29:Thieving Skill Armor Adjustments

SkillNo ArmorElven ChainPadded, Hide or
Studded Leather
Chain mail*
or Ring Mail*
Pick Pockets+5%-20%-30%-25%
Open Locks---5%-10%--
Find/Remove Traps---5%-10%--
Move Silently+10%-10%-20%--
Hide in Shadows+5%-10%-20%--
Detect Noise---5%-10%-10%
Climb Walls+10%-20%-30%-25%
Read Languages--------
Bribe**-10%+5%-5%--***
Escape Bonds**+5%-5%-5%-10%***
Tunneling**+10%-5%-10%-15%***

* Only Bards can wear ring mail or non-elven chain mail while using thief skills.
** Found in Players' Option: Skills and Powers.
*** Inferred by DM.

Table 30: Backstab Damage Multipliers *

LevelThief
Damage
Multiplier
Assassin
Damage
Multiplier
1x2x2
2x2x2
3x2x3
4x3x3
5x3x3
6x3x4
7x3x4
8x4x4
9x4x5
10x4x5
11x4x5
12x5*x6
13x5x6
14x5x6
15x5x7*

* Maximum Attainable

Table 32: Bard Spell Progression

Bard
Level
Spell Level
123456
1------------
21----------
32----------
421--------
531--------
632--------
7321------
8331------
9332------
103321----
113331----
123332----
1333321--
1433331--
1533332--
16433321
17443331
18444332
19444432
20444443

Table 33: Bard Base Thieving Scores

Climb WallsDetect NoisePick PocketsRead Languages
50%20%10%5%

Table 34: Proficiency Slots

Class
Group
Weapon
Proficiencies
Nonweapon
Proficiencies
Initial# LevelsPenaltyInitial# Levels
Warrior43-233
Wizard16-543
Priest24-343
Rogue24-334

Table 35: Specialist Attacks Per Round *

WeaponLevel of Specialist
1-56-1112+
Melee Weapons3/22/15/2
Blowgun2/15/23/1
Bolas1/13/22/1
Bows2/13/14/1
Hand Crossbow1/13/22/1
Light Crossbow1/13/22/1
Heavy Crossbow1/21/13/2
Stonebow1/13/22/1
Repeating Crossbow2/15/23/1
Thrown Dagger/Knife3/14/15/1
Thrown Dart4/15/16/1
Javelin3/22/15/2
Sling3/22/15/2
Staff Sling5/23/17/2
Shuriken3/14/15/1
Other Thrown Weapons1/13/22/1

Skills & Powers Table 44: Ability Modifiers to Proficiency Scores

Ability/SubabilityProficiency Modifier
3–5
4–4
5–3
6–2
7–1
8–130
14+1
15+2
16+3
17+4
18++5

Table 37.0: General NWPs *

Proficiency:Cost:Initial Rating:Relevant Abilities:Source:
Agriculture37Int/KnowledgeS&P
Animal Handling37Wis/WillpowerS&P
Animal Training45Wis/Willpower, Cha/LeadershipS&P
Blacksmithing46Str/Muscle, Int/KnowledgeS&P
Boat Piloting26Str/Muscle, Int/ReasonS&P
Brewing38Int/KnowledgeS&P
Carpentry37Str/Stamina, Int/KnowledgeS&P
Cartography35Int/ReasonBook of Rangers
City Familiarity37Int/KnowledgeBook of Ninjas
Cobbling37Dex/Aim, Int/KnowledgeS&P
Cooking37Int/ReasonS&P
Dancing26Dex/Balance, Cha/AppearanceS&P
Deep Diving25Dex/Balance, Con/HealthS&P
Direction Sense38Wis/IntuitionPHB
Distance Sense37Wis/IntuitionBook of Rangers
Engineering45Int/Reason, Wis/IntuitionS&P
Etiquette28Cha/Appearance, Wis/IntuitionS&P
Fire-Building28Wis/Intuition, Int/ReasonS&P
Fishing36Wis/Intuition, Int/KnowledgeS&P
Gaming25Wis/Intuition, Int/KnowledgeS&P
Heraldry28Int/KnowledgeS&P
Leather Working28Int/Knowledge, Dex/AimS&P
Mining55Wis/Intuition, Str/StaminaS&P
Modern Languages29Int/KnowledgeS&P
Musical Instrument27Cha/LeadershipS&P
Navigation36Int/Knowledge, Wis/IntuitionS&P
Observation37Int/ReasonBook of Thieves, Spells & Magic
Orienteering37Int/Knowledge, Wis/IntuitionS&P
Painting27Dex/Aim, Wis/IntuitionS&P
Persuasion35Cha/AppearanceBook of Rangers, Spells & Magic
Poetry35Int/KnowledgeBook of Paladins
Pottery37Dex/AimS&P
Prestidigitation37Dex/AimSpells & Magic
Riding, Airborne45Wis/Willpower, Dex/BalanceS&P
Riding, Land28Wis/Willpower, Dex/BalanceS&P
Riding, Sea45Dex/BalanceBook of Rangers
Rope Use28Dex/Aim, Wis/IntuitionS&P
Sculpting25Dex/Aim, Wis/IntuitionS&P
Signaling35Int/KnowledgeBook of Rangers
Singing25Cha/LeadershipS&P
Seamanship38Wis/Intuition, Dex/BalanceS&P
Stonemasonry45Str/Stamina, Wis/IntuitionS&P
Swimming29Str/StaminaS&P
Tailoring37Dex/Aim, Int/ReasonS&P
Weather Knowledge27Wis/IntuitionS&P
Weaving36Int/Reason, Dex/AimS&P

Table 37.1: Priest NWPs *

Proficiency:Cost:Initial Rating:Relevant Abilities:Source:
Administration39Int/KnowledgeSpells & Magic
Alms38Cha/AppearanceSpells & Magic
Ancient History36Wis/Intuition, Int/KnowledgeS&P
Ancient Languages45Int/KnowledgeS&P
Astrology35Wis/Intuition, Int/KnowledgeS&P
Bookbinding38Int/Knowledge, Dex/AimSpells & Magic
Bureaucracy58Int/KnowledgeBook of Paladins, Spells & Magic
Diagnostics36Wis/IntuitionBook of Paladins
Ceremony27Wis/IntuitionSpells & Magic
Concentration*56Wis/WillpowerSpells & Magic
Healing45Wis/Intuition, Cha/LeadershipS&P
Herbalism36Int/Knowledge, Wis/IntuitionS&P
Investigation46Int/ReasonSpells & Magic
Law37Wis/Intuition, Int/ReasonBook of Paladins, Spells & Magic
Local History26Int/Knowledge, Cha/AppearanceS&P
Omen Reading35Wis/IntuitionSpells & Magic
Oratory37Cha/LeadershipBook of Paladins, Spells & Magic
Papermaking28Int/Knowledge, Dex/AimSpells & Magic
Reading/Writing28Int/KnowledgeS&P
Religion26Wis/IntuitionS&P
Sage Knowledge45Int/KnowledgeSpells & Magic
Scribe27Dex/AimSpells & Magic
Spellcraft37Int/ReasonS&P
Veterinary Healing34Wis/IntuitionBook of Rangers
Undead Lore36Int/KnowledgeSpells & Magic

Table 37.2: Rogue NWPs *

Proficiency:Cost:Initial Rating:Relevant Abilities:Source:
Ancient History36Wis/Intuition, Int/KnowledgeS&P
Appraising28Int/Reason, Wis/IntuitionS&P
Assimilation37Int/ReasonBook of Ninjas
Blind-fighting4NA/6Wis/Intuition, Dex/BalanceS&P
Bureaucracy58Int/KnowledgeBook of Paladins, Spells & Magic
Camouflage45Int/KnowledgeC&T
Cryptography35Wis/Intuition, Cha/LeadershipS&P
Disguise45Wis/Intuition, Cha/LeadershipS&P
Enamor35Cha/AppearanceBook of Ninjas
Endurance23Con/FitnessS&P
Feign/Detect Sleep37Int/ReasonBook of Ninjas
Foraging35Int/KnowledgeBook of Rangers
Forgery35Dex/Aim, Wis/WillpowerS&P
Gem Cutting36Dex/AimS&P
Herbalism36Int/Knowledge, Wis/IntuitionS&P
Hold Breath37Con/FitnessBook of Ninjas
Hunting27Wis/IntuitionS&P
Juggling37Dex/AimS&P
Jumping28Str/Muscle, Dex/BalanceS&P
Local History28Int/Knowledge, Cha/AppearanceS&P
Night Vision35Wis/IntuitionBook of Ninjas
Quick Study54Varies, see descriptionBook of Ninjas
Reading Lips37Int/Knowledge, Wis/IntuitionS&P
Reading/Writing28Int/KnowledgeS&P
Set Snares36Dex/Aim, Wis/IntuitionS&P
Survival36Int/Knowledge, Wis/WillpowerS&P
Tightrope Walking35Dex/BalanceS&P
Throwing28Dex/Aim, Str/MuscleS&P
Toxicology37Int/KnowledgeBook of Ninjas
Tracking47Wis/IntuitionS&P
Trail Signs36Wis/IntuitionBook of Rangers
Tumbling37Dex/Balance, Str/MuscleS&P
Underclass57Wis/IntuitionBook of Ninjas
Ventriloquism45Int/KnowledgeS&P

Table 37.2.1: Bard NWPs *

Proficiency:Cost:Initial Rating:Relevant Abilities:Source:
Acting36Cha/LeadershipBook of Bards
Chanting39Cha/LeadershipBook of Bards
Concentration*56Wis/WillpowerSpells & Magic
Craft Instrument55Dex/AimBook of Bards
Crowd Working37Cha/AppearanceBook of Bards
Whistling/Humming39Dex/AimBook of Bards

Table 37.2.2: Thief NWPs *

Proficiency:Cost:Initial Rating:Relevant Abilities:Source:
Animal Noise36Wis/IntuitionBook of Thieves
Begging37Cha/AppearanceBook of Thieves
Fast Talking37Cha/LeadershipBook of Thieves
Fortune Telling59Cha/LeadershipBook of Thieves
Info Gathering37Int/KnowledgeBook of Thieves
Intimidation37Str/Muscle, Cha/LeadershipBook of Thieves
Locksmithing37Dex/AimBook of Thieves
Looting37Dex/AimBook of Thieves
Observation37Int/ReasonBook of Thieves, Spells & Magic
Trailing37Dex/AimBook of Thieves
Voice Mimicry57Cha/AppearanceBook of Thieves

Table 37.3: Warrior NWPs *

Proficiency:Cost:Initial Rating:Relevant Abilities:Source:
Animal Lore37Int/Knowledge, Wis/IntuitionS&P
Armorer55Int/Knowledge, Str/MuscleS&P
Blind-fighting4NA/6Wis/Intuition, Dex/BalanceS&P
Bowyer/Fletcher56Int/Knowledge, Dex/AimS&P
Camouflage45Int/KnowledgeC&T
Charioteering45Dex/Balance, Wis/WillpowerS&P
Endurance23Con/FitnessS&P
Foraging35Int/KnowledgeBook of Rangers
Hunting27Wis/IntuitionS&P
Intimidation37Str/MuscleBook of Thieves
Jousting36Wis/IntuitionBook of Paladins
Law37Wis/Intuition, Int/ReasonBook of Paladins, Spells & Magic
Mountaineering47Str/Stamina, Wis/WillpowerS&P
Oratory37Cha/LeadershipBook of Paladins, Spells & Magic
Running25Str/Stamina, Con/FitnessS&P
Set Snares48Dex/Aim, Wis/IntuitionS&P
Spelunking35Int/ReasonBook of Rangers
Survival36Int/Knowledge, Wis/WillpowerS&P
Tracking47Wis/IntuitionS&P
Trail Marking37Wis/IntuitionBook of Rangers
Trail Signs36Wis/IntuitionBook of Rangers
Weaponsmithing55Int/Knowledge, Dex/AimS&P
Weaponsmithing, Crude34Wis/IntuitionBook of Rangers

Table 37.4: Wizard NWPs *

Proficiency:Cost:Initial Rating:Relevant Abilities:Source:
Alchemy 56Int/ReasonSpells & Magic
Anatomy45Int/KnowledgeSpells & Magic
Ancient History36Wis/Intuition, Int/KnowledgeS&P
Ancient Languages45Int/KnowledgeS&P
Arcanology45Int/KnowledgeSpells & Magic
Astrology35Wis/Intuition, Int/KnowledgeS&P
Astronomy27Int/KnowledgeS&P
Bookbinding38Int/Knowledge, Dex/AimSpells & Magic
Concentration*56Wis/WillpowerSpells & Magic
Cryptography36Int/ReasonS&P
Dowsing35Wis/IntuitionSpells & Magic
Gem Cutting36Dex/AimS&P
Glass Blowing27Dex/AimSpells & Magic
Herbalism36Int/Knowledge, Wis/IntuitionS&P
Hypnotism46Cha/LeadershipSpells & Magic
Mental Resistance35Wis/WillpowerSpells & Magic
Omen Reading35Wis/IntuitionSpells & Magic
Papermaking28Int/Knowledge, Dex/AimSpells & Magic
Religion26Wis/IntuitionS&P
Research36Int/ReasonSpells & Magic
Reading/Writing28Int/KnowledgeS&P
Sage Knowledge45Int/KnowledgeSpells & Magic
Scribe27Dex/AimSpells & Magic
Spellcraft37Int/ReasonS&P
Tactics of Magic36Int/ReasonSpells & Magic
Thaumaturgy35Int/ReasonSpells & Magic

Table 38: Nonweapon Proficiency Group Crossovers

Character ClassProficiency Groups
FighterWarrior, General
PaladinWarrior, Priest, General
RangerWarrior, Wizard, General
ClericPriest, General
DruidPriest, Warrior, General
MageWizard, General
Specialist MageWizard, General
ThiefRogue, General
BardRogue, Warrior, Wizard, General

Table 39: Tracking Modifiers

TerrainModifier
Soft or muddy ground+4
Thick brush, vines, or reeds+3
Occasional signs of passage, dust+2
Normal ground, wood floor0
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

Table 40: Movement While Tracking *

Chance to TrackMovement Rate
1-6¼ normal
7-14½ normal
15 or greater¾ normal

Table 41: Weapon Construction

WeaponConstruction
Time
Material
Cost
Arrowhead10/day1 cp
Battle Axe10 days10 sp
Hand Axe5 days5 sp
Dagger5 days2 sp
H. Crossbow20 days10 sp
L. Crossbow15 days5 sp
Fork, Trident20 days10 sp
Spear, Lance4 days4 sp
Short Sword20 days5 sp
Long Sword30 days10 sp
2-hd Sword45 days2 gp

Table 42: Standard Exchange Rates

CoinExchange Value
CPSPEPGPPP
Copper Piece (CP) =11/101/501/1001/500
Silver Piece (SP) =1011/51/101/50
Electrum Piece (EP) =5051½1/10
Gold Piece (GP) =10010211/5
Platinum Piece (PP) =500501051

Table 43: Initial Character Funds

Character GroupDie Range
Warrior5d4 x 10 gp
Wizard(1d4+1) x 10 gp
Rogue2d6 x 10 gp
Priest*3d6 x 10 gp

* Priest characters can use their money only to purchase equipment and goods. Once all purchases are made, the priest character must return all but two or three of his remaining gold pieces to his superiors (since his equipment is supplied by his organization). Priests cannot lend any of their initial funds to other characters.

Table 44: Equipment *

Clothing
Belt3 spPin6 gp
Boots--Plain brooch10 gp
   Riding3 gpRobe--
   Soft1 gp   Common9 sp
Breeches2 gp   Embroidered20 gp
Cap, hat1 spSandals5 cp
Cloak--Sash2 sp
   Good cloth8 spShoes1 gp
   Fine fur50 gpSilk jacket80 gp
Girdle3 gpSurcoat6 sp
Gloves1 gpSword scabbard, hanger, baldric4 gp
Gown, common12 spTabard6 sp
Hose2 gpToga, coarse8 cp
Knife sheath3 cpTunic8 sp
Mittens3 spVest6 sp

Daily Food and Lodging
Ale (per gallon)2 spInn lodging (per day/week)--
Banquet (per person)10 gp   Common5 sp/3 gp
Bread5 cp   Poor5 cp/2 sp
Cheese4 spMeat for one meal1 sp
City rooms (per month)--Meals (per day)--
   Common20 gp   Good5 sp
   Poor6 sp   Common3 sp
Common wine (pitcher)2 sp   Poor1 sp
Egg or fresh vegetables1 cpSeparate latrine for rooms (per month)2 gp
Grain and stabling for horse (daily)5 spSmall beer (per gallon)5 cp
Honey5 spSoup5 cp

Household Provisioning
Barrel of pickled fish3 gpRations, standard (1 wk)3 gp
Butter (per lb.)2 spRations, iron (1 wk)5 gp
Coarse sugar (per lb.)1 gpRice (per lb.)2 sp
Dry rations (per week)10 gpSalt (per lb.)1 sp
Eggs (per 100)8 spSalted herring (per 100)1 gp
   (per two dozen)2 spSpice (per lb.)--
Figs (per lb.)3 sp   Exotic (for example, saffron, clove)15 gp
Firewood (per day)1 cp   Rare (for example, pepper, ginger)2 gp
Herbs (per lb.)5 cp   Uncommon (cinnamon)1 gp
Nuts (per lb.)1 gpTun of cider (250 gal.)8 gp
Raisins (per lb.)2 spTun of good wine (250 gal.)20 gp

Services
Bath3 cpLaundry (by load)1 cp
Clerk (per letter)2 spMessenger, in city (per message)1 sp
Doctor, leech, or bleeding3 gpMinstrel (per performance)3 gp
Guide, in city (per day)2 spMourner (per funeral)2 sp
Lantern or torchbearer (per night)1 spTeamster w/wagon1 sp/mile

Transport*
Barge500 gpDrakkar25,000 gp
Canoe--Dromond15,000 gp
   Small30 gpGalleon50,000 gp
   War50 gpGreat galley30,000 gp
Caravel10,000 gpKnarr3,000 gp
Carriage--Longship10,000 gp
   Common150 gpOar--
   Coach, ornamented7,000 gp   Common2 gp
Chariot--   Galley10 gp
   Riding200 gpRaft or small keelboat100 gp
   War500 gpSail20 gp
Coaster5,000 gpSedan chair100 gp
Cog10,000 gpWagon or cart wheel5 gp
Curragh500 gp
* Movement rates for this equipment are given in the DMG.

Animals
Boar10 gpGuinea hen2 cp
Bull20 gpHorse--
Calf5 gp   Draft200 gp
Camel50 gp   Heavy war400 gp
Capon3 cp   Light war150 gp
Cat1 sp   Medium war225 gp
Chicken2 cp   Riding75 gp
Cow10 gpHunting cat (jaguar, etc.)5,000 gp
Dog--Ox15 gp
   Guard25 gpPartridge5 cp
   Hunting17 gpPeacock5 sp
   War20 gpPig3 gp
Donkey, mule, or ass8 gpPigeon1 cp
Elephant--Pigeon, homing100 gp
   Labor200 gpPony30 gp
   War500 gpRam4 gp
Falcon (trained)1,000 gpSheep2 gp
Goat1 gpSongbird10 sp
Goose5 cpSwan5 sp

Tack and Harness
Barding----Horseshoes & shoeing1 gp10 lbs.
   Chain500 gp70 lbs.Saddle----
   Full plate2,000 gp85 lbs.   Pack5 gp15 lbs.
   Full scale1,000 gp75 lbs.   Riding10 gp35 lbs.
   Half brigandine500 gp45 lbs.Saddle bags----
   Half padded100 gp25 lbs.   Large4 gp8 lbs.
   Half scale500 gp50 lbs.   Small3 gp5 lbs.
   Leather or padded150 gp60 lbs.Saddle blanket3 sp4 lbs.
Bit and bridle15 sp3 lbs.Yoke----
Cart harness2 gp10 lbs.   Horse5 gp15 lbs.
Halter5 cp*   Ox3 gp20 lbs.
* These items weigh little individually. Ten of these items weigh one pound.

Miscellaneous Equipment
Backpack2 gp2 lbs.Lock----
Barrel, small2 gp30 lbs.   Good100 gp1 lbs.
Basket----   Poor20 gp1 lbs.
   Large3 sp1 lbs.Magnifying glass100 gp*
   Small5 cp*Map or scroll case8 sp½ lbs.
Bell1 gp--Merchant's scale2 gp1 lbs.
Belt pouch----Mirror, small metal10 gp*
   Large1 gp1 lbs.Musical instrument5-100 gp½-3 lbs.
   Small7 sp½ lbs.Oil (per flask)----
Block and tackle5 gp5 lbs.   Greek fire10 gp2 lbs.
Bolt case1 gp1 lbs.   Lamp6 cp1 lbs.
Bucket5 sp3 lbs.Paper (per sheet)2 gp**
Chain (per ft.)----Papyrus (per sheet)8 sp**
   Heavy4 gp3 lbs.Parchment (per sheet)1 gp**
   Light3 gp1 lbs.Perfume (per vial)5 gp*
Chest----Piton3 cp½ lbs.
   Large2 gp25 lbs.Quiver8 sp1 lbs.
   Small1 gp10 lbs.Rope (per 50 ft.)----
Cloth (per 10 sq. yds.)----   Hemp1 gp20 lbs.
   Common7 gp10 lbs.   Silk10 gp8 lbs.
   Fine50 gp10 lbs.Sack----
   Rich100 gp10 lbs.   Large2 sp½ lbs.
Candle1 cp*   Small5 cp*
Canvas (per sq. yard)4 sp1 lbs.Sealing/candle wax (per lb.)1 gp1 lbs.
Chalk1 cp*Sewing needle5 sp*
Crampons4 gp2 lbs.Signal whistle8 sp*
Fishhook1 sp**Signet ring or personal seal5 gp*
Fishing net, 10 ft. sq.4 gp5 lbs.Soap (per lb.)5 sp1 lbs.
Flint and steel5 sp*Spyglass1,000 gp1 lbs.
Glass bottle10 gp*Tent----
Grappling hook8 sp4 lbs.   Large25 gp20 lbs.
Holy item (symbol, water, etc.)25 gp*   Pavilion100 gp50 lbs.
Hourglass25 gp1 lbs.   Small5 gp10 lbs.
Iron pot5 sp2 lbs.Thieves' picks30 gp1 lbs.
Ladder, 10 ft. 5 cp20 lbs.Torch1 cp1 lbs.
Lantern----Water clock1,000 gp200 lbs.
   Beacon150 gp50 lbs.Whetstone2 cp1 lbs.
   Bullseye12 gp3 lbs.Wineskin8 sp1 lbs.
   Hooded7 gp2 lbs.Winter blanket5 sp3 lbs.
Writing ink (per vial)8 gp*
* These items weigh little individually. Ten of these items weigh one pound.
** These items have no appreciable weight and should not be considered for encumbrance unless hundreds are carried.

Armor *
Banded mail200 gp35 lbs.AC 16
Brigandine120 gp35 lbs.AC 14
Bronze plate mail400 gp45 lbs.AC 16
Chain mail75 gp40 lbs.AC 15
Field plate2000 gp60 lbs.AC 18
Full plate4,000-10,000 gp70 lbs.AC 19
Helmet------
   Great helm30 gp10 lbs.N/A
   Basinet8 gp5 lbs.N/A
Hide15 gp30 lbs.AC 14
Leather5 gp15 lbs.AC 12
Padded4 gp10 lbs.AC 12
Plate mail600 gp50 lbs.AC 17
Ring mail100 gp30 lbs.AC 13
Scale mail120 gp40 lbs.AC 14
Shield------
   Body10 gp15 lbs.+1 AC (melee), +2 AC (ranged)
   Buckler1 gp3 lbs.+1 AC (Once per round)
   Medium7 gp10 lbs.+1 AC
   Small3 gp5 lbs.+1 AC (Twice per round)
Splint mail80 gp40 lbs.AC 16
Studded leather20 gp25 lbs.AC 13

Weapons *
WeaponCostWeight (lb.)SizeType6Speed FactorDamageROF7Range (yards)
S/M/L7
S-ML
Arquebus3500 gp10MP151d101d101/350/150/210
Battle axe5 gp7MS71d81d8----
Blowgun5 gp2L--5----2/110/20/30
   Barbed Dart1 sp*SP--1d31d2----
   Needle2 cp*SP--11----
Bow------------------
   Long bow75 gp3L--8----2/1--
      Flight arrow3 sp/12*SP--1d61d6--70/140/210
      Sheaf arrow3 sp/6*SP--1d81d8--50/100/170
   Short bow30 gp2M--7----2/1--
      Flight arrow3 sp/12*SP--1d61d6--50/100/150
   Composite long bow100 gp3L--7----2/1--
      Flight arrow3 sp/12*SP--1d61d6--60/120/210
      Sheaf arrow3 sp/6*SP--1d81d8--40/80/170
   Composite short bow75 gp2M--6----2/1--
      Flight arrow3 sp/12*SP--1d61d6--50/100/180
Club--3MB41d61d3110/20/30
Crossbow------------------
   Hand crossbow300 gp3S--5----1--
      Hand quarrel1 gp*SP--1d31d2--20/40/60
   Light crossbow35 gp7M--7----1--
      Light quarrel1 sp*SP--1d6+11d8+1--60/120/180
   Heavy crossbow50 gp14M--10----1/2--
      Heavy quarrel2 sp*SP--1d8+11d10+1--80/160/240
Dagger or dirk2 gp1SP21d41d32/110/20/30
Dart5 sp½SP21d31d23/110/20/40
Footman's flail15 gp15MB71d6+12d4----
Footman's mace8 gp10MB71d6+11d6----
Footman's pick8 gp6MP71d6+12d4----
Hand or throwing axe1 gp5MS41d61d4110/20/30
Harpoon20 gp6LP72d42d6110/20/30
Horseman's flail8 gp5MB61d4+11d4+1----
Horseman's mace5 gp6MB61d61d4----
Horseman's pick7 gp4MP51d4+11d4----
Javelin5 sp2MP41d61d6120/40/60
Knife5 sp½SP/S21d31d22/110/20/30
Lance4------------------
   Heavy horse lance15 gp15LP81d8+13d6----
   Light horse lance6 gp5LP61d61d8----
   Jousting lance20 gp20LP101d3-11d2-1----
   Medium horse lance10 gp10LP71d6+12d6----
Mancatcher230 gp8L--7--------
Morning star10 gp12MB72d41d6+1----
Polearm------------------
   Awl pike55 gp12LP131d61d12----
   Bardiche7 gp12LS92d42d6----
   Bec de corbin8 gp10LP/B91d81d6----
   Bill-guisarme7 gp15LP/S102d41d10----
   Fauchard5 gp7LP/S81d61d8----
   Fauchard-fork8 gp9LP/S81d81d10----
   Glaive16 gp8LS81d61d10----
   Glaive-guisarme110 gp10LP/S92d42d6----
   Guisarme5 gp8LS82d41d8----
   Guisarme-voulge8 gp15LP/S102d42d4----
   Halberd 10 gp15LP/S91d102d6----
   Hook fauchard10 gp8LP/S91d41d4----
   Lucern hammer57 gp15LP/B92d41d6----
   Military fork15 gp7LP71d82d4----
   Partisan510 gp8LP91d61d6+1----
   Ranseur56 gp7LP82d42d4----
   Spetum55 gp7LP81d6+12d6----
   Voulge5 gp12LS102d42d4----
Quarterstaff--4LB41d61d6----
Scourge1 gp2S--51d41d2----
Sickle6 sp3SS41d4+11d4----
Sling5 cp.*S--6--------
   Sling bullet1 cp.½SB--1d4+11d6+1150/100/200
   Sling stone--½SB--1d41d4140/80/160
Spear8 sp5MP61d61d8110/20/30
Staff sling2 sp2M--11--------
   Staff sling bullet1 cp.½SB--1d4+11d6+12/1--/30-60/90
   Staff sling stone--½SB--1d41d42/1--/30-60/90
Sword------------------
   Bastard sword25 gp10MS----------
      One-handed--------61d81d12----
      Two-handed--------82d42d8----
   Broad sword10 gp4MS52d41d6+1----
   Khopesh10 gp7MS92d41d6----
   Long sword15 gp4MS51d81d12----
   Scimitar15 gp4MS51d81d8----
   Short sword10 gp3SP31d61d8----
   Two-handed sword50 gp15LS101d103d6----
Trident15 gp5LP71d6+13d4----
Warhammer2 gp6MB41d4+11d4110/20/30
Whip1 sp2M--81d21----

1   This weapon inflicts double damage against charging creatures of L or greater size.
2   This weapon can dismount a rider on a successful hit.
3   This weapon doubles all range modifiers and is available only if allowed by DM.
4   This weapon inflicts double damage when used from the back of a charging mount.
5   This weapon inflicts double damage when firmly set to receive a charge.
6   The 'Type' category is divided into Bludgeoning (B), Piercing (P), and Slashing (S).
7   The 'ROF' (Rate of Fire, per round) and 'Range' columns are taken from Table 45, which consequently does not appear on this page. Attack roll modifiers for S/M/L ranges are 0/-2/-5.
*   These items weigh little individually. Ten of these weigh one pound.

Table 46: Armor Class Ratings *

Type of ArmorAC Rating
None10
Shield only11
Leather or padded armor12
Leather or padded armor + shield, studded leather, or ring mail armor13
Studded leather or ring mail + shield, brigandine, scale mail, or hide armor14
Scale mail or hide + shield, chain mail15
Chain mail + shield, splint mail, banded mail, bronze plate mail16
Splint mail, banded mail, or bronze plate mail + shield, plate mail17
Plate mail + shield, field plate18
Field plate armor + shield, full plate19
Full plate armor + shield20

Table 48: Modified Movement Rates *

Base MoveModified Movement Rate
Strength Score1211109876*5*4**3**2**1***
655443*3*2**2**1***1***1***
21--2----3----4----5
35--6--7----8--9----
4-5101112131415161718192021
6-7202326293235384144475053
8-9354045505560657075808589
10-1140465258647076828894100106
12-1345536169778593101109117125133
14-155565758595105115125135145155165
16708090100110120130140150160170180
178597109121133145157169181193205217
18110123136149162175188201214227240253
18/01-50135148161174187200213226239252265278
18/51-75160173186199212225238251264277290303
18/76-90185198211224237250263276289302315328
18/91-99235248261274287300313326339352365378
18/00335348361374387400413426439452465478

* If reduced to this level of encumbrance, the character suffers -1 to hit. ** If reduced to this level of encumbrance, the character suffers -2 to hit and -1 to AC. *** If reduced to this level of encumbrance, the character suffers -4 to hit and -3 to AC.

Table 49: Carrying Capacities of Animals

MountBase Move2/3 Move1/3 Move
Camel0-330 lbs.331-500 lbs.501-660 lbs.
Dog0-15 lbs.16-20 lbs.21-30 lbs.
Elephant0-500 lbs.501-750 lbs.751-1,000 lbs.
Horse, draft0-260 lbs.261-390 lbs.391-520 lbs.
Horse, heavy0-260 lbs.261-390 lbs.391-520 lbs.
Horse, light0-170 lbs.171-255 lbs.256-340 lbs.
Horse, medium0-220 lbs.221-330 lbs.331-440 lbs.
Horse, riding0-180 lbs.181-270 lbs.271-360 lbs.
Mule0-250 lbs.251-375 lbs.376-500 lbs.
Ox0-220 lbs.221-330 lbs.331-440 lbs.
Yak0-220 lbs.221-330 lbs.331-440 lbs.

Table 50: Stowage Capacity

ItemWeight Cap.Volume
Backpack50 lbs.3'x2'x1'
Basket, large20 lbs.2'x2'x2'
Basket, small10 lbs.1'x1'x1'
Belt pouch, large8 lbs.6"x8"x2"
Belt pouch, small5 lbs.4"x6"x2"
Chest, large100 lbs.3'x2'x2'
Chest, small40 lbs.2'x1'x1'
Sack, large30 lbs.2'x2'x1'
Sack, small15 lbs.1'x1'x8"
Saddle bags, large30 lbs.18"x1'x6"
Saddle bags, small20 lbs.1'x1'x6"

Table 51: Combat Modifiers

SituationAttack Roll Modifier
Attacker on higher ground+1
Defender invisible-4
Defender off-balance+2
Defender sleeping or heldAutomatic*
Defender stunned or prone+4
Defender surprised+1
Missile fire, long range-5
Missile fire, medium range-2
Flank attack+1
Rear attack+2
Rear attack (backstab)+4

*If the defender is attacked during the course of a normal melee, the attack automatically hits and causes normal damage. If no other fighting is going on (i.e., all others have been slain or driven off), the defender can be slain automatically.

Table 53: Calculated Fighting Scores *

Level
Group1234567891011121314151617181920
Priest0012234456678891010111212
Rogue00112233445566778899
Warrior112345678910111213141516171819
Wizard00011122233344455566

Table 54: Fighting Score Advancement

GroupImprovement Rate (Points/Level)
Priest2/3
Rogue1/2
Warrior1/1
Wizard1/3

Table 55: Standard Modifiers to Initiative *

Specific SituationModifier
Hasted+2
Slowed-2
On higher ground+1
Set to receive a charge+2
Wading or slippery footing-2
Wading in deep water-4
Foreign environment*-6
Hindered (tangled, climbing, held)-3
Waiting (see p. 112)-1

*This applies to situations in which the party is in a completely different environment (swimming underwater without the aid of a ring of free action, for example)

Table 56: Optional Modifiers to Initiative *

Specific SituationModifier
Attacking with weaponWeapon speed
Breath weapon-1
Casting a spellCasting time
Creature size (Monsters attacking
with natural weapons only)*
   Tiny0
   Small-3
   Medium-3
   Large-6
   Huge-9
   Gargantuan-12
Innate spell ability-3
Magical Items**
   Miscellaneous Magic-3
   Potion-4
   Ring-3
   Rods-1
   ScrollCasting time of spell
   Stave-2
   Wand-3

*This applies only to creatures fighting with natural weapons--claws, bites, etc. Creatures using weaponry use the speed factor of the weapon, regardless of the creature's size.
**Use the initiative modifier listed unless the item description says otherwise.

Table 57: Armor Modifiers for Wrestling

ArmorModifier
Studded leather-1
Chain, ring, and scale mail-2
Banded, splint, and plate mail-5
Field plate armor-8
Full plate armor-10

Table 58: Punching and Wrestling Results

Attack RollPunchDamage% KOWrestle
20+Haymaker210Bear hug*
19Wild swing01Arm twist
18Rabbit punch13Kick
17Kidney punch15Trip
16Glancing blow12Elbow smash
15Jab26Arm lock*
14Uppercut18Leg twist
13Hook29Leg lock
12Kidney punch15Throw
11Hook210Gouge
10Glancing blow13Elbow smash
9Combination110Leg lock*
8Uppercut19Headlock*
7Combination210Throw
6Jab28Gouge
5Glancing blow13Kick
4Rabbit punch25Arm lock*
3Hook212Gouge
2Uppercut215Headlock*
1Wild swing02Leg twist
Less than 1Haymaker225Bearhug*

*Hold can be maintained from round to round, until broken.

Table 59: Cover and Concealment Modifiers

Target is:CoverConcealment
25% hidden-2-1
50% hidden-4-2
75% hidden-7-3
90% hidden-10-4

Table 60: Character Saving Throws *

Character
Class
Group
Experience
Level
Attack to be Saved Against
Paralyzation,
Poison, or
Death Magic
Rod, Staff,
or Wand
Petrification
or Polymorph*
Breath
Weapon**
Spell***
P
r
i
e
s
t
s
1-3106745
4-6117856
7-91391078
10-1214101189
13-15151112910
16-181612131011
19+1814151213
 
R
o
g
u
e
s
1-476845
5-888957
9-129101069
13-16101211711
17-20111412813
21+121613915
 
W
a
r
r
i
o
r
s
042301
1-264533
3-475644
5-697876
7-8108987
9-10121011119
11-121311121210
13-141513141512
15-161614151613
17+1715161614
 
W
i
z
a
r
d
s
1-569758
6-107119710
11-1591311912
16-201015131114
21+1217151316

*Excluding polymorph wand attacks.
**Excluding those that cause petrification or polymorph.
***Excluding those for which another saving throw type is specified, such as death, petrification, polymorph, etc.

Table 61: Turning Undead

Type or Hit Dice
of Undead
Level of Priest***
12345678910-1112-1314+
Skeleton or 1 HD 1074TTDDD*D*D*D*D*
Zombie131074TTDDD*D*D*D*
Ghoul or 2 HD16131074TTDDD*D*D*
Shadow or 3-4 HD1916131074TTDDD*D*
Wight or 5 HD201916131074TTDDD*
Ghast--201916131074TTDD
Wraith or 6 HD----201916131074TTD
Mummy or 7 HD------201916131074TT
Spectre or 8 HD--------201916131074T
Vampire or 9 HD----------201916131074
Ghost or 10 HD------------20191613107
Lich or 11+ HD--------------2019161310
Special**----------------20191613

*An additional 2d4 creatures of this type are turned.
**Special creatures include unique undead, free-willed undead of the Negative Material Plane, certain Greater and Lesser Powers, and those undead that dwell in the Outer Planes.
***Paladins turn undead as priests who are two levels lower.

Table 62: Visibility Ranges (yards)

ConditionMovementSpottedTypeIDDetail
Clear sky1500100050010010
Fog, dense or blizzard1010553
Fog, light or snow5002001003010
Fog, moderate10050251510
Mist or light rain10005002503010
Night, full moon1005030105
Night, no moon50201053
Twilight5003001503010

Table 63: Light Sources

SourceRadiusBurning time
Beacon lantern240 ft.*30 hrs./pint
Bonfire50 ft.½ hr./armload
Bullseye lantern60 ft.*2 hrs./pint
Campfire35 ft.1 hr./armload
Candle5 ft.10 min./inch
Continual light60 ft.Indefinite
Hooded lantern30 ft.2 hrs./pint
Light spell20 ft.Variable
Torch15 ft.30 min.
Weapon**5 ft.As desired

* Light from these is not cast in a radius, but rather in a cone-shaped beam. At its far end, the cone of light from a beacon lantern is 90 feet wide. A bullseye lantern has a beam 20 feet wide at its far end.
** Magical weapons shed light if your DM allows this optional rule.

Table 64: Base Movement Rates

RaceRate
Human12
Dwarf6
Elf12
Half-elf12
Gnome6
Halfling6

Table 65: Base Climbing Success Rates

CategorySuccess Rate
Thief with mountaineering proficiencyClimb walls % + 10% per slot
ThiefClimb walls %
Mountaineering proficiency40% + 10% per slot
Mountaineer (decided by DM)50%
Unskilled climber40%

Table 66: Climbing Modifiers

SituationModifier
Abundant handholds
(brush, trees, ledges)
+40%
Rope and wall **+55%
Sloped inward+25%
Armor:
   Banded, splint-25%
   Plate armors (all types)-50%
   Scale, chain-15%
   Studded leather, padded-5%
Character race: *
   Dwarf-10%
   Gnome-15%
   Halfling-15%
Encumbrance-5%***
Surface condition:
Slightly slippery
(wet or crumbling)
-25%
Slippery (icy, slimy)-40%
Climber wounded below ½ hp max-10%

* These are the same as the modifiers given in Table 27. Make sure that thief characters are not penalized twice for race.
** Rope and wall applies in most climbing situations in which the character is able to brace his feet against the surface being climbed and use a rope to assist in the task.
*** This is -5% per encumbrance category above unencumbered, or per movement rate point lost off normal movement rate.

Table 67: Rates of Climbing

Surface Condition
Type of SurfaceDrySlightly SlipperySlippery
Very smooth *¼--**--**
Smooth, cracked *½1/3¼
Rough *11/3¼
Rough w/ledges1½1/3
Ice wall----¼
Tree432
Sloping wall321
Rope and wall21½

* Nonthief characters must be mountaineers (or be guided by mountaineers) and have appropriate tools (pitons, rope, etc.) to climb these surfaces.
** Thief characters can climb very smooth, slightly slippery surfaces at ¼. However, even thieves cannot climb very smooth, slippery surfaces.