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Judge's Screen

The document contains various tables detailing ability score modifiers, weapon statistics, armor ratings, saving throws, alignment summaries, and combat rules. It provides essential information for gameplay mechanics, including attack modifiers, skill checks, and the effects of luck in combat. Additionally, it outlines the consequences of actions and the turning of unholy creatures in a role-playing game context.
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0% found this document useful (0 votes)
47 views3 pages

Judge's Screen

The document contains various tables detailing ability score modifiers, weapon statistics, armor ratings, saving throws, alignment summaries, and combat rules. It provides essential information for gameplay mechanics, including attack modifiers, skill checks, and the effects of luck in combat. Additionally, it outlines the consequences of actions and the turning of unholy creatures in a role-playing game context.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Table 1-1: Ability Score Modifiers (pg 18) Table 3-1: Weapons (pg 71) Table 3-3: Armor

e 3-1: Weapons (pg 71) Table 3-3: Armor (pg 72)


Score Mod. Wizard Spells Known Max Spell Level** Weapon Damage Range Cost Armor AC Pen Spd* Fum Cost
3 -3 No spellcasting No spellcasting Battleaxe* 1d10 - 7 gp Unarmored +0 - - d4 Free
4 -2 -2 spells* 1 Blackjack† 1d3/2d6*** - 3 gp Padded +1 - - d8 5
5 -2 -2 spells* 1 Blowgun† 1d3/1d5 20/40/60 6 gp Leather +2 -1 - d8 20
6 -1 -1 spell* 1 Club 1d4 - 3 gp Studded Leather +3 -2 - d8 45
7 -1 No adjustment 1 Crossbow* 1d6 80/160/240 30 gp Hide +3 -3 - d12 30
8 -1 No adjustment 2 Dagger†‡ 1d4/1d10 10/20/30** 3 gp Scale mail +4 -4 -5’ d12 80
9 None No adjustment 2 Dart 1d4 20/40/60** 5 sp
10 None No adjustment 3 Chainmail +5 -5 -5’ d12 150
Flail 1d6 - 6 gp Banded mail +6 -6 -5’ d16 250
11 None No adjustment 3
Garrote† 1/3d4 - 2 gp Half-plate +7 -7 -10’ d16 550
12 None No adjustment 4
Handaxe 1d6 10/20/30** 4 gp Full plate +8 -8 -10’ d16 1200
13 +1 No adjustment 4
Javelin 1d6 30/60/90** 1 gp
14 +1 +1 spell 4 Shield** +1 -1 - d8 10
15 +1 +1 spell 5 Lance# 1d12 - 25 gp
* Human and elf base speed is 30’. Dwarf and halfling base speed is 20’.
16 +2 +1 spell 5 Longbow* 1d6 70/140/210 40 gp ** Shields cannot be used with two-handed weapons.
17 +2 +2 spells 5 Longsword 1d8 - 10 gp
18 +3 +2 spells 6 Mace 1d6 - 5 gp Table 4-1: Attack Roll Modifiers (pg 78)
* Minimum 1 spell. Polearm* 1d10 - 7 gp Condition Attack Roll Mod
** Based on Intelligence for Wizards and Personality for Clerics. Shortbow* 1d6 50/100/150 25 gp Melee Missile
Shortsword 1d6 - 7 gp Missile fire range is…
Saving Throws (pg 20)
Sling 1d4 40/80/160** 2 gp Short Range - -
Saving Throw Ability Modifier
Spear# 1d8 - 3 gp Medium Range - -2
Fortitude Stamina
Staff 1d4 - 5 sp Long Range - -1d
Reflex Agility
2-Handed Sword* 1d10 - 15 gp Attacker is…
Willpower Personality
Warhammer 1d8 - 5 gp Invisible +2 -
Alignment Summary (pg 24) * Two-handed weapon. Characters using two-handed weapons use a d16
On higher ground +1 -
on initiative checks. Squeezing through tight space -1d -1d
Unity, order, authority, loyalty, charity.
** Strength modifier applies to damage with this weapon at close range Entangled (net or otherwise) -1d -1d
Lawful

Does what is right and just. Chooses the only.


Using an untrained weapon -1d -1d
path of mankind over the path of *** Damage dealt is always subdual damage.
Firing missile weapon into melee* - -1
supernatural dominance. † These weapons are particularly effective when used with the element
of surprise. A thief who succeeds in a backstab attempt with one of these Defender is…
The balance of nature, the timelessness of weapons uses the second damage value listed. All other classes and all Behind cover -2 -2
eternity, the nothingness of space. Often other thief attacks use the first value.
Neutral

Blinded +2 +2
worships those that came before Law and ‡ Characters generally purchase normal straightedged daggers, but
cultists, cave-dwellers, evil priests, alien worshipers, and other Entangled +1d +1d
Chaos. Measured morality, a balance of
menacing villains carry curvy or ceremonial daggers known as athame, Helpless (paralyzed, sleeping, bound) +1d +1d
costs and benefits. kris, or tumi.
Kneeling, sitting or prone +2 -2
Entropy, undermining of rule, natural # These weapons inflict double damage on a mounted charge. A lance
* And 50% chance of “friendly fire” if attack misses; see page 96.
Chaotic

can only be used when mounted.


order and the law of mankind. Bargains
with the supernatural. Chooses the path of The Dice Chain
greatest personal power over principle. d3 – d4 – d5 – d6 – d7 – d8 – d10 – d12 – d14 – d16 – d20 – d24 – d30
Table 4-3: Two-Weapon Attacks (pg 94) Mighty Deeds of Arms (pgs 88-92) Difficulty Levels (pg 66)
Agility Primary Off Hand Critical Hits* Example Deeds DC Description
8 or less -3 dice -4 dice None Blinding Attacks, Disarming Attacks, Pushbacks, 5 Child’s play, minor challenges with
9-11 -2 dice -3 dice None Trips and Throws, Precision Shots, Rallying possibility of failure and/or consequences.
12-15 -1 die -2 dice None Maneuvers, Defensive Maneuvers, Signature 10 Man’s deed, weak and unskilled could not
16-17 -1 die -1 die Primary on max roll** Deeds, Weapon-Specific Deeds achieve these tasks.
18+ Normal -1 die Primary as normal A Warrior or Dwarf can declare a Mighty Deed of Arms, 15 Feats of derring-do, it takes someone
* Warriors and others with improved crit threat ranges (i.e., those who prior to any attack. If his deed die is 3 or better and the special to accomplish these tasks.
can crit on 19-20 or better) lose that ability when fighting two-handed. attack lands (e.g., the total attack roll exceeds the target’s 20 Hero’s work, only the most super-human
** Primary hand scores a critical hit on a max die roll (16 on AC), the Deed succeeds. heroes attempt and succeed at these tasks.
1d16) that also beats target’s AC (no automatic hit)

Luck Morale Triggers (pg 94) Common Skill Checks (pg 67)
A character can burn luck to give a one-time Type Trigger Skill Ability
bonus to a roll on a 1 for +1 basis (or 1 for +2 if Group of When the first creature is slain and Balancing Agility
halfling), before or after his die roll. monsters when half the creatures have been Breaking, bending, lifting Strength
A character can only burn Luck to affect his own killed or incapacitated. Climbing Strength or Agility
die rolls (except for halflings). Luck cannot be Single When it has lost half its hit points. Listening Luck
burned to affect the die roll of other characters or monster Searching, spotting Intelligence
monsters, even if they affect the character. Retainer When first encountering combat or Sneaking Agility
Warriors and Dwarfs may burn a point of Luck to danger in each adventure and at the Skill check (trained) = 1d20 + ability modifier vs. DC
avoid rolling on the Fumble Table. end of each adventure. Skill check (untrained) = 1d10 + ability modifier vs. DC
Wizards may burn a point of Luck to avoid Morale check = 1d20 + Will save, retainers also add their
rolling on the Corruption Table. employer’s Personality modifier. Typical DC is 11. Actions (pgs 77-78)
Each Round Action
Other Combat Rules
Free Move (up to base speed)*
Ability Damage If reduced to 0: babbling idiot (Intelligence or Personality), incapable of movement 1st Action Die Attack, Skill, Spell or Move
(Strength or Agility), falls unconscious (Stamina), constant/bizarre mishaps (Luck)
2nd Action Die Attack**, Skill, Spell or Move
Catching fire 1d6 damage per round, use 1 action to make a DC 10 Reflex save to put out
Extra Action Dwarf shield bash
Charge 1 action, must move half speed, +2 to attacks rolls, -2 AC until next turn
* Human/elf base speed is 30’. Dwarf/halfling base speed is 20’.
Dropping a torch 50% chance of being extinguished ** A Wizard can only use his 2nd Action Die to cast a spell..
Falling 1d6 damage per 10’, 6 = broken bone & -1 to Strength or Agility (player’s choice)
Firing into melee 50% chance to hit ally on missed attack, re-roll attack vs. ally’s AC Activity Time
Grappling Opposed rolls adding higher of Agility or Strength Modifier + size advantage (+4 Draw/sheathe weapon 1 action*
for each multiple), winner pins target who cannot move or take significant actions Equip or drop shield 1 action*
Recover Armor Recovered armor has a 25% chance of being useless, can be repaired for ¼ of the Open a door 1 action*
original cost, 75% chance found armor is human-sized Light a torch or lantern 1 action
Recovering missiles Missed shots can be recovered, but have a 50% of being destroyed/useless Uncork potion or unfurl scroll 1 action
Subdual damage Characters proficient with swords, axes, clubs, spears, and staves can elect to Locate item in backpack 1 action
reduce inflicted damage by -1 die Stand up from prone 1 action
Unarmed combat 1d3 + Strength Modifier subdual damage Mount or dismount steed 1 action
Withdrawal All adjacent opponents immediately receive a single free attack against Read a scroll or drink potion 1 action
withdrawing character or monster * Can be included as part of a movement action.

v1.0 – 08.0412
Table 4-4: Turn Unholy Result by HD (pg 97)
Check Range Holy Smite 1 HD 2 HD 3-4 HD 5-6 HD 7-8 HD 9-10 HD 11-12 HD
1-11 - - NE NE NE NE NE NE NE
12-13 30’ - T1 NE NE NE NE NE NE
14-17 30’ - T1d3+CL NE NE NE NE NE NE
18-19 30’ - T1d4+CL T1 NE NE NE NE NE
20-23 60’ - T1d6+CL T1d3+CL T1 NE NE NE NE
24-27 60’ Beam 60’, 1d3 T1d8+CL, D1d4 (NS) T1d4+CL T1d3+CL T1 NE NE NE
28-29 60’ Cone 30’, 1d4 T2d6+CL, D1d4 (NS) T1d6+CL T1d4+CL T1d3+CL T1 NE NE
30-31 120’ Cone 60’, 1d5 K1d8+CL (NS) T1d8+CL, D1d4 (NS) T1d6+CL T1d4+CL T1d3+CL T1 NE
32+ 240’ Cone 120’, 1d6 K2d6+CL (NS) T2d6+CL, D1d4 (NS) T1d8+CL, D1d4 T1d6+CL T1d4+CL T1d3+CL T1
NS = No Save. NE = No Effect.
Coinage (pg 70) Table 7-9: Luck Changes (pg 361)
T = Creatures up to this HD are turned in a quantity indicated. Unless
indicated, turned creatures receive a saving throw (Will vs. turn check 10 cp = 1 sp Mod Changes
DC). A turned creature moves away from the cleric at maximum speed 100 cp = 10 sp = 1 gp +1 End of adventure. Accomplishing objectives
or cowers if unable to retreat. A turned creature continues to flee for to important to the Eternal Balance between law
3d10 minutes.
1,000 cp = 100 sp = 10 gp = 1 ep
10,000 cp = 1,000 sp = 100 gp = 10 ep = 1 pp +3 and chaos.
D = Creatures are turned, and they take the indicated damage on the
first round of turning.
-1 Upon completing offending act. Offending a
K = Creatures are automatically killed. The number of creatures killed is Table 1-4: XP Level Thresholds (pg 26) powerful demon, devil, or deity.
indicated after the K. -1 Immediate. Acting significantly outside
Level XP Req. Level XP Req.
Holy Smite = In addition to the turning effect and directed in the same alignment.
1 10 6 410
direction as the cleric’s line-of-sight for the turning attempt. All unholy +1 At time of test. Faithful obedience to a god.
creatures affected take the indicated damage automatically with no save. 2 50 7 550 +1 At whim of creature. Finding favor with a
Beam: a concentrated ray of light that the cleric can direct against one 3 110 8 710
target within 60’. Cone: a cone is wide at its end as the length listed. magical creature of great power.
4 190 9 890 -1 At time of disobedience. Willfully disobeying
Lay on Hands (pgs 30-31) 5 290 10 1090 the direct edict of a powerful supernatural.
Spell Alignment Experience Point Rewards (pg 359)
Check Same Adjacent Opposed XP Description
1-11 Failure Failure Failure 0 Very easy encounter with little to no damage or resource loss for the adventurers. This is the kind
12-13 2 dice 1 die 1 die of encounter that no longer challenges a group and clearly does not advance their skill level.
14-19 3 dice 2 dice 1 die 1 An encounter with damage and resource expenditure but relatively easy nonetheless. The typical
20-21 4 dice 3 dice 2 dice “easy encounter” falls into this bracket.
22+ 5 dice 4 dice 3 dice 2 A typical encounter. The characters incurred damage and were required to utilize resources to
survive the encounter. No fatalities or significant losses.
Condition Healing (pg 30) 3 A difficult encounter, even with good tactics. Significant damage and potentially permanent
Condition Required Dice consequences, possibly even a fatality.
Broken Limbs 1 die 4 An extremely difficult encounter, one that the party barely survives. Multiple character fatalities,
Organ Damage 2 dice significant character damage, and potentially a retreat of some kind required.
Disease 2 dice 1-2 Non-combat encounters may also be worth experience points (e.g., bypassing hazards; advancing
Paralysis 3 dice past dangerous situations). Thieves should receive XP for bypassing traps (typically 1-2 points),
Poison 3 dice and puzzles should likewise be worth XP to all who participated in solving them. Mundane,
Blindness or deafness 4 dice class-related activities (1XP) and non-combat activities appropriate to class (2XP) can be rewarded.

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