Professional Documents
Culture Documents
CREATING A CHARACTER
1.
Roll 3d6 six times and assign the scores as desired to your
attributes.
ATTRIBUTES
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
2.
BARBARIAN
MODIFIES
Melee combat &
damage
Number of arcane
spells
Number of divine
spells, Ability to
turn undead
Armor class, Missile
combat
Hit points
Loyalty and
reactions of NPCs,
Number of undead
turned.
SAVING THROWS
Paralysis,
Constriction
Arcane magic,
Illusions
Divine magic,
Confusion, Gaze
Attack, Polymorph,
Petrifaction
Breath weapon, Traps
BARD
Disease, Energy
Drain, Poison
Death attack, Charm,
Fear
ATTRIBUTE MODIFIERS
SCORE
MODIFIER
1
-4
2-3
-3
4-5
-2
6-8
-1
9-12
0
13-15
+1
16-17
+2
18-19
+3
3.
CLERIC
Pick a class
ASSASSIN
DRUID
PALADIN
ILLUSIONIST
RANGER
KNIGHT
ROGUE
MONK
WIZARD
HUMAN
DWARF
HALFLING
HALF-ORC
ELF
GNOME
5.
ARMORS
COST
AC
WGT
Padded Armor
5gp
+1
10lbs.
Leather Coat
7gp
+1
10lbs.
Leather Armor
10gp
+2
15lbs.
Ring Mail
30gp
+3
20lbs.
Hide
20gp
+3
25lbs.
Studded Leather
25gp
+3
20lbs.
Laminar, Leather
55gp
+3
25lbs.
Mail Shirt
100gp
+4
25lbs.
Scale Mail
50gp
+4
30lbs.
Cuir Bouille
45gp
+4
25lbs.
Breastplate, bronze
95gp
+4
20lbs.
Brigadine
85gp
+4
25lbs.
Breastplate, steel
300gp
+5
30lbs.
Mail Hauberk
150gp
+5
35lbs.
Coat of Plates
100gp
+5
45lbs.
Ensemble, Greek
120gp
+5
40lbs.
Banded Mail
250gp
+6
40lbs.
Splint Mail
200gp
+6
45lbs.
Ensemble, Greek
230gp
+6
50lbs.
Ensemble, Roman
240gp
+6
30lbs.
Full Chain Suit
200gp
+6
45lbs.
Plate Mail
600gp
+7
45lbs.
Ensemble, Roman
650gp
+7
45lbs.
Full Plate
1000gp
+8
50lbs.
Polish Hussar
1750gp
+8
50lbs.
See PHB page 41 for components of ensemble armors.
ENCUMBRANCE
Encumbrance values (EV) of all applicable items are added
together and compared to the base encumbrance for the
character, which is 10 plus the Strength modifier. +2
bonus to Encumbrance Rating if strength or constitution
are prime, +4 bonus if both are prime.
The characters encumbrance rating indicates the
maximum amount of material he may carry comfortably.
Anything over this amount incurs the following penalties:
SHIELDS
COST
AC
Buckler
2gp
+1
Shield, Small Steel
9gp
+1
Shield, Small Wooden
3gp
+1
Shield, Med. Steel
15gp
+1
Shield, Med. Wood
5gp
+1
Shield, Large Steel
20gp
+1
Shield, Large Wood
7gp
+1
Pavis
55gp
+64
1 Bonus applies to one foe in a round.
2 Bonus applies to two foes in a round.
3 Bonus applies to three foes in a round.
4 Bonus applies to all foes in front of the shield.
ENCUMBRANCE
CATEGORY
None
Light
EFFECT
No Effect
Move reduced by , +1 Challenge Level
to all dexterity based checks.
Moderate
Move reduced by , +2 Challenge Level
to all dexterity based checks.
Heavy
Move reduced by , +4 Challenge Level
to all dexterity based checks, lose
dexterity bonus* to AC.
Overburdened
Move reduced to 1 foot per round,
automatically fail all dexterity based
checks, lose dexterity bonus* to AC.
*Dexterity bonus loss only applies if the dexterity modifier is
positive. If the modifier is negative, that modifier still applies.
WGT
2lbs.
5lbs.
3lbs.
10lbs.
6lbs.
15lbs.
10lbs.
90lbs.
EV
2w
2w
2w
3w
4w
3w
2w
3w
4w
4w
3w
4w
3w
4w
4w
4w
4w
4w
4w
4w
4w
4w
4w
4w
3w
EV
2
2
2
3
3
4
4
12
HELMS
COST
AC*
WGT
EV
Armet
10gp
+6
7lbs.
1w
Bacinet
15gp
+4
7lbs.
1w
Benin
8gp
+2
5lbs.
1w
Casquetel
10gp
+2
8lbs.
1w
Coif, Chain Mail
15gp
+4
5lbs.
1w
Coif, Leather
4gp
+1
2lbs.
1w
Helm, Great
20gp
+7
8lbs.
2w
Helm, Normal
10gp
+5
4lbs.
1w
Helm, Norman
8gp
+3
7lbs.
1w
Helm, Pot
5gp
+2
6lbs.
1w
War Hat
7gp
+2
6lbs.
1w
*Armor Class adjustments for helmets apply to strikes against
the head only, they do not otherwise adjust AC.
COST
10gp
20gp
17gp
20gp
15gp
60gp
12gp
1gp
9gp
1gp
5sp
15gp
3gp
6gp
15gp
-15gp
8gp
75gp
5gp
10gp
5gp
8gp
15gp
15gp
10gp
10gp
6gp
1gp
25gp
5gp
3gp
10gp
6gp
60gp
12gp
25gp
5gp
25gp
45gp
12gp
8gp
30gp
10gp
8gp
4gp
5gp
25gp
8gp
1gp
55gp
18gp
6gp
100gp
5gp
DMG
1d8
3d4
1d8+1
1d12
2d4
1d10
2d4
1d3
1d3
+1dmg
1d4
1d6
1d4+1
1d6
1d8
1d2
1d10
1d8
2d4+2
1d6+1
1d8
1d3
1d8
2d4
1d6+3
2d4
1d10
1d8
1d4
1d4+1
1d6
1d4+1
1d8
1d6
1d12
1d8
1d10
1d6
1d4+1
1d4
1d10
2d4
1d10
1d8
1d6
1d4
1d8
1d8
2d4
1d3
2d6
2d4
1d4
1d10
1d8
WGT
7lbs.
15lbs.
7lbs.
20lbs.
10lbs.
4lbs
6lbs.
1lb.
1lb.
-1lb.
6lbs.
1lb.
6lbs.
6lbs.
-20lbs.
5lbs.
12lbs.
6lbs.
7lbs.
2lbs.
15lbs.
8lbs.
7lbs.
15lbs.
15lbs.
8lbs.
2lbs.
4lbs.
3lbs.
1lb.
10lbs.
5lbs.
8lbs.
12lbs.
10lbs.
6lbs.
1lb.
6lbs.
15lbs.
8lbs.
10lbs.
5lbs.
6lbs.
4lbs.
14lbs.
5lbs.
15lbs.
1lb.
14lbs.
12lbs.
3lbs.
7lbs.
9lbs.
EV
3
4
3
4
4
5
5
1w
2
1w
2
2
1
5
5
-4
3
4
3
5
1w
5
5
5
5
5
4
2
3
4
2
7
5
5
4
4
1
2
4
5
3
3
5
4
3
6
3
5
1
4
4
3
5
4
WEAPONS
COST
DMG
WGT
EV
Staff
-1d6
4lbs.
4
Sword, Bastard
25gp
1d10
10lbs.
4
Sword, Broad
12gp
2d4
8lbs.
3
Sword, Falchion
40gp
2d4
16lbs.
3
Sword, Long
15gp
1d8
4lbs.
3
Sword, Rapier
20gp
1d6
2lbs.
3
Sword, Scimitar
15gp
1d6
4lbs.
3
Sword, Short
10gp
1d6
3lbs.
2
Sword, Two-Handed*
30gp
2d6
15lbs.
5
Tulwar
8gp
1d6
2lbs.
2
Voulge
8gp
2d4
6lbs.
5
*Requires two hands to swing.
Certain weapons have additional affects beyond their damage
rating. See Players Handbook page 41 and 42 for particulars.
MISSILE &
RANGED
COST DMG RNG WGT EV
Axe,Hand/
4gp
1d6
10ft.
4lbs.
2
Throwing
Club
-1d6
10ft.
3lbs.
2
Dagger
2gp
1d4
10ft.
1lb.
1
Hammer, Light
1gp
1d4
20ft.
2lbs.
2
Knife
3sp
1d2
10ft.
1lb.
1
Spear
1gp
1d6
20ft.
3lbs.
2
Spear, Wolf
3gp
1d8
10ft.
4lbs.
3
Trident
10gp
1d8
10ft.
5lbs.
5
Aclis
1gp
1d4
20ft.
1lb.
2
Arrows (20)
2gp
bow
-3lbs.
2
Arrows (12)
15sp
bow
-2lbs.
1
Arrow, Silver (2)
1gp
bow
-0.2lb.
1
Blowpipe
1gp
1
10ft.
1lb.
3
Bolas
5gp
1d4
20ft.
2lbs.
2
Bolts (12)
1gp
x-bow
-1lb.
1
Bow, Long
75gp
1d6
100ft. 3lbs.
4
Bow,Long,
100gp
1d8
110ft. 3lbs.
4
Composite
Bow, Short
30gp
1d6
60ft.
2lbs.
3
Bow,Short,
75gp
1d8
70ft.
2lbs.
3
Composite
Crossbow, Light
35gp
1d6
80ft.
6lbs.
4
Crossbow, Hand
100 gp
1d4
30ft.
3lbs.
2
Crossbow, Heavy
50gp
1d10 120ft. 9lbs.
5
Dart
5sp
1d3
20ft. 0.5lb.
1
Harpoon
1gp
1d6
20ft.
4lbs.
5
Javelin
1gp
1d4
30ft.
2lbs.
3
Rock
-1d2
30ft.
--Sling
-1d4
50ft.
-1
Whip
1gp
1d2
15ft.
2lbs.
2
Certain weapons have additional affects beyond their damage
rating. See Players Handbook page 41 and 42 for particulars.
COST
1gp
1gp
2gp
35gp
1sp
4gp
2gp
4sp
1sp
1gp
5sp
10gp
WGT
1lb.
0.5lbs.
2lbs.
8lbs.
0.5lb.
45lbs.
30 lbs.
1lbs.
5lbs.
1lb.
0.5lbs.
0.5lbs.
EV
1
1
2w
4
*
9
6
2
3
1w
*
1
CAP
--8
--9
6
2
-2
1
--
5sp
2gp
5cp
5sp
5cp
2gp
1gp
2gp
30gp
1cp
5gp
2gp
1gp
5gp
2gp
1gp
9gp
-2gp
1gp
1gp
1cp
5sp
3cp
1gp
15gp
18gp
3sp
1gp
2cp
1gp
6gp
8gp
35gp
25gp
1gp
30gp
1gp
5gp
1gp
8gp
1gp
3lbs.
0.5lb.
1lb.
2lbs.
0.1lb.
2lbs.
0.5lb.
15lbs.
4lbs.
0.5lbs.
40lbs.
25lbs.
0.5lbs.
8lbs.
5lbs.
0.25lb.
8lbs.
1lbs.
0.25lb.
0.5lbs.
0.5lb.
20lbs.
1lbs.
0.1lbs.
0.5lbs
0.5lbs.
3lbs.
1lb.
4lbs.
1lb
2lbs.
8lbs.
8lbs.
4lbs.
1lb.
-1lb.
0.5lbs.
3lbs.
-0.1lb.
4lbs.
2
1
3
2
1
1
1
4
12
1
12
4
1
2
2
-5
1
1
1
1
8
2
1
*
1
3
1
2
1
2
4
4
4
1
1
1
1
2
*
*
3
-1
EQUIPMENT
Lamp, Open
Lantern, Bullseye
Lantern, Hooded
Lodestone
Manacles
Mandolin
Marbles (bag of 25)
Mirror, Small Steel
Mortar and Pestle
Mug or Tankard
Nails, Iron (50)
Oil, Flask of
Pack, Shoulder
Padlock and Key
Panpipes
Paper (10 sheets)
Parchment (10 shts)
Pickaxe, Miners
Pipe
Pitons/Spikes (5)
Pole (10 feet)
Pot
Prayer Beads
Quill
Quiver, Dozen
Quiver, Score
Razor
Rogues Tools
Rope, Hemp (50 ft.)
Rope, Silk (50 ft.)
Sack, Large
Sack, Small
Saw, Metal
Sealing Wax
Sewing Kit
Shovel
Soap (per bar)
String (50 ft.)
Tent, Large
Tent, Medium
Tent, Small
Tinder Box (10 fires)
Tongs
Torch
Trap, Lg. Animal
Trap, Med. Animal
Trap, Sm. Animal
Trunk, Travel
Vellum (10 Sheets)
Vial (1 ounce)
Waterskin (1 gallon)
Wedge, splitting
Whetstone
Whistle
Wolvesbane
3
- gallon
10 sheets
6
--8
6
-------------------------------
COST
3gp
12gp
7gp
25gp
15gp
10gp
1gp
10gp
3gp
2cp
5sp
1gp
2gp
25gp
11gp
10gp
5gp
3gp
5gp
5sp
2sp
3gp
2gp
1sp
2gp
4g[
5sp
30gp
1gp
10gp
5sp
1sp
5gp
1gp
5sp
2gp
5sp
4sp
45gp
25gp
10gp
1gp
6sp
1cp
35gp
15gp
7gp
2gp
15gp
1sp
1gp
2cp
1gp
5sp
2gp
WGT
2lbs.
3lbs.
2lbs.
1lb.
2lbs.
4lbs.
0.1lbs.
0.5lb.
2lbs.
0.5lb.
1lb.
1lb.
2lbs.
1lb.
1lb.
--10lbs.
0.1lbs.
2lbs.
8lbs.
8lbs.
--1lb.
1lb.
-1lb.
10lbs.
5lbs.
1lb.
0.5lb.
1lb.
0.1lb.
1lb.
8lbs.
1lb.
1lb.
50lbs.
30lbs.
20lbs.
4lbs
1lb.
1lb.
25lbs.
12lbs.
3lbs.
10lbs.
-0.1lb.
4lbs.
-0.5lb.
-0.1lb.
EV
2
2
2
1
1
2
*
1
2
-1
1
3
1
1
*
*
4
*
1
5
4
--2
2
1
1
3
2
2
1
2
*
1
3
1
2
10
7
4
2
1
1
9
6
3
3
*
*
3
*
1
*
*
CAP
------------------------12
20
----5
2.5
------5 men
3 men
1 man
------5
-1 oz.
1 gallon
-----
CLOTHING
COST
WGT
EV
Belt
6sp
1lb.
*
Belt, Baldric
2sp
3lbs.
*
Boots, Heavy
1gp
4lbs.
1w
Boots, Soft
4sp
2lbs.
*
Caftan
3sp
2lbs.
1w
Cap/Hat
4sp
-*
Cape
8sp
1lb.
*
Cloak
5sp
3lbs.
1w
Cowl
2sp
1lb.
3w
Dalmatic
5sp
4lbs.
2w
Doublet
1gp
3-5lbs.
1w
Frock
5sp
1-10lbs.
2w
Girdle
7sp
3lbs.
1w
Gloves, Cloth
2sp
-*
Gloves, Leather
8sp
-*
Gown
1gp
5-20lbs.
4w
Jewelry
varies
-*
Leggings
5sp
0.5lbs.
2w
Mantle
1gp
3-5lbs.
1w
Robe
1gp
4lbs.
2w
Scarf
5cp
0.5lbs.
*
Shoes, Normal
2sp
1lb.
1w
Signet Ring
5gp
-*
Skirt
4sp
0.5lbs.
1w
Smock
3sp
0.5lbs.
1w
Trousers
4sp
0.5lbs.
1w
Tunic
3sp
0.5lbs.
1w
Vest
2sp
0.5lbs.
1w
Winter Clothing, Set
5gp
6lbs.
4w
*No appreciable EV singly. EV is 1 per 10 of these carried.
COST
5cp
2cp
2sp
4sp
25gp+
2sp
5sp
2gp
1sp
2sp
5sp
3gp
2sp
1gp
1sp
5sp
2sp
10gp
WGT
1lb.
1lb.
1lb.
5lbs.
gal.
----1lb.
1lb.
7lbs.
--1lb.
1lb.
1lb.
1lb.
EV
1
1
1
3
5
----1
1
4
--1
1
1
1
EV
6w
8w
5w
5w
6w
2w
-25
--23
----2
2
------5w
3w
1
-------
Choose Spells
1.
2.
3.
4.
5.
6.
7.
8.
CREATE WATER
Creates 2 gallons/level of pure water.
DETECT CHAOS/EVIL/GOOD/LAW*
Reveals aura of creatures, spells, or objects.
DETECT MAGIC
Detects magical aura and its strength along 50 ft. path.
DETECT POISON
Detects poison in one creature or small object.
ENDURE ELEMENTS
Protection from natural elements and weather.
FIRST AID
Bandages bleeding wound.
LIGHT
Object shines like a torch.
PURIFY FOOD AND DRINK
Purifies 1 cu. Ft./level of food or water.
67
1.
68
2.
69
3.
69
4.
71
5.
73
6.
80
7.
88
8.
BLESS*
Allies gain +1 to hit and +1 to saves against fear.
BLESS WATER*
Makes holy or unholy water.
COMMAND
Subjects obey one-word command for 1 round.
CURE LIGHT WOUNDS*
Cures 1d8 damage.
DETECT SECRET DOORS
Reveals hidden doors within 60 ft.
DETECT UNDEAD
Reveals undead within 60 ft.
INVISIBILITY TO UNDEAD
Undead cant perceive subject.
PROTECTION FROM CHAOS, EVIL, GOOD, OR LAW*
CREATE WATER
Creates 2 gallons/level of pure water.
DETECT NEUTRALITY
Reveals creatures, spells, or objects.
DETECT POISON
Detects poison in one creature or small object.
ENDURE ELEMENTS
Protection from natural elements and weather.
FIRST AID
Bandages bleeding wound.
KNOW DIRECTION
The caster discerns north.
LIGHT
Object shines like a torch.
PURIFY FOOD AND DRINK
Purifies 1 cu. Ft./level of food or water.
67
69
69
71
73
80
80
88
1.
64
2.
65
3.
68
4.
69
5.
69
6.
79
7.
88
8.
90
9.
90
10.
91
11.
93
12.
94
ALARM
Wards an area and alerts caster to intruders.
ANIMAL FRIENDSHIP
Gain permanent animal companion.
CALM ANIMALS
Calms animals, beasts, or magical beasts.
DETECT SNARES AND PITS
Reveals natural or primitive traps.
ENTANGLE
Plants entangle everyone in 50 ft. circle.
FAERIE FIRE
Outlining light +1 to hit and cancels concealment.
GOODBERRY
2d4 berries each cure 1 hit point (max 8 hp/day).
INVISIBILITY TO ANIMALS
Animals cant perceive warded subject.
MAGIC STONES
Three stones gain +1 attack, deal 1d6+1 damage.
OBSCURING MIST
Fog surrounds caster, obscuring all sight.
PASS WITHOUT TRACE
Subject leaves no tracks or scent.
SHILLELAGH
Makes club a +1 weapon (1d6+1 damage).
59
60
64
69
72
72
75
79
82
84
85
93
ARCANE MARK
Inscribes a personal rune (visible or invisible).
DANCING LIGHTS
Creates figment torches or other lights.
DETECT MAGIC
Detects magical aura and its strength along 50 ft. path.
DETECT POISON
Detects poison in one creature or small object.
ENDURE ELEMENTS
Protection from natural elements and weather.
GHOST SOUND
Figment sounds.
LIGHT
Object shines like a torch.
MAGE HAND
Five-pound telekinesis.
MENDING
Makes minor repairs on an object.
MESSAGE
Short, whispered communication at a distance.
OPEN/CLOSE
Opens or closes small or light things.
PRESTIDIGITATION
Performs minor tricks or tasks.
1.
68
2.
69
3.
69
4.
71
5.
75
6.
80
7.
81
8.
83
9.
83
10.
84
11.
87
12.
13.
14.
15.
16.
17.
18.
19.
20.
ALTER SIZE
Object or creature grows or shrinks 10%/level (max 50%).
BURNING HANDS
1d2 +1/level fire damage.
CHANGE SELF
Changes the casters appearance.
CHARM PERSON
Makes one person the casters friend.
COMPREHEND LANGUAGES
Understands spoken and written languages.
ERASE
Mundane or magical writing vanishes.
FEATHER FALL
Objects or creatures fall slowly.
FLOATING DISK
3-ft.-diameter horizontal disk that holds 1000 lbs.
HOLD PORTAL
Holds door shut.
IDENTIFY
Determines single feature of magic item.
JUMP
Make astounding leaps 1 min/lvl.
MAGIC MISSILE
Strikes for 1d4+1 damage; +1 missile/two levels.
PROTECTION FROM CHAOS, EVIL, GOOD, OR LAW*
60
64
64
65
66
72
72
73
77
78
79
81
88
89
93
93
94
94
96
101
ARCANE MARK
Inscribes a personal rune (visible or invisible).
DANCING LIGHTS
Creates figment torches or other lights.
DETECT ILLUSION
Detects illusions along 50 ft. path.
GHOST SOUND
Figment sounds.
INFLUENCE
Temporary charm.
LIGHT
Object shines like a torch.
MAGICAL AURA
Grants object false magic aura.
MENDING
Makes minor repairs on an object.
MESSAGE
Short, whispered communication at a distance.
PRESTIDIGITATION
Performs minor tricks or tasks.
1.
68
2.
70
3.
75
4.
78
5.
80
6.
81
7.
83
8.
83
9.
87
10.
11.
12.
7.
10
CHANGE SELF
Changes the casters appearance.
COLOR SPRAY
Knocks unconscious, blinds, or stuns 1d4+1 level
worth of creatures.
DARKNESS
20-ft. radius of supernatural darkness.
DAZE
Creature loses next action.
ERASE
Mundane or magical writing vanishes.
HYPNOTISM
Fascinates 2d4 HD of creatures.
OBSCURING MIST
Fog surrounds the caster, obscuring all sight.
READ MAGIC
Read scrolls and spellbooks.
SEE INVISIBILITY
Reveals invisible creatures or objects.
SILENT IMAGE
Creates minor illusion of your design.
UNDETECTABLE AURA
Masks magic items aura.
VENTRILOQUISM
Throws sound or voice.
Play.
64
65
68
68
72
77
84
89
92
93
101
102
4.
This book is published under the Open Game License (OGL) version 1.0a by
permission of Wizards of the Coast, Inc. The Open Game Content appearing
in this book is derived from the 3.0 System Reference Document, copyright
2000 Wizards of the Coast, Inc. All contents, excluding the OGL, is property of
and copyright 2006 Mike Hensley. All Rights Reserved.
5.
6.
7.
OPEN GAME LICENSE Version 1.0a: The following text is the property of
Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc
(Wizards). All Rights Reserved.
8.
1.
9.
2.
3.
10.
11.
12.
13.
14.
15.
11