Essential Tables From AD&D’s 2nd edition Players Handbook, Dungeon Master’s Guide, Psionics Handbook and others. Compiled by Reverends David A. Donsky and Evan C. Corbett. This is meant to ease the creation of characters of any level. Some of these tables have been modified for the Five Rings of Power Campaign and include optional races and classes. These charts seem distorted on most machines that do not run Microsoft Office 2000 and/or have a resolution of 800 X 600 or lower. Perhaps changing it to web layout might help. Sorry for the inconvenience. Let me know if these are not distorted.

Table 1:

Strength

AbilityHitDamageWeightMax.OpenBend Bars/

ScoreProb.Adj.Allow.PressDoorsLift GatesNotes

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 -1None 20 55 4 0%

8-9NormNone 35 90 5 1%

10-11NormNone 40 115 6 2%

12-13NormNone 45 140 7 4%

14-15NormNone 55 170 8 7%

16Norm +1 70 195 910%

17+1 +1 85 2201013%

18+1 +2 110 2551116%

18/01-50+1 +3 135 2801220%

18/51-75+2 +3 160 3051325%

18/76-90+2 +4 185 3301430%

18/91-99+2 +5 235 38015(3)35%

18/00+3 +6 335 48016(6)40%Ogre/ Maximum for human male

19+3 +7 485 64016(8)50%Hill Giant, Desert Giant, Firbolgs

20+3 +8 535 70017(10)60%Stone Giant, Fomorian Giant

21+4 +9 635 81017(12)70%Frost Giant, Jungle Giant

22+4+10 785 97018(14)80%Fire Giant, Mountain Giant, Reef Giant

23+5+11 9351,13018(16)90%Cloud Giant, Fog Giant

24+6+121,2351,44019(17)95%Storm Giant

25+7+141,5351,75019(18)99%Titan

Table 2:

Dexterity

Missile

AbilityReactionAttackDefensive

ScoreAdj.Adj.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 0 0 0

8 0 0 0

9 0 0 0

10-14 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

Table 3:

Constitution

AbilityHit PointSystemResurrectionPoison

ScoreAdjustmentShockSurvivalSaveRegeneration

1 -3 25% 30% -2Nil

2 -2 30% 35% -1Nil

3 -2 35% 40% 0Nil

4 -1 40% 45% 0Nil

5 -1 45% 50% 0Nil

6 -1 50% 55% 0Nil

7 0 55% 60% 0Nil

8 0 60% 65% 0Nil

9 0 65% 70% 0Nil

10 0 70% 75% 0Nil

11 0 75% 80% 0Nil

12 0 80% 85% 0Nil

13 0 85% 90% 0Nil

14 0 88% 92% 0Nil

15+1 90% 94% 0Nil

16+2 95% 96% 0Nil

17+2 (+3)* 97% 98% 0Nil

18+2 (+4)* 99%100% 0Nil

19+2 (+5)* 99%100%+1Nil

20+2 (+5)** 99%100%+11/6 turns

21+2 (+6)*** 99%100%+21/5 turns

22+2 (+6)*** 99%100%+21/4 turns

23+2 (+6)**** 99%100%+31/3 turns

24+2 (+7)**** 99%100%+31/2 turns

25+2 (+7)****100%100%+41/1 turn

* 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

Ability# ofSpellChance toMax. # ofIllusion

ScoreLang.LevelLearn SpellSpells/LevelImmunity

1 0* ------

2 1 ------

3 1 ------

4 1 ------

5 1 ------

6 1 ------

7 1 ------

8 1 ------

9 24th 35% 6 --

10 25th 40% 7 --

11 25th 45% 7 --

12 36th 50% 7 --

13 36th 55% 9 --

14 47th 60% 9 --

15 47th 65%11 --

16 58th 70%11 --

17 68th 75%14 --

18 79th 85%18 --

19 89½ 95%All1st-level

20 910th 96%All2nd-level

211011th 97%All3rd-level

221112th 98%All4th-level

231212th 99%All5th-level

241512th100%All6th-level

252012th100%All7th-level

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

Table 5:

Wisdom

MagicalChance

AbilityDefenseBonusof SpellSpell

ScoreAdjustmentSpellsFailureImmunity

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 0 020%--

10 0 015%--

11 0 010%--

12 0 0 5%--

13 01st 0%--

14 01st 0%--

15+12nd 0%--

16+22nd 0%--

17+33rd 0%--

18+44th 0%--

19+41st, 3rd 0%cause fear, charm person, command, friends, hypnotism

20+42nd, 4th 0%forget, hold person, ray of enfeeblement, scare

21+43rd, 5th 0%fear

22+44th, 5th 0%charm monster, confusion, emotion, fumble, suggestion

23+41st, 6th 0%chaos, feeblemind, hold monster, magic jar, quest

24+45th, 6th 0%geas, mass suggestion, rod of rulership

25+46th, 7th 0%antipathy/sympathy, deathspell, mass charm

Table 6:

Charisma

AbilityMaximum # ofLoyaltyReaction Adjustment/

ScoreHenchmenBaseComeliness Modifier

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

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 8:

Racial Ability Adjustments

RaceAdjustments

Dwarf*+1 Constitution; -1 Charisma

Elf, high, gray, and wood+1 Dexterity; -1 Constitution

Elf, drow+2 Dexterity; +1 Intelligence; -2 Charisma: -1 Constitution

Gnome+1 Intelligence; -1 Wisdom

Halfling+1 Dexterity; -1 Strength

Kender+2 Dexterity (19 max); -1 Strength

Minotaur, Krynn+2 Strength, Constitution; -2 Charisma, Wisdom

Irda+2 Dexterity, Intelligence, Charisma; -2 Constitution

Dracon+ 1 Strength; -1 Dexterity

Grommam, male+2 Strength, +2 Dexterity; - 1 Intelligence, - 1 Wisdom

Grommam, female+2 Intelligence, +2 Wisdom; - 1 Strength, -1 Dexterity

Giff+2 Strength; -1 Intelligence

Hadozee+1 Dexterity; -2 Charisma

Hurwaeti+1 Wisdom; -1 Constitution

Human, Lizard manno modifiers

Rastipede+1 Constitution; -1 Dexterity

Scro+1 Strength

Xixchil+1 Constitution; -1 Dexterity

* Includes Daegar

Table 13:

Class Ability Score Minimums

Character

ClassStrDexConIntWisCha

Assassin*1217--13--15

Barbarian*12915------

Bounty Hunter*1015--12--13

Fighter9------

Anti-/Paladin*12-- 9--1317

Ranger*131314--14--

Solamnic Knight**

Crown*10810710--

Sword*12910913--

Rose*1512151013--

Mage------ 9----

Specialist*VarVarVarVar(9)VarVar

Wild Mage------16----

Chronomancer*------1716--

Martial Artist*99----9--

Cleric------9--

Druid*------1215

Crusader*12------912

Shaman*----12--12--

Thief-- 9------

Bard*--12--13--15

Vampire*------

Psionicist*----111215--

(bold indicates prime requisite for the 10% bonus to experience)

*Optional character class. Specialist includes illusionist but not chronomancer.

*House Character class. Details found on this website.

**Typically only found on the world of Krynn. 10% experience bonus awarded not for stats but for compliance with the Oath and the Measure.

Table 7:

Racial Ability Requirements

AbilityDwarf Elf, h,g,&wElf, drowGnomeHalf-ElfHalfling Kender Minotaur, Krynn

Strength 8/183/183/18 6/18 3/18 7/18 * 6/16 12/20

Dexterity 3/176/198/20 3/18 6/18 7/18 8/19 8/18

Constitution11/197/187/17 8/18 6/18 10/18 10/18 12/20

Intelligence 3/188/189/19 6/18 4/18 6/18 6/18 5/18

Wisdom 3/183/183/18 3/18 3/18 3/17 3/16 3/16

Charisma 3/178/183/16 3/18 3/18 3/18 6/18 3/16

IrdaDwarf, DaergarDwarf, GullyDraconGrommam Hadozee Lizard man

Strength12/1810/186/1811/1811/18 6/18 8/18

Dexterity8/203/166/183/178/18 8/18 3/18

Constitution12/1612/193/128/188/18 3/18 6/18

Intelligence5/203/183/98/183/18 3/18 3/18

Wisdom10/183/183/98/183/17 3/18 3/17

Charisma15/203/143/93/183/18 3/16 3/16

HurwaetRastipedeScroXixchilGiff

Strength8/188/188/183/1811/18

Dexterity3/183/173/1811/183/17

Constitution3/178/188/188/188/18

Intelligence3/183/183/178/183/16

Wisdom8/183/183/163/163/17

Charisma3/173/183/183/163/18

Strength

Dexterity

Constitution

Intelligence

Wisdom

Charisma

* Halfling fighters do not roll for exceptional Strength.

Table 7 (from DMG):

Racial Class and Level Limits*

Character ClassCharacter Races

HumanDwarfElfGnomeHalf-elfHalflingKender Minotaur Irda

AssassinU8107187– – U

BarbarianU118101578 18 –

BardU–12–U–– – U

Bounty HunterU1212101385 12 U

ChronomancerU–151512–– – –

ClericU1012914(U)86(12)* (10)* (U)*

CrusaderU131291285 10 U

DruidU–12–9–5 – 12

FighterU1512111495** U U

Illus.U––15––– – U

Mage†U–15–12–– 14 U

Wizard of Krynn18–special–10–– 14 18

Martial ArtistU68511510 7 U

PaladinU–––––– – U

PsionicistU879710– – –

RangerU–15–16–5** 8 U

ShamanU10891476 10 –

Solamnic Knight18–––10–– – –

ThiefU1212131215U – U

VampireU15 15 15U 15 U 9 8

DraconGiffGrommamHadozeeHurwaetLizard ManRastipedes Scro Xixchil

Assassin----11141111-- 11 --

Barbarian----158--6-- 10 --

Bard------4 -- --

Bounty Hunter--1410141111------

Cleric12--108--7-- 5 --

Crusader12--108--7-- 5 --

Fighter1415151412128 15 14

Mage†------44 5 5

Martial Artist--914810127 10 12

Paladin----10----6------

Psionicist8--12968-- 7 10

Ranger----12----6------

Shaman----108--6-- 5 --

Thief--101515141111 12 15

Vampire94UU68-- U --

Assassin

Barbarian

Bard

Bounty Hunter

Cleric

Crusader

Fighter

Mage†

Martial Artist

Paladin

Psionicist

Ranger

Shaman

Thief

Vampire

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, normally. Exceptions can be made.

–A player character cannot belong to this class, ever.

* Player characters with less than exceptional prime requisites cannot advance beyond the listed level.

* Kenders can advance only to 5th level as a heathen cleric or to 12th as a member of the holy order of the stars. Minotaurs can be 10th level in the holy order of the star, and cannot be heathen clerics.

** With a 17 strength they can advance to 6th level.

† this may included some specialists, namely conjurer, diviner, enchanter, transmuter, wild mage, and chronomancer.

Table 14:

Warrior Experience Levels

Fighter Paladin/ ———Proficiencies——— Hit Points saving throw Ranger Level Ranger Weapon Nonweapon (d10) thac0 advance Tracking bonus

0 -2,000 -2,550 1 2 1d8 20 0

1 0 0 4 3 120 y 1

2 2,000 2,250 4 3 219 1

3 4,000 4,500 5 4 318 y 2

4 8,000 9,000 5 4 417 2

5 16,000 18,000 5 4 516 y 2

6 32,000 36,000 6 5 615 3

7 64,000 75,000 6 5 714 y 3

8 125,000 150,000 6 5 813 3

9 250,000 300,000 7 6 912 y 4

10 500,000 600,000 7 69+3 11 4

11 750,000 900,000 7 69+6 10 y 4

121,000,0001,200,000 8 79+9 9 5

131,250,0001,500,000 8 79+12 8 y 5

141,500,0001,800,000 8 79+15 7 5

151,750,0002,100,000 9 89+18 6 y 6

162,000,0002,400,000 9 89+21 5 6

172,250,0002,700,000 9 89+24 4 y 6

182,500,0003,000,000 10 99+27 3 7

192,750,0003,300,000 10 99+30 2 7

203,000,0003,600,000109 9+33 1 7

213,250,0003,900,0001110 9+36 0 8

223,500,0004,200,0001110 9+39 -1 8

233,750,0004,500,0001110 9+42 -2 8

244,000,0004,800,0001211 9+45 -3 9

254,250,0005,100,0001211 9+48 -4 9

264,500,0005,400,0001211 9+51 -5 10

274,750,0005,700,0001312 9+54 -6 10

285,000,0006,000,0001312 9+57 -7 10

295,250,0006,300,0001312 9+60 -8 11

305,500,0006,600,0001413 9+63 -9 11

+250,000+300,000 every level after 30th.

Table 20:

Wizard Experience Levels

LevelMage/ Weapon Nonweapon Hit Dice (d4)thac0Saving throw

Specialist Proficienciesadvance

1 0 1 4 120

2 2,500 1 4 220

3 5,000 15 320

4 10,000 1 5 419

5 20,000 1 5 519

6 40,000 26 619y

7 60,000 26 718

8 90,000 26 818

9 135,000 2 7 918

10 250,000 27 1017

11 375,000 2 7 10+117y

12 750,000 3 8 10+217

131,125,000 3 810+316

141,500,000 3 8 10+416

151,875,000 3 9 10+516

162,250,000 3 910+615y

172,625,000 3 9 10+715

183,000,000 4 1010+815

193,375,000 4 10 10+914

203,750,000 4 1010+1014

214,125,000 4 11 10+1114y

224,500,000 4 1110+1213

234,875,000 4 1110+1313

245,250,000 5 1210+1413

255,625,000 5 1210+1512

266,000,000 5 1210+1612

276,375,000 5 1310+1712

286,750,000 5 1310+1811

297,125,000 5 1310+1911

307,500,000 6 14 10+2011

317,875,000 6 1410+2110

328,250,000 6 1410+2210

+375,000 every level after 32nd

Table 21:

Chronomancy Experience Levels

LevelChronomancer Weapon Nonweapon Hit Dice (d4)thac0Saving throw

Proficienciesadvance

1 014 120

2 3,00014 220

3 6,00015 3 20

4 12,00015 419

5 24,00015 519

6 48,00026 619y

7 72,00026 718

8 105,00026 818

9 160,00027 918

10 285,00027 1017

11 425,00027 10+117y

12 850,00038 10+217

13 1,235,00038 10+316

14 1,610,00038 10+416

15 1,985,00039 10+516

16 2,370,00039 10+615y

17 2,755,00039 10+715

18 3,140,000410 10+815

19 3,525,000410 10+914

20 3,910,00041010+1014

21 4,295,00041110+1114y

+ 385,000

Wizard Spell advancement

WizardSpell Level

Level12345678910 11 12

11------

22------

321------

432------

5421------

6422------

74321------

84332------

943321------

1044322------

1144433------

12444441------

13555442------

145554421------

155555521------

1655555321------

1755555332------

18555553321------

19555553331------

20555554332------

21 5 5 5 5 5 4 4 4 2------

22 5 5 5 5 5 5 4 4 3------

23 5 5 5 5 5 5 5 5 3------

24 5 5 5 5 5 5 5 5 4------

25 5 5 5 5 5 5 5 5 5------

26 6 6 6 6 5 5 5 5 5------

27 6 6 6 6 6 6 6 5 5------

28 6 6 6 6 6 6 6 6 6------

29 7 7 7 7 6 6 6 6 6------

30 7 7 7 7 7 7 7 6 6------

31 8 8 8 8 7 7 7 6 6------

32 8 8 8 8 7 7 7 7 7------

Table 22:

Wizard Specialist Requirements

Minimum Ability

SpecialistSchoolRace*Score(es)Opposition School(s)

AbjurerAbjurationH15 Wis, 9 IntAlteration & Illusion

ConjurerConj./Summ.H, ½ E15 Con, 9 IntGreater Divination & Invocation

DivinerGr. Divin.H, ½ E, E16 Wis, 9 IntConj./Summ.

EnchanterEnch./CharmH, ½ E, E16 Cha, 9 IntInvoc./Evoc. & Necromancy

IllusionistIllusionH, G16 Dex, 9 IntNecro., Invoc./Evoc., Abjur.

InvokerInvoc./Evoc.H16 Con, 9 IntEnch./Charm & Conj./Summ.

NecromancerNecromancyH16 Wis, 9 IntIllusion & Ench./Charm

TransmuterAlterationH, ½ E15 Dex, 9 IntAbjuration & Necromancy

Wild MageWild MagicH, ½ E, E16 IntNone.

ChronomancerChronomancyH, ½ E, E17 Int, 16 WisAbjuration, Conj./Summ., & Necromancy

ElementalistElementalH9 IntSpecial

DimensionalistDimensionalH, ½ E16 IntEnch./Charm, & Necromancy

Force MageForceH, ½ E12 Int, 15 ConAlteration & Gr. Divin

MentalistMentalH15 Int, 16 WisNecro., & Invoc./Evoc

Shadow MageShadowH15 Int, 16 WisInvoc./Evoc, Abjuration

* there are exceptions.

Table 23:

Priest Experience Levels

Cleric/ --- Proficiencies ---Hit Dice saving throw

Level Crusader/Shaman DruidWeaponNonweapon(d8) thac0 advance

1 0 0 2 4 1 20

2 1,500 2,0002 4 2 20

3 3,000 4,0002 5 3 20

4 6,000 7,5003 5 4 18 y

5 13,000 12,500 3 5 5 18

6 27,500 20,000 3 6 6 18

7 55,000 35,0004 6 7 16 y

8 110,000 60,0005 6 8 16

9 225,000 90,0005 7 9 16

10 450,000 125,00057 9+2 14 y

11 675,000 200,00057 9+4 14

12 900,000 300,00068 9+6 14

131,125,000 750,00068 9+8 12 y

141,350,0001,500,00068 9+10 12

151,575,0003,000,00069 9+12 12

161,800,0003,500,00079 9+14 10 y

172,025,000 500,000*79 9+16 10

182,250,0001,000,000710 9+18 10

192,475,0001,500,000710 9+20 8 y

202,700,0002,000,0008 10 9+22 8

212,925,0002,500,0008 11 9+24 8

223,150,0003,000,000811 9+26 6

233,375,0003,500,000811 9+28 6

243,600,0004,000,000912 9+30 6

253,825,0004,500,000912 9+32 4

264,050,0005,000,000912 9+34 4

274,275,0005,500,000913 9+36 4

284,500,0006,000,0001013 9+38 2

294,725,0006,500,0001013 9+40 2

304,950,0007,000,0001014 9+42 2

+225,000 +500,000 every level after 30th

* See section on hierophant druids under "Druids" in the Player’s Handbook.

Table

Priest sphere access (plus is major minus is minor access)

SphereClericCrusaderDruidPaladinRangerShamanSolam K OtSOtR

All+++++

Animal+++

Astral+

Chaos

Charm+

Combat+++++

Creation+-

Divination+-+++

Elemental-+

Guardian+++

Healing++++-++

Law+++

Necromantic+-+-+

Numbers

Plant++-

Protection+-++++

Summoning++

Sun++

Thought

Traveler’s-+-

Time-

War-++++

Wards++++

Weather+

Table 24:

Priest Spell Progression

PriestSpell Level

Level123456*7**Q***

11------

22------

321------

432------

5331------

6332------

73321------

83332------

944321------

1044332------

11544321----

12655322----

13666422----

146665321--

156666421--

167776431--

177777532--

188888642--

199988642--

209998752--

2199998621

2299999632

2399999732

2499999832

2599999843

2699999943

2799999954

2899999964

2999999974

3099999984

* Usable only by priests with 17 or greater Wisdom.

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

*** The number of true dweomers/quest spells—the character can prepare, have prepared, or cast in one day (see Chapter 6 of DM’s option book).

Priest bonus spells

WisdomBonus Spells

Score1234567

131------

142------

1521------

1622------

17221------

182211------

193221------

203322------

2133321----

2233332----

23433321--

24433332--

254333331

Table 25:

Rogue Experience Levels

--- Proficiencies ---Saving throw Total % added

LevelThief/BardWeapon NonweaponHit Dice (d6)thac0advance Backstab to thief abilities

1 023 120 X2 60

2 1,25023 220 90

3 2,50023 320 120

4 5,000 34 419 150

5 10,00034 519y X3 180

6 20,00034 619 210

7 40,00034 718 240

8 70,00045 818 270

9 110,00045 918y X4 300

10 160,00045 1017 330

11 220,0004510+217 360

12 440,0005610+417 390

13 660,0005610+616y X5 420

14 880,0005610+816 450

151,100,0005610+1016 480

161,320,0006710+1215 510

171,540,0006710+1415y 540

181,760,0006710+1615 570

191,980,0006710+1814 600

202,200,0007810+2014 630

21 2,420,0007 8 10+2214y 660

22 2,640,0007 8 10+2413 690

23 2,860,0007 8 10+2613 720

24 3,080,0008 9 10+2813 750

25 3,300,0008 9 10+3012 780

26 3,520,0008 9 10+3212 810

27 3,740,0008 9 10+3412 840

28 3,960,0009 10 10+3611 870

29 4,180,0009 10 10+3811 900

30 4,300,0009 10 10+4011 930

+220,000 every level after 30th

Table 32:

BARD SPELL PROGRESSION

BardSpell LevelTotal % added

Level12345678to bard abilities

1------30

21------45

32------60

421------75

531------90

632------105

7321------120

8331------135

9332------150

103321------165

113331------180

123332------195

1333321------210

1433331------225

1533332------240

16433321----255

17443331----270

18444332-- --285

19444432-- --300

20444443-- --315

21444444 1 --330

22444444 2 --345

23444444 3 --360

24444444 4 --375

25554444 4 --390

26555544 4 --405

27555555 4 --420

28655555 5 --435

29665555 5 1450

30666655 5 1465

Table 2 (from psionicist’s handbook):

PSIONICIST EXPERIENCE LEVELS

Psionicist Experience HitSaving throw

Level Points Weapon NonweaponDice (d6)thac0advance

1 023120

2 2,20023220

3 4,40024319

4 8,80024419

5 16,50034518y

6 30,00035618

7 55,00035717

8 100,00035817

9 200,00036916y

10 400,000469+216

11 600,000469+415

12 800,000479+615

13 1,000,000 479+814y

14 1,200,000 479+1014

15 1,500,000 589+1213

16 1,800,000 589+1413

17 2,100,000 589+1612y

18 2,400,000 599+1812

19 2,700,000 599+2011

20 3,000,000 699+2211

213,300,0006109+2410y

223,600,0006109+2610

233,900,0006109+289

244,200,0006119+309

254,500,0007119+328

264,800,0007119+348

275,100,0007129+367

285,400,0007129+387

295,700,0007129+406

306,000,0008139+426

+300,000 points every level after 30th

Table 4 (from psionicist’s handbook):

PSIONIC POWER PROGRESSION

Exp. Total Total Total Def.

Level Discipl. Sciences Devotions Modes

1 11 3 1

2 215 1

3 22 7 2

4 2 2 9 2

5 2 3 10 3

6 3 3 11 3

7 3 4 12 4

8 3 4 13 4

9 3 5 14 5

10 4 5 15 5

11 4 6 16 5

12 4 6 17 5

13 4 7 18 5

14 5 7 19 5

15 5 8 20 5

16 58 21 5

17 5 9 22 5

18 6 9 23 5

19 6 10 24 5

20 6 10 25 5

21 61126 5

22 61127 5

23 61228 5

24 61229 5

25 6 1330 5

26 6 1331 5

27 61432 5

28 61433 5

29 61534 5

30 61535 5

1 every two levels, 1 every level after 30th

Table 34:

Proficiency Slots

Weapon Nonweapon

Proficienciesnon-proficientProficiencies

GroupInitial#LevelsPenaltyFamiliarityInitial#Levels

Warrior4 3 -2 -13 3

Solamnic KotC3 2 -2 -12 2

Wizard1 6 -5 -34 3

Priest2 4 -3 -24 3

Psionicist2 5 -4 -23 3

Rogue2 4 -3 -23 4

Martial Artist4 3 -3 -23 3

Vampire2 3 -3 -23 2

0th level1 -- -5 -32 --

Table 35:

Specialist/Expert Attacks Per Round

AllHand &Thrown OtherRepeating Now, Arquebus

CharacterMeleeLightHeavyDagger &Thrown(Non-bow)Crossbow, all and most

LevelWeaponsX-bow**X-bowShuriken***DartMissiles*Blowgun bows Firearms

1-63/21/11/23/14/13/22/1 2/1 1/3

7-122/13/21/14/15/12/15/2 3/1 1/2

13+5/22/13/25/16/15/23/1 4/1 1/1

* includes javelin, club, hammer, hand axe, throwing axe, harpoon, staff sling, trident, torch, and sling.

** also includes boomerang, throwing hammer, throwing hatchet, horseman’s mace, stone bow, bolas

*** includes chakrim

Weapon mastery (from house rules)

Warrior#slots in a level of

Level weaponproficiency

01proficiency

1-41proficiency

1-42expertise or specialization.

5-63mastery

7-84high mastery

9-115grand mastery

12-140(2)free upgrade from expertise to specialization

12-14+1specialization to mastery

15-17+2high mastery

18-20+3grand mastery

18-200(2)free upgrade from expertise to specialize

21++1Level requirement waived.

With most weapons specialization grants +1 to hit and +2 to damage

Mastery grants and additional +2 to hit and +1 to damage for a total of +3/+3

High Mastery lowers speed factor by one category, i.e. a slow weapon becomes average. Ranged weapons gain an extreme long range category, which is 1/3 farther than long range and has a base penalty of –10 to hit.

Grand Mastery grants one more attack per round past the specialists rate of attack, and the die of damage increases by one size, so a longsword would do 1d10/1d20.

Dual Weapons (from house rules)

factorMainSecond

Base penalty-2-4

Dex 16+1+1

Dex 17-18+2+2

Dex 19-20+3+3

Dex 21-23+4+4

Dex 24-25+5+5

Ambidexterity+2+2

Non warrior/rouge w/o ambidexterity-2-2

Dual weapon proficiency┼+2+4

Ranger┼+2+4

2 small weapons+2--

1 medium and 1 small----

2 medium weapons*-2-2

1 large and 1 medium or small*-4-6

2 large**-6-8

1 giant and 1 medium**-8-10

1 giant and 1 large***-10-12

2 giant***-12-14

┼ Rangers come with the dual weapon proficiency as a class ability.

* must have 16 strength and be 6’ tall or 18(01) strength and 5’ tall.

** must have 20 strength and be 6’ tall or 22 strength and 5’ tall.

*** must have 22 strength and be 7’ tall or 24 strength and 6’ tall. Giant weapons include some polearms, mattock of the titans, mauls of the titans, etc.

Table 37:

Nonweapon Proficiency Groups

General (all classes)

# of SlotsRelevantCheck

ProficiencyRequiredAbilityModifier

Agriculture1Intelligence 0

Alertness1Wisdom+1

Animal Handling1Wisdom -1

Animal Training1Wisdom 0

Artistic Ability1Wisdom 0

Blacksmithing1Strength 0

Boating1Wisdom+1

Brewing1Intelligence 0

Carpentry1Strength 0

Cobbling1Dexterity 0

Cooking1Intelligence 0

Dancing1Dexterity 0

Deep Diving1Dexterity/Con 0

Direction Sense1Wisdom+1

Entertainment1Charisma 0

Etiquette1Charisma 0

Fire-building1Wisdom -1

Fishing1Wisdom -1

Foraging1Intelligence+2

Glassblowing1Dexterity 0

Heraldry1Intelligence 0

Languages, Modern1Intelligence 0

Leatherworking1Intelligence 0

Mining2Wisdom -3

Observation1Intelligence 0

Orienteering1Intelligence 0

Pottery1Dexterity -2

Riding, Airborne2Wisdom -2

Riding, Land-based1Wisdom+3

Rope Use1Dexterity 0

Sculpting1Dexterity -2

Seamanship1Dexterity+1

Seamstress/Tailor1Dexterity -1

Shipwright1Dexterity+1

Signaling1Intelligence+2

Singing1Charisma 0

Slow Respiration1Wisdom 0

Spacemanship1Dexterity+1

Stonemasonry1Strength -2

Swimming1Strength 0

Weather Sense1Wisdom -1

Weaving1Intelligence -1

Priest (Paladin, Solamnic Knight, Vampire, Cleric, Shaman, Crusader, and Druid)

# of SlotsRelevantCheck

ProficiencyRequiredAbilityModifier

Ancient History1Intelligence -1

Alms1Charisma 0

Astrology2Intelligence 0

Bureaucracy2Intelligence 0

Cartography1Intelligence -2

Engineering2Intelligence -3

Healing2Wisdom -2

Herbalism2Intelligence -2

Investigation1Intelligence -2

Iron Will2Wisdom -2

Languages, Ancient1Intelligence 0

Law1Intelligence 0

Local History1Charisma 0

Musical Instrument1Dexterity -1

Navigation1Intelligence -2

Omen Reading1Wisdom -2

Planetology2Intelligence -2

Reading/Writing1Intelligence+1

Religion1Wisdom 0

Sage Knowledge2Intelligence -2

Spellcraft1Intelligence -2

Spelljamming2Intelligence -2

Undead Lore*1Intelligence -1

Zero Gravity Combat1Intelligence -2

* Necromancers can get for one slot.

Rogue (Bounty Hunter, Assassin, Anna Paquin, Thief and Bard)

# of SlotsRelevantCheck

ProficiencyRequiredAbilityModifier

Ambidexterity1Dexterity 0

Ancient History1Intelligence -1

Animal Noise*1Wisdom -1

Appraising1Intelligence 0

Begging*1Charismaspecial

Blind-fighting2NANA

Cartography1Intelligence -2

Cryptography1Intelligence -3

Disguise1Charisma -1

Forgery1Dexterity -1

Gaming1Charisma 0

Gem Cutting2Dexterity -2

Herbalism*2**Intelligence -2

Information Gathering*1**Intelligencespecial

Intimidation*1**Strength/Charismaspecial

Juggling1Dexterity -1

Jumping1Strength 0

Local History1Charisma 0

Locksmithing*1Dexterity 0

Musical Instrument1Dexterity -1

Reading Lips2Intelligence -2

Quickness2Dexterity 0

Set Snares1Dexterity -1

Tightrope Walking1Dexterity 0

Throwing1Dexterity -2

Trailing*1**Dexterityspecial

Tumbling1Dexterity 0

Ventriloquism1Intelligence -2

Voice Mimicry*2**Charismaspecial

Zero Gravity Combat1Intelligence -2

* From thief’s handbook. Add 1 unless you have the appropriate kit, or talk to me to see if I will lift this penalty based on background.

** Bounty Hunters and Assassins get this for normal price.

Warrior (Fighter, Paladin, Ranger, Solamnic Knight, Bounty Hunter, Assassin, Druid, Crusader, and Bard)

# of SlotsRelevantCheck

ProficiencyRequiredAbilityModifier

Ambidexterity1Dexterity 0

Animal Lore1Intelligence 0

Armorer2Intelligence -2

Blind-fighting2NANA

Bowyer/Fletcher1Dexterity -1

Charioteering1Dexterity+2

Endurance2Constitution 0

Gaming1Charisma 0

Hunting1Wisdom -1

Iron Will2Wisdom -2

Mountaineering1NANA

Navigation1Intelligence -2

Quickness2Dexterity 0

Running1Constitution -6

Set Snares1Intelligence -1

Survival2Intelligence 0

Tracking2Wisdom 0

Weaponsmithing3Intelligence -3

Zero Gravity Combat1Intelligence -2

Wizard (Ranger, Mage, specialist wizards, and Bard)

# of SlotsRelevantCheck

ProficiencyRequiredAbilityModifier

Alchemy2Intelligence -3

Anatomy2Intelligence -2

Ancient History1Intelligence -1

Arcanology1Intelligence -3

Astrology2Intelligence 0

Bookbinding1Intelligence 0

Cartography1Intelligence -2

Concentration2Wisdom -2

Cryptography1Intelligence -3

Dowsing1Wisdom -3

Engineering2Intelligence -3

Gem Cutting2Dexterity -2

Herbalism2Intelligence -2

Hypnotism1Charisma -2

Languages, Ancient1Intelligence 0

Mental Resistance1Wisdom -1

Navigation1Intelligence -2

Omen Reading1Wisdom -2

Papermaking1Inteligence 0

Planetology2Intelligence -2

Prestidigitation1Dexterity -1

Reading/Writing1Intelligence+1

Religion1Wisdom 0

Research1Intelligence 0

Sage Knowledge2Intelligence -2

Scribe1Dexterity+1

Signature SpellsvariesNANA

Spellcraft1Intelligence -2

Spelljamming2Intelligence -2

Thaumaturgy1Intelligence -2

Psionicist (Psionicist, Mind Fucker)

# of Slots RelevantCheck

Proficiency Required AbilityModifier

Concentration2Wisdom-2

Gem Cutting 2Dexterity -2

Harness Subconscious 2 Wisdom -1

Hypnosis 1 Charisma-2

Rejuvenation 1 Wisdom -1

Meditative Focus 1 Wisdom +1

Musical Instrument 1 Dexterity -1

Planetology2Intelligence -2

Reading/Writing 1 Intelligence+1

Religion 1 Wisdom 0

Sage Knowledge2Intelligence -2

Signature AbilitiesvariesNANA

Martial Artist (These are the skills that other classes can get for one extra slot) (Martial Artist, Vampire)

# of Slots RelevantCheck

Proficiency Required AbilityModifier

Ambidexterity1Dexterity 0

Ancient History1Intelligence -1

Blind-fighting2NANA

Combat Tumbling1Dexterity 0

Endurance2Constitution 0

Enhanced Breathing1Constitution 0

Flexibility1Dexterity 0

Healing2Wisdom-2

Herbalism2Intelligence-2

Iron Skin1NANA

Iron Will2Wisdom-2

Jumping1Strength 0

Languages, Ancient1Intelligence 0

Quickness2Dexterity 0

Reading/Writing1Intelligence+1

Running1Constitution -6

Tumbling1Dexterity 0

Zero Gravity Combat1Intelligence -2

Table 51:

Combat Modifiers

Attack Roll

SituationModifier

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

Rear attack +2

*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 52:

Weapon Type vs. Armor Modifiers

Armor TypeSlashPierceBludgeon

Banded mail+2 0+1

Brigandine+1+1 0

Chain mail*+2 0 -2

Field Plate+3+1 0

Full Plate+4+3 0

Leather armor** 0 -2 0

Plate mail/Solamnic plate+3 0 0

Ring mail+1+1 0

Scale mail 0+1 0

Splint mail 0+1+2

Studded leather+2+1 0

* Includes bronze plate mail

** Includes padded armor and hides

Table 53:

CALCULATED THAC0S

Level

Group 1 2 3 4 5 6 7 8 9101112131415 16171819 20*21 22 23 24 25 26 27 28 29 30

Priest***202020181818161616141414121212101010 8 88 6 6 6 4 4 4 2 2 2

Rogue**202019191818171716161515141413131212111110 10 9 9 8 8 7 7 6 6

Warrior*2019181716151413121110 9 8 7 6 5 4 3 2 1 0 -1 -2 -3 -4 -5 -6 -7 -8 -9

Wizard2020201919191818181717171616161515151414 14 13 13 13 12 12 12 11 11 11

* advancing thac0 beyond 20th level is DM optional.

* Crusaders get warrior thac0

** psionicist use same table as rouge

*** martial artists use priest thac0

Table 39 (From DMG):

Creature THAC0

Hit Dice

1/2 or less1-11+2+3+4+5+6+7+8+9+10+11+12+13+14+ 15+ 16+

20*20 19 19 1717 1515 1313 11 11 9 9 7 7 5 5

*Vampires use monster thac0.

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 PHB)+1

Table 56:

Optional Modifiers to Initiative

Specific SituationModifier

Attacking with weaponWeapon speed

Breath weapon +1

Casting a spellCasting time

Casting a spell with a spell key +1

Creature size (Monsters and characters attacking with natural weapons only)*

Tiny 0

Small +3

Medium +3

Large +6

Huge +9

Gargantuan +12

Dexterity reaction adjustment scoreVaries

Eron the relentless, other weapons of speed, gods and avatarsAlways goes first.

Innate spell ability +3

Magical Items**

Miscellaneous Magic +3

Potion +4

Ring +3

Rods +1

ScrollCasting time of spell

Stave +2

Wand +3

Psionic AbilityPreparation time

Turning/Controling Undead 0

*This applies only to creatures fighting with natural weapons--claws, bites, kicks, punches, head butts, 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 (From DMG):

Surprise Modifiers

Group's

Other Party is:Modifier

Silenced -2

Invisible -2

Distinctive odor (smoke, powerful stench, etc.)+2

Every 10 members+1

Camouflaged -1 to -3

PC Party is:

Fleeing -2

In poor light -1

In darkness -4

Panicked -2

Anticipating attack*+2

Suspicious*+2

Conditions are:

Rainy -1

Heavy fog -2

Extremely still +2

* A party anticipates attack when they have good cause to suspect immediate danger and know the likely general direction of an attack. A suspicious party is one that has grounds to believe another group might try to make a hostile move against them.

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

Attack to be Saved Against

Paralyzation,

Character Class andPoison, orRod, Staff,PetrificationBreath
Experience LevelDeath Magicor Wandor Polymorph*Weapon**Spell***

Priests (Clerics, Druids, Crusader, Shamans and specialty priests)

1-310 14131615

4-6 9 13121514

7-9 7 11101312

10-12 6 10 91211

13-15 5 9 81110

16-18 4 8 710 9

19+ 2 6 5 8 7

Rogues (Thieves and Bards)

1-413 14121615

5-812 12111513

9-1211 10101411

13-1610 8 913 9

17-20 9 6 812 7

21+ 8 4 711 5

Warriors (Fighters, Paladins, Solamnic Knights, Bounty Hunters, Assassins, Martial Artists, Vampires, Barbarians, Monsters, and Rangers)

016 18172019

1-214 16151717

3-413 15141616

5-611 13121314

7-810 12111213

9-10 8 10 9 911

11-12 7 9 8 810

13-14 5 7 6 5 8

15-16 4 6 5 4 7

17+ 3 5 4 4 6

Wizards (Mages, Specialists, and The Spelljammer)

1-514 11131512

6-1013 9111310

11-1511 7 911 8

16-2010 5 7 9 6

21+ 8 3 5 7 4

Psionicists (Optional class)

1-4 13 15 10 16 15

5-8 12 13 9 15 14

9-12 11 11 8 13 12

13-16 10 9 7 12 11

17-20 9 7 6 11 9

21+ 8 5 5 9 7

*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 or Controlling Undead and others

Type or Hit DiceLevel of Priest†

of Undead 1 2 3 4 5 6 7 8 910-1112-1314+

Skeleton or 1 HD 10 7 4 T T D D D* D* D* D* D*

Zombie1310 7 4 T T D D D* D* D* D*

Ghoul or 2 HD161310 7 4 T T D D D* D* D*

Shadow or 3-4 HD19161310 7 4 T T D D D* D*

Wight or 5 HD2019161310 7 4 T T D D D*

Ghast--2019161310 7 4 T T D D

Wraith or 6 HD----2019161310 7 4 T T D

Mummy or 7 HD------2019161310 7 4 T T

Spectre or 8 HD------2019161310 7 4 T

Vampire or 9 HD------2019161310 7 4

Ghost or 10 HD------2019161310 7

Lich or 11+ HD------2019161310

Special**------20191613

*An additional 2d4 creatures of this type are turned (2d6 base).

**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 39 (From DMG):

Creature THAC0

Hit Dice

1/2 or less1-11+2+3+4+5+6+7+8+9+10+11+12+13+14+ 15+ 16+

20 20 19 19 17 17 15 15 13 13 11 11 9 9 7 7 5 5

Table 31 (from DMG):

Creature Experience Point Values

Hit Dice or LevelXP ValueHit Dice or LevelXP ValueHit Dice or LevelXP Value

Less than 1-1 714+ 4,00027+ 17,000

1-1 to 1 1515+ 5,00028+ 18,000

1+1 to 2 3516+ 6,00029+ 20,000

2+1 to 3 6517+ 7,00030+ 21,000

3+1 to 4 12018+ 8,00031+ 22,000

4+1 to 5 17519+ 9,00032+ 23,000

5+1 to 6 27020+10,00033+ 24,000

6+1 to 7 42021+11,00034+ 25,000

7+1 to 8 65022+12,00035+ 26,000

8+1 to 9 97523+13,00036+ 27,000

9+1 to 10+1,40024+14,00037+ 28,000

11 to 12+2,00025+15,00038+ 29,000

13+3,000 26+16,000 + 1,000 per additional Hit Die over 39

Table 32 (from DMG):

Hit Dice Value Modifiers

AbilityHit Die Modifier

Armor Class 0 or lower+1

Armor Class –10 or lower, not cumulative with previous award+2

Blood drain+1

Breath weapon+2

Causes disease+1

Energy drain, includes ability drain+3

Flies+1

Four or more attacks a round+1

Greater than normal hit points (6 or more average pts per die for monsters)+1

High Intelligence+1

Godlike intelligence (21+) not cumulative with previous award+2

High PsP’s (over 100) add one more award for every 100 PsP’s+1

Hit only by magical/silver weapons+1

+5 or better to hit+2

Immunity to any spell+1

Immunity to any weapon, including 1/2 damage+1

Invisible at will+1

Level 2 or lower spells+1

Level 3 or greater spells, not cumulative with previous award+2

Level 9 or greater spells, not cumulative with previous award+3

Magic resistance 50% or less+2

Magic resistance 51% or more, not cumulative with previous award+3

Missile weapons+1

Multiple attacks causing 30+ points of damage+2

Paralysis+2

Petrification+3

Poison+2

Possesses magical or psionic item(s) usable against PCs+1

Psionic Discipline(s)+1

Psionic Science(s), not cumulative with previous award+2

Regeneration+1

Single attacking causing 20+ points of damage+2

Special defense form, unlisted+1

Special magical attack form, unlisted+2

Special non-magical attack form, unlisted (includes martial arts skills)+1

Swallows whole+2

Weakness or fear+2

Table 33 (From DMG):

Common Individual Awards

Player has a clever idea50-100

Player has an idea that saves the party100-500

Player role-plays his character well*100-200

Player encourages others to participate100-200

Defeating a creature in a single combatXP value/creature

*This award can be greater if the player character sacrifices some game advantage to role-play his character. A noble fighter who refuses a substantial reward because it would not be in character qualifies.

Table 34 (From DMG):

Individual Class Awards

Award

Warrior

Per Hit Die of creature defeated10 XP/level

Priest

Per successful use of a granted power100 XP

Spells cast to further ethos100 XP/spell level*

Making potion or scrollXP value

Making permanent magical itemXP value

Wizard

Spells cast to overcome foes or problems50 XP/spell level

Spells successfully researched500 XP/spell level

Making potion or scrollXP value

Making permanent magical itemXP value

Chronomancer

Chronomancy spell cast to overcome foes or problems60 XP/spell level

Chronomancy spell successfully researched600 XP/spell level