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About this document...

Advanced Microlite20 OSS (Old School Style) is a trimmed down, subminiature version of the Primary Fantasy SRD 3.5 rules (see license for more info) that has been designed to be quick and easy to play. The goal was to create a simpler game, but one where all of the resources of Primary Fantasy SRD 3.5 (monsters, spells, adventures and equipment) could be used without conversion. Advanced Microlite20 OSS is a Microlite20 variant designed for old school style play with a modern game system and nearly any fantasy adventure module or setting you can pull off your shelf.

Table of Contents

Player Section...... 15

STATS...... 16

RACES...... 17

CLASSES...... 18 Fighter...... 19 Rogue...... 20 Mage...... 21 Cleric...... 22 Paladin...... 23 Ranger...... 24 Druid...... 25 Bard...... 26

CLASS ABILITIES...... 27

BACKGROUNDS...... 28

TALENTS...... 28

SKILLS...... 29 Skill Roll...... 30

MAGIC...... 31 Spell Level...... 31 Spell Cost...... 31 Difficulty Class...... 31 Combat Casting...... 31 Metamagic...... 32

COMBAT...... 33 Unarmed Strike...... 33 Special Combat Situations...... 34

ACTION POINTS...... 35 EXPERIENCE...... 36

MONEY...... 37

STARTING WEALTH...... 38 Method 1...... 38 Method 2...... 38

FAST PACKS...... 39

EQUIPMENT LISTS...... 40 Armor...... 40 Shields...... 41 Clothing...... 41 Weapons...... 42 Range Weapons...... 42 Light Weapons...... 42 One-handed Weapons...... 43 Two-handed Weapons...... 43 Masterwork Items...... 44 Adventuring Equipment...... 45 Adventuring Equipment (cont.)...... 46 Adventuring Equipment (cont.)...... 47 Special Substances And Items...... 48 Acid...... 48 Alchemist’s Fire...... 48 Antitoxin...... 48 Everburning Torch...... 48 Holy Water...... 49 Smokestick...... 49 Sunrod...... 49 Tanglefoot Bag...... 49 Thunderstone...... 50 Tindertwig...... 50 Mounts and Work Animals...... 51 Animal Barding...... 51 Animal Equipment...... 52

SPELL LISTS...... 53 Arcane Spells...... 53 0-Level Arcane Spells ()...... 53 1st-Level Arcane Spells ...... 53 2nd-Level Arcane Spells ...... 53 3rd-Level Arcane Spells ...... 53 4th-Level Arcane Spells ...... 53 5th-Level Arcane Spells ...... 54 6th-Level Arcane Spells ...... 54 7th-Level Arcane Spells ...... 54 8th-Level Arcane Spells ...... 54 9th-Level Arcane Spells ...... 54 Divine Spells...... 55 0-Level Divine Spells (Orisons) ...... 55 1st-Level Divine Spells ...... 55 2nd-Level Divine Spells ...... 55 3rd-Level Divine Spells ...... 55 4th-Level Divine Spells ...... 56 5th-Level Divine Spells ...... 56 6th-Level Divine Spells ...... 56 7th-Level Divine Spells ...... 56 8th-Level Divine Spells ...... 56 9th-Level Divine Spells ...... 57 Druidic Spells...... 57 0-LEVEL DRUID SPELLS ...... 57 1st-LEVEL DRUID SPELLS ...... 57 2nd-LEVEL DRUID SPELLS...... 57 3rd-LEVEL DRUID SPELLS ...... 57 4th-LEVEL DRUID SPELLS ...... 58 5th-LEVEL DRUID SPELLS ...... 58 6th-LEVEL DRUID SPELLS...... 58 7th-LEVEL DRUID SPELLS...... 58

Game Master Section...... 60

MONSTERS...... 61 Monster Stat Block...... 61 Monster List...... 62 Animal...... 62 Animal, Dire...... 63 Magical Beast...... 63 Humanoids...... 65 Undead...... 65 Vermin...... 66 Werewolf...... 66 Monster Reactions...... 67 Morale...... 67

TRAPS...... 68

DISEASE...... 71

POISON...... 72

EXTREME HEAT & COLD ...... 74

FALLING DAMAGE ...... 74

OPEN GAME LICENSE Version 1.0a...... 78

Index of Tables

Table 1: Stat Bonus Table...... 15

Table 2: Racial Attributes...... 16

Table 3: Class Advancement Summary...... 17

Table 4: Fighter Summary...... 18

Table 5: Fighter Attack and Damage Bonus...... 18

Table 6: Rogue Summary...... 19

Table 7: Mage Summary...... 20

Table 8: Cleric Summary...... 21

Table 9: Paladin Summary...... 22

Table 10: Paladin Saving Throw Bonus...... 22

Table 11: Ranger Summary...... 23

Table 12: Ranger Missile Attack and Damage Bonuses...... 23

Table 13: Druid Summary...... 24

Table 14: Druid Class Abilities...... 24

Table 15: Bard Summary...... 25

Table 16: Bard Spell-casting table...... 25

Table 17: Skill Roll Modifier...... 29

Table 18: Spell Level Access...... 30

Table 19: Spell Cost...... 30

Table 20: Fizzled Spell Cost...... 31

Table 21: Currency Exchange...... 36

Table 22: Starting Wealth...... 37 Table 23: Fast Packs...... 38

Table 24: Armor...... 39

Table 25: Shields...... 40

Table 26: Clothing...... 40

Table 27: Range Weapons...... 41

Table 28: Light Weapons...... 41

Table 29: One-handed Weapons...... 42

Table 30: Two-handed Weapons...... 42

Table 31: Adventuring Equipment...... 44

Table 32: Adventuring Equipment...... 45

Table 33: Adventuring Equipment...... 46

Table 34: Special Substances and Items...... 47

Table 35: Mounts and Work Animals...... 50

Table 36: Animal Barding...... 50

Table 37: Animal Gear...... 51

Table 38: Monster Reactions...... 66

Table 39: Diseases...... 70

Table 40: Poisons...... 71

Table 41: Monster Poisons...... 72

A note about dice...

Dice are described using a 'd' followed by the number of sides on the die: d4, d6, d8, d10, d12 and d20. In some cases you will see d100, or d%. Roll two 10-sided dice, declaring one die as the 10's and the other as the one's. A number before the 'd' tells means you should roll the die more than once and add the sum. A +/- after the dice type means you should adjust the total by that amount. Examples: 4d6 means roll 4 six-sided dice. 2d4+1 means roll 2 four-sided dice and add 1 to the total. 1d3 means rolls a six-sided die and divide by 2.

Player Section Stats There are 3 stats : Strength (STR), Dexterity (DEX) and Mind (MIND). Strength (STR) is muscular power and physical stamina. Dexterity (DEX) is finesse and quickness. Mind (MIND) is mental power and intelligence. To determine your character's beginning stats, roll 4d6, remove the lowest die. Total remaining 3 dice and allocate to one of the stats. Repeat for remaining stats. Stat bonus = (STAT-10)/2, round down.

Stat Score Stat Bonus 3 -4 4 – 5 -3 6 – 7 -2 8 – 9 -1 10 – 11 0 12 – 13 +1 14 – 15 +2 16 – 17 +3 18 – 19 +4 20 – 21 +5

Table 1: Stat Bonus Table Races The base character races are Human, Elves, Dwarves and . The Expert rules add Gnomes, Half-, Half-elves and Lizardfolk. All characters know how to speak the Common language. An , dwarf, , gnome or lizardfolk also speaks a racial language, as appropriate. Half-'s raised with orcs will know orcish. Half-elves raised with elves will know elven.

Race STR DEX MIND Languages

Humans +1 +1 +1 Common

Elves - - +2 Common, Elven

Dwarves +2 - - Common, Dwarven

Halflings - +2 - Common, Halfling

Gnomes - +1 +1 Common, Gnomish

Half-orcs +4 - -2 Common, Orcish(?)

Half-elves - +1 +1 Common, Elven(?)

Lizardfolk +1 +1 -2 Common, Lizardfolk

Table 2: Racial Attributes Classes The classes are Fighter, Rogue, Mage, Cleric, Paladin, Ranger, Druid, and Bard. Fighters, Paladins, and Rangers are considered “Fighting Classes.” Magi, Clerics and Druids are considered “Spell-casters”. Characters begin at Level 1 with 0 Experience Points. Characters start Level 1 with Hit Points = their Strength stat + 1d6. Characters advance to the next level when they have acquired experience points (XP) = 25 x the next level. When a character advances to the next level, their XP reset to zero. Each level adds: • 1d6 Hit Points • +1 to all Attack Rolls • +1 to a single skill bonus (player's choice) If the level divides by 3, add 1 point to a single Stat (players choice). If the level divides by 2, select a new Talent.

Level XP Hit Points Attack Skill Stat Talent required Bonus Bonus Bonus

1 - STR +1d6 +1 +1 - -

2 25 +1d6 +1 +1 - +1

3 50 +1d6 +1 +1 +1 -

4 75 +1d6 +1 +1 - +1

5 100 +1d6 +1 +1 - -

6 125 +1d6 +1 +1 +1 +1

7 150 +1d6 +1 +1 - -

8 175 +1d6 +1 +1 - +1

9 200 +1d6 +1 +1 +1 -

10 225 +1d6 +1 +1 - +1

Table 3: Class Advancement Summary Fighter Fighters wear any kind of armor and use shields. They have a +3 bonus to the Physical skill and add +1 to all attack and damage rolls. This increases by +1 at 5th level and every five levels on. A Fighter can use the following Class Abilities: • Weapon Finesse • Two-Handed Fighting • Multiple Attacks

Skill Bonus Armor Shields Weapons

Physical +3 Any Any Any

Table 4: Fighter Summary

Level Attack Damage

1 +1 +1

5 +2 +2

10 +3 +3

15 +4 +4

Table 5: Fighter Attack and Damage Bonus Rogue Rogues can use light armor. They have a +3 bonus to the Subterfuge skill. If they successfully Sneak up on a foe they can add their level to the damage of their first attack. A Rogue can use the following Class Abilities: • Weapon Finesse • Two-Handed Fighting • Sneak Attack

Skill Bonus Armor Shields Weapons

Subterfuge +3 light - Any

Table 6: Rogue Summary Mage Magi wear no armor. They have a +3 bonus to the Knowledge skill and can cast arcane spells. A Mage can use the following Class Abilities: • Spell-casting: Arcane

Skill Bonus Armor Shields Weapons

Knowledge +3 - - Any

Table 7: Mage Summary Cleric Clerics can wear light or medium armor. They have a +3 bonus to the Communication skill and cast divine spells. A Cleric can Turn Undead with a successful Magic Attack. DC is the current Hit Points of the Undead. If the DC is exceeded by 10 it is destroyed. This can be used (2 + Level + MIND Bonus) times per day. A Cleric can use the following Class Abilities: • Spell-casting: Divine • Turn Undead

Skill Bonus Armor Shields Weapons

Communication +3 Light or Medium Any Any

Table 8: Cleric Summary Paladin Paladins wear any kind of armor and use shields. They have a +1 bonus to the Physical skill and a +2 bonus to the Communication skill. They are immune to diseases and apply a +1 bonus to all saving throws (this increases by +1 at 5th level and every 5 levels on). Paladins can detect evil within 60‟ at will and can heal up to 2hp per level per day by laying on hands. A character must be lawful and good to be a Paladin. A Paladin can use the following Class Abilities: • Immunity to Disease • Detect Evil • Lay Hands • Multiple Attacks

Skill Bonus Armor Shields Weapons

Physical +1, Any Any Any Communication +2

Table 9: Paladin Summary

Level Saving Throw Bonus

1 +1

5 +2

10 +3

15 +4

Table 10: Paladin Saving Throw Bonus Ranger Rangers can use light or medium armor and can use shields. They have a +3 bonus to the Survival skill. They are +1 to hit and damage with ranged weapons (increases by +1 at 5th level and every five levels on.) and only incur a -1 to hit penalty when fighting with 2 weapons. A Ranger can use the following Class Abilities: • Weapon Finesse • Improved Two-Handed Fighting • Multiple Attacks

Skill Bonus Armor Shields Weapons

Survival +3 Light or Medium Any Any

Table 11: Ranger Summary

Level Missile Attack Bonus Missile Damage Bonus

1 +1 +1

5 +2 +2

10 +3 +3

15 +4 +4

Table 12: Ranger Missile Attack and Damage Bonuses Druid Druids wear any non-metal armor or shield. They have a +1 bonus to the Knowledge skill and a +2 bonus to the Survival skill. They cast Druid spells. Druids are immune to the spell-like effects of woodland fey. At 3rd level a Druid can pass without trace at will. At 7th level a Druid can assume the form of any small or medium sized animal up to 3 times per day. A Druid heals 2hp per level when changing back into his human form. A Druid can use the following Class Abilities: • Immunity to Fey Affects (at 1st level) • Spell-casting: Druidic • Pass Without Trace (at 3rd level) • Shape-change (at 7th level)

Skill Bonus Armor Shields Weapons

Knowledge +1, Non-Metal Non-Metal Any Survival +2

Table 13: Druid Summary

Level Druid Class Ability

1 Immunity to Fey Affects

3 Pass Without Trace

7 Shape-change

Table 14: Druid Class Abilities Bard Bards wear light armor and can use bucklers. They have a +1 bonus to the Communication, Subterfuge, and Knowledge skills. A Bard can counter sound- based effects within a 30‟ radius. A Bard can use his song to charm person or remove fear up to 3 times (total) per day. Beginning at 6th level, a Bard casts spells as a Druid of 5 levels lower. A Bard can use the following Class Abilities: • Bardic Enrapture • Bardic Allure (3x's per day)

Skill Bonus Armor Shields Weapons

Communication +1, Light Bucklers Any Subterfuge +1, Knowledge +1,

Table 15: Bard Summary

Level Druid Spell-caster Level

1-5 -

6 1

7 2

8 3

9 4

10 5

Table 16: Bard Spell-casting table

Class Abilities Bardic Enrapture – the character's song counters sound-based effects within a 30'. Bardic Allure – the character's song can charm person or remove fear up to 3 times (total) per day. See Charm Person and Remove Fear spells for more information. Detect Evil – the character can detect evil, as the level 1 Cleric spell, Detect Evil. Immunity to Disease – the character does not suffer the effects of any disease. Immunity to Fey Affects – the character is immune to the spell-like effects of woodland fey (Dryad, Grig, Nixie, Nymph, Pixie, or Satyr). Improved Two-Handed Fighting – the character only suffers a -1 penalty while using Two-Handed Fighting (see below). Lay Hands – the character can heal up to 2hp per level per day by touch. Multiple Attacks – the character may make repeated attacks if the total melee attack bonus is greater than or equal to +6. The character is granted one additional attack against another opponent in melee weapon striking distance that round at -2 to the attack bonus. If the adjusted attack bonus is still greater than or equal to +6, yet another attack may be made against another opponent in melee weapon striking distance at -2 to the attack bonus. And so on... Pass Without Trace – the character may pass without leaving a trail, footprints or any evidence of their direction. Shape-change – the character can assume the form of any small or medium sized animal up to 3 times per day. The character heals 2hp per level when changing back into human form. Sneak Attack – If they successfully Sneak (usually Subterfuge + DEX, but depends on situation) up on a foe they can add their Subterfuge skill rank to the damage of their first attack Spell-casting – the character may cast spells. For more information, see Magic. Turn Undead – the character can cause undead to flee with a successful Magic Attack. The DC is the current Hit Points of the Undead. If the DC is exceeded by 10 the undead is destroyed. This can be used (2 + Level + MIND Bonus) times per day. Two-Handed Fighting – the character can wield 2 light weapons and attack with both in a round, taking a -2 penalty on all attack rolls. (You cannot wield two rapiers at the same time.) Weapon Finesse – the character can use DEX bonus + Level as Melee attack bonus instead, if wielding a light weapon. Backgrounds Characters may select, with the approval of the GM, a one or two word background that represents a broad base of skills and knowledge, e.g. Farmer, Merchant, Desert Nomad, Noble, Shaman, Templar, Thyatian Mercenary, Ritualist, etc. Backgrounds need not be related to the PCs class, e.g. a player who creates a deeply religious fighter skilled in the arts of vision interpretation, divination and oration might pick 'Prophet' as a background. Backgrounds may not duplicate a class. The GM will consider the character's background just as he would the character's class when deciding if a character will succeed with an action. For example, a character with an “Engineer” background should have a much better chance of damming a creek or building a bridge over it than a character with a “Courtier” background.

Talents At level 2 (and every 2 levels thereafter), characters may select one narrow area of skill where they are better than average: something they are “Good at.” This talent should be either something directly related to their class or background – or something they have spent game time and/or money learning. If the player wishes (and the GM approves), instead of selecting a new talent a talent the character is already “Good at” be improved to “Expert at” at a later even-numbered level and a talent the character is “Expert at” may be improved a final time to “Master at” at yet a later even-numbered level. The GM will consider the character's talents just as he would the character's class and background when deciding if a character will succeed with an action. Numerical benefits for talents will only be needed when the GM decides a skill success roll is required, +2 per level is a good place to start for most talents (i.e. Good at +2, Expert at +4, Master at: +6). Skills There are five general skills in Advanced Microlite20 OSS:  Physical  Subterfuge  Knowledge  Communication  Survival Physical skill is activities of the body. Physical skills would be breaking down a door, prying open a treasure chest, or tipping a boulder to tumble down a cliff. Subterfuge skill is trickery and concealment, as well as countering trickery. Subterfuge skills would be hiding in shadows, moving silently, listening to a quiet conversation in the next room, picking a lock, searching for traps, disarming a trap or spotting a brick that acts as a trigger to a concealed door. Knowledge skill is memory, education and ability to figure things out. Knowledge skills would be finding the right path out of a dungeon, figuring out what the words on the side of a candle mean, deciphering an ancient script or remembering the antidote for a poison. Communication skill is the ability to talk, read and write effectively. Communication skills would be forging a document, convincing a town guard to allow entry after dark, ride an animal, gather information from a book. Survival skill is the ability keep healthy, safe and comfortable in the wilderness. Survival examples would be knowing edible plants, tracking, building a shelter and finding water. Each skill has a skill bonus (starting at +0). These skills are not used directly by the players in most cases. Instead players are expected to think like adventurers, tell the GM what they are doing and the GM decides if it will succeed in the situation, taking into account the character's class and background. Skill Roll If the GM decides a random success chance is truly needed, he may resolve the situation with a roll of his choice or he may call for a skill-based roll: Skill Roll = 1d20 + Skill Bonus + Stat Bonus + Skill Roll Modifier (see table)

Skill Type Skill Roll Modifier Description

Primary + Class Level the character is attempting something directly related to their class or background

Secondary + (Class Level/2, round up) the character is attempting something only loosely related to their class or background

Minor + (Class Level/3, round down) the character is attempting something not really related to their class or background

Table 17: Skill Roll Modifier

When the GM calls for a skill roll, he will declare the type of skill roll, which skill and stat the roll will use, and any situational modifiers and the player will make a skill roll. For example, Climbing would use Physical + STR bonus. Dodging a falling rock is Physical + DEX bonus. Finding a trap is Subterfuge + MIND bonus. Disabling a trap is Subterfuge + DEX bonus. Roll higher than the GM assigned Difficulty Class to succeed. Unless the GM rules otherwise, a natural roll of 20 always succeeds for a Primary Skill Roll. Suggested Difficulty Classes with Easy defined as a 50/50 chance of an average person succeeding on the first try: Easy - 10, Moderate - 15, Difficult - 20, Extremely Difficult - 25, Legendary – 30, Improbable - 35, Unbelievable - 40. Note that there are no “saving throws” in this game; use level + STR or DEX bonus for Fortitude and Reflex saves. Saving against magic (Will save) is usually MIND bonus + your level. Magic Spell-casters have access to all spells from the appropriate spell list:  Magi can cast arcane spells  Clerics can cast divine spells  Druids can cast druidic spells

Spell Level Spell-casters have access to any spell level equal or below 1/2 their class level, rounded up. All spell-casters have access to level 0 spells from the appropriate spell list. For Magi, Clerics and Druids, the effective spell-caster level is the character's level. For Bards, the effective spell-caster level is the character's level – 5 (see Bard Spell-casting table).

Effective Caster Level 1-2 3-4 5-6 7-8 9-10 11-12 13-14 15-16 17-18

Spell Level 1 2 3 4 5 6 7 8 9

Table 18: Spell Level Access

Spell Cost Casting a spell of any kind costs Hit Points. The cost is 1 + double the level of the spell being cast: Spell-casters may select one “signature” spell per spell level from 1st upward that they prefer to use over any other. These spells are easier to cast due to familiarity, costing 1 less HP to use.

Spell Level 0 1 2 3 4 5 6 7 8 9

Hit Point Cost 1 3 5 7 9 11 13 15 17 19

Table 19: Spell Cost This loss cannot be healed by magic but is recovered after 8 hours rest. There is no need to memorize spells in advance.

Difficulty Class For purposes of things like saves and dispelling, the Difficulty Class (DC) for all spells is: Spell Difficulty Class (DC) = 10 + Caster Level + Caster's MIND bonus Combat Casting In combat, if a character is hit and takes damage (or other effect that could interfere with spell casting, like paralysis) before casting a spell, the spell fizzles. This costs the caster 1 HP per level of the spell he was attempting to cast and the caster loses his action for the round.

Fizzled Spell Level 0 1 2 3 4 5 6 7 8 9

Hit Point Cost 0 1 2 3 4 5 6 7 8 9

Table 20: Fizzled Spell Cost The character may expend an action point on Heroic Effort to avoid these effects and cast the spell as if the character had not been hit.

Metamagic Spellcasters may select one metamagic ability from this list at levels 3 and 6. A metamagiced spell is cast at a higher HP cost: the standard HP cost for the spell plus the HP cost for all metamagic being applied to the spell. The GM has the final say as to what metamagic effects do or do not make sense to use with a particular spell. Multiple metamagic effects can be applied to a single spell; however, each metamagic effect after the first adds an additional +1 to the HP cost of the spell. Empower Spell - All variable, numeric effects of an empowered spell are increased by one-half. Saving throws and opposed rolls are not affected, nor are spells without random variables. An empowered spell adds +4 to the HP cost of the base spell. Enlarge Spell - You can alter a spell with a range of close, medium, or long to increase its range by 100%. Spells whose ranges are not defined by distance, as well as spells whose ranges are not close, medium, or long, are not affected. An enlarged spell adds +2 to the HP cost of the base spell. Extend Spell - An extended spell lasts twice as long as normal. A spell with a duration of concentration, instantaneous, or permanent is not affected. An extended spell adds +2 to the HP cost of the base spell. Widen Spell - You can alter an area shaped spell to increase its area. Any numeric measurements of the spell‟s area increase by 100%. A widened spell adds +6 to the HP cost of the base spell. Combat Hit Points = STR Stat + 1d6/Level. Armor Class (AC) = 10 + DEX bonus + Armor bonus. If HP reach 0, unconscious and near death. Further damage directly reduces STR. If that reaches 0, death. A character heals either 1 STR point or twice his level hit points per full day of total rest. A night of rest will allow a character to recover 1 Hit Point from damage and all Hit Points used to cast spells. STR lost to damage must be recovered before hit points from damage can be recovered. Surprise: At the beginning of an encounter, roll 1d6 for each side. On a roll of 1-2 a side is surprised and may not act at all in the first round. Initiative: Roll d20 + DEX bonus for initiative order. Everyone can do one thing each turn; move, attack, cast a spell, etc. The GM may choose to allow some combined actions, like a charge attack, to be one thing. Melee attack bonus = STR bonus + Level Missile attack bonus = DEX bonus + Level Magic attack bonus = MIND bonus + Level Add attack bonus to d20 roll. If higher than your opponent's Armor Class (AC), it's a hit. A natural 20 is an automatic hit and if the roll would normally hit, the hit is a critical doing maximum damage. A natural 1 always misses. Add STR bonus to Melee damage, x2 for 2-handed weapons.

Unarmed Strike A character with no weapons may still fight by punching and kicking. Punching and kicking is called an Unarmed Strike. A successful unarmed strike does 1d3 damage. Special Combat Situations Opportunity Attacks: Anyone not surprised and with a ready weapon who is not already involved in a melee combat gets a free attack on opponents trying to move past them – this attack is in addition to their normal attack for the round. If the attack is successful, the opponents takes damage and can move no further that round. Ranged Attack into Melee: Shooting or throwing into a crowded melee is not a good idea, there's a 50% chance you'll hit a friend instead of an opponent. Fighting classes may take -4 to hit to avoid hitting a friend. Dodge: A character who is not making an Active or Full Attack may forgo his next attack at any time and dodge out of the way. Roll 1d20 + DEX bonus + Physical Combat Bonus. The total is the character's effective AC until his next attack. If it's lower than his real AC, well, the character zigged when he should've zagged. The GM may modify the roll by +2 or -2 (or more) to reflect the terrain and cover of the area. Aid Another: A character who can make a melee attack on an opponent engaging an ally in melee combat can help that character attack or defend by distracting or interfering with an opponent. Make an attack roll against AC 10. If successful, the ally gains either a +2 (+1 at levels 5, 10, 15, etc. for fighting classes) bonus on his next attack roll against that opponent or a +2 (+1 at levels 5, 10, 15, etc. for fighting classes) bonus to AC against that opponent's next attack (aiding character's choice), as long as that attack comes before the beginning of the aiding character's next turn. Multiple characters can aid the same ally. Grapple: A character can make a grapple attack on an adjacent target. A successful attack roll means they are then grappled with their target. When grappled, both the attacker and the defender's AC becomes 10 and neither can make move actions. When grappled, the defender can‟t make normal actions and must make opposed rolls (1d20 + PCB) against the attacker to attempt to break free. As long as the defender is grappled the attacker can make automatic unarmed attacks on the defender. Knockout Blow: A character can attempt an armed melee attack against an adjacent creature to stun them. On a successful hit the target is stunned one minute for every point the attacker rolled higher than their defense. Rogues add their level in minutes to this time. Action Points All characters have 1 action point per character level. Actions points may be used to simulate a heroic effort by a character or to simulate a lucky break. Action Points recover 1 per day of total rest in safe surroundings. Heroic Effort: Each action point spent on heroic effort allows the player to roll a 1d6 and adjust any single die roll affecting the character or made as a result of the character's actions in the character's favor by the amount rolled. The action point must be expended before the die roll to be adjusted is made. An action point may also be spend on Heroic Effort to allow a spell-caster to continue to cast a spell if hit during casting. Luck: Spending one action point for luck will cause a minor bit of good luck to come the character's way. Spending two action points for good luck will cause a major bit of good luck to come the character's way. In both cases, the GM decides exactly what the good luck is, but it should be helpful in a minor/major way to the character's immediate situation. Second Chance: Spending one action point allows the player to re-roll any roll he just made, but he must accept the result of the new roll even if it is lower. Exception: Using a second chance for a failed “save-or-die” roll changes the result to the minimum needed for success. Shake Off Fatigue: Recover half your lost hit points instantly. This counts as an action. Strike Now: The character can take his action right now instead of waiting for his normal strike speed position to come up. This cannot be used to cast a spell over 3rd level or if the character has taken a defensive Combat Stance for the round (Full Defense or Active Defense). Experience Characters get Experience Points (XP) when their party defeats monsters. (Note that monsters can be defeated without being killed.) Experience Points (XP) = Hit Dice of defeated monsters. Add +1 for each doubling of the number of foes. e.g.: 1 kobold (a 1 hit die monster) = 1 XP. 2 kobolds = 2 XP. 4 kobolds = 3 XP, 8 kobolds = 4 XP etc. Add +1 or +2 XP (GM‟s discretion) if the foes have dangerous special abilities. Characters who do not participate in the encounter in some way do not get XP for it. Characters also earn a GM-assigned amount of experience points for defeating traps, solving puzzles, excellent roleplaying, and the like. The GM should assign XP depending on the situation (usually from 1 to 5 XP). Characters can also lose up to 5 XP for generally ignoring their alignment or other very poor roleplaying. Individual characters can also earn experience points from spending money found in treasures (or taken from monsters) in totally frivolous ways (e.g. wine, women, song, donations to a temple without getting anything in return, generic “training,” etc.). A character earns 1 XP for each 100gp so spent. Add up the Experience Points (XP) of every successful encounter you take part in plus any earned from GM specials and treasure spent. When the total is equal to 25 x your next level, you've advanced to the next level. Reset the total XP to 0 after advancing. Example: Four newly minted second level adventurers have just completed a dungeon adventure. They each have 36 XP and need 75 XP to reach third level. Their expedition was extremely successful. They defeated 22 XP worth of monsters and earned 7 XP from traps and other GM specials for a total of 29 XP each. The party‟s cleric earned 4 XP for great roleplaying while risking her life to save the party from an angry spirit. The party also found and recovered 2900gp in treasure from the dungeon. That‟s 725gp each. The cleric decides to donate the entire sum to her temple, and earn 7 more XP. This gives her 40 XP for a total of 76 XP. She advances to 3rd level and resets her XP to 0. The other party members earned 29 XP each for a total of 65 XP each. They remain 2nd level. Money The most common coin is the gold piece (gp). A gold piece is worth 10 silver pieces. Each silver piece is worth 10 copper pieces (cp). In addition to copper, silver, and gold coins there are also platinum pieces (pp), which are each worth 10 gp.

Exchange cp sp gp pp

Copper piece 1 1/10 1/100 1/1000

Silver piece 10 1 1/10 1/100

Gold piece 100 10 1 1/10

Platinum piece 1000 100 10 1

Table 21: Currency Exchange Starting Wealth Choose of the following methods to get your character started. Method 1 allows for the most customization. Method 2 is the fastest approach to getting started.

Method 1 Your character begins with a certain amount of accumulated wealth, determined by your character class. The character uses this accumulated wealth to purchase his initial weapons, armor, and adventuring equipment, using the price lists on the equipment tables.

Class Starting Wealth

Fighters, Paladins 150 GP

Rogues, Rangers 120 GP

Clerics, Druids 125 GP

Mages 75 GP

Table 22: Starting Wealth

Method 2 Your character begins with a standard equipment package to get started quickly. 1. Your character gets 50 Gold Pieces. 2. Choose a pack or roll 1d6 to select one randomly. 3. Finally, add the items from the list, based on your Class. Cleric or Druid: Silver Holy symbol & 5 gp. Fighter or Paladin: Vial of Holy Water & 5 gp. Mage: Spellbook & 2 Spell Pouches & 5 gp. Rogue: Thieves Tools. Ranger: 30 gp. Fast Packs Fast packs contain enough equipment to get your character equipped for adventuring. Make a pack choice from the list below or roll d6 to choose one randomly.

Pack 1d6 Contents

Pack A 1-2 Backpack, Belt Pouch, Bedroll, Lantern (hooded), 10 Oil Flasks, Flint & Steel, Shovel, 2 sets of Caltrops, Signal Whistle, Waterskin, Iron Rations (4 days)

Pack B 3-4 Backpack, Belt Pouch, Bedroll, 10 Torches, 4 Oil Flasks, Flint & Steel, 10 pieces of chalk, 10”Pole, Mirror, Crowbar, Waterskin, Iron Rations (4 days)

Pack C 5-6 Backpack, Belt Pouch, Bedroll, Tent, 10 Torches, 5 Oil Flasks, Flint & Steel, 50. Rope, Grappling Hook, 10” Pole, Waterskin, Iron Rations (4 days)

Table 23: Fast Packs Equipment Lists

Armor Depending on your characters class, they may be able to wear armor. A character may only wear one kind of armor at a time. The AC Bonus column gives the Armor Class bonus provided by the armor. The Type column gives the type of armor: Light (L), Medium (M) or Heavy (H).

Armor Type Cost AC Bonus

Padded L 2gp +1

Leather L 10gp +2

Studded Leather L 25gp +3

Chain Shirt L 100gp +4

Hide M 15gp +3

Scale Mail M 50gp +4

Chainmail M 150gp +5

Breastplate M 200gp +5

Splint Mail H 200gp +6

Banded Mail H 250gp +6

Half-plate H 600gp +7

Full Plate H 1,500gp +8

Table 24: Armor Shields Depending on your characters class, they may be able to use a shield. A character may only use one shield at a time. The AC Bonus column gives the Armor Class bonus provided by the shield. The Type column gives the type of shield: Buckler (B), Light (L), Medium (M) or Heavy (H).

Shield Type Cost AC Bonus

Buckler B 15gp +1

Shield, light wooden L 3gp +1

Shield, light steel L 9gp +1

Shield, heavy wooden M 7gp +2

Shield, heavy steel M 20gp +2

Shield, tower H 30gp +4

Table 25: Shields

Clothing Clothing gives no armor bonus (+0). Your choice in clothing affects your characters appearance and style, only.

Clothing Cost Clothing Cost

Artisan’s Outfit 1gp Monk’s Outfit 5gp

Cleric’s Vestments 5gp Noble’s Outfit 75gp

Courtier’s Outfit 30gp Peasant’s Outfit 1sp

Cold Weather 8gp Royal Outfit 200gp Outfit

Entertainer’s Outfit 3gp Scholar’s Outfit 5gp

Explorer’s Outfit 10gp

Table 26: Clothing Weapons Range is the distance to which the weapon is not penalized for range. Each full range increment imposes a cumulative -2 penalty on the attack roll. A thrown weapon has a maximum range of five range increments.

Range Weapons Weapon Cost Damage Range Crossbow, hand 100gp 1d4 30ft. Crossbow, heavy 50gp 1d10 120ft. Crossbow, light 35gp 1d8 80ft. Dart 5sp 1d4 20ft. Javelin 1gp 1d6 30ft. Longbow 75gp 1d8 100ft. Net 20gp — 10ft. Shortbow 30gp 1d6 60ft. Sling — 1d4 50ft. Table 27: Range Weapons

Light Weapons Weapon Cost Damage Range Axe, throwing 8gp 1d6 10ft. Dagger 2gp 1d4 10 ft. Hammer, light 1gp 1d6 20ft. Hand axe 6gp 1d4 — Mace, light 5gp 1d6 — Pick, light 4gp 1d4 — Sap 1gp 1d6 — Sickle 6gp 1d6 — Sword, short 10gp 1d6 — Table 28: Light Weapons One-handed Weapons Weapon Cost Damage Range Battleaxe 10gp 1d8 — Club — 1d6 10ft. Flail 8gp 1d8 — Longsword 15gp 1d8 — Mace, heavy 12gp 1d8 — Morningstar 8gp 1d8 — Pick, heavy 8gp 1d6 — Rapier 20gp 1d6 — Scimitar 15gp 1d6 — Shortspear 1gp 1d6 20ft. Sword, bastard 35gp 1d10 — Trident 15gp 1d8 10ft. Waraxe, dwarven 30gp 1d10 — Warhammer 12gp 1d8 — Whip 1gp 1d3 — Table 29: One-handed Weapons

Two-handed Weapons Weapon Cost Damage Range Chain, spiked 25gp 2d4 — Falchion 75gp 1d6 — Flail, heavy 15gp 1d8 — Glaive 8gp 1d8 — Greataxe 20gp 1d10 — Greatclub 5gp 1d8 — Greatsword 50gp 2d6 — Guisarme 9gp 2d4 — Halberd 10gp 1d10 — Lance 10gp 1d8 — Longspear 5gp 1d8 — Quarterstaff — 1d6 — Scythe 18gp 2d4 — Spear 2gp 1d8 20ft. Table 30: Two-handed Weapons Masterwork Items A masterwork weapon is a finely crafted version of a normal weapon. Wielding it provides a +1 enhancement bonus on attack rolls. You can’t add the masterwork quality to a weapon after it is created; it must be crafted as a masterwork weapon. The masterwork quality adds 300 gp to the cost of a normal weapon (or 6 gp to the cost of a single unit of ammunition). Adding the masterwork quality to a double weapon costs twice the normal increase (+600 gp). Masterwork ammunition is damaged (effectively destroyed) when used. The enhancement bonus of masterwork ammunition does not stack with any enhancement bonus of the projectile weapon firing it. All magic weapons are automatically considered to be of masterwork quality. The enhancement bonus granted by the masterwork quality doesn’t stack with the enhancement bonus provided by the weapon’s magic. Even though some types of armor and shields can be used as weapons, you can’t create a masterwork version of such an item that confers an enhancement bonus on attack rolls. Adventuring Equipment

Item Cost Item Cost

Acid (flask) 10gp Craftsman's Tools 5gp

Antitoxin (vial) 50gp Crowbar 2gp

Artisan's Tools 5gp Disguise Kit 50gp

Backpack (empy) 2gp Firewood (per day) 1cp

Barrel (empty) 2gp Fishhook 1sp

Basket (empty) 4sp Fishing net (25 4gp sq.ft.)

Bedroll 1sp Flask (empty) 3cp

Bell 1gp Flint and Steel 1gp

Blanket, winter 5sp Grappling Hook 1gp

Block and Tackle 5gp Hammer 5sp

Bottle, wine, glass 2gp Healer's Kit 50gp (empty)

Bucket (empty) 5sp Holy Symbol, 1gp wooden

Caltrops 1gp Holy Symbol, 25gp silver

Candle 1cp Holy Water (flask) 25gp

Canvas (sq. yd.) 1sp Hourglass 25gp

Case, map or scroll 1gp Ink (1 oz. Vial) 8gp

Chain (10 ft.) 30gp Inkpen 1sp

Chalk, 1 piece 1cp Jug, clay 3cp

Chest (empty) 2gp Ladder, 10 ft. 5cp

Table 31: Adventuring Equipment Adventuring Equipment (cont.)

Item Cost Item Cost

Lamp, common 1sp Mirror, small steel 10gp

Lantern, bullseye 12gp Mug/Tankard, clay 2cp

Lantern, hooded 7gp Musical Instrument 5gp

Lock, simple 20gp Oil, pint flask 1sp

Lock, average 40gp Paper (sheet) 4sp

Lock, good 80gp Parchment (sheet) 2sp

Magnifying Glass 100gp Pick, miner's 3gp

Manacles 15gp Pitcher, clay 2cp

Mirror, small steel 10gp Piton 1sp

Mug/Tankard, clay 2cp Pole, 10 ft. 2sp

Jug, clay 3cp Pot, iron 5sp

Ladder, 10 ft. 5cp Pouch, belt 1gp (empty)

Lamp, common 1sp Ram, portable 10gp

Lantern, bullseye 12gp Rations, trail (per 5sp day)

Lantern, hooded 7gp Rope, hempen (50 1gp ft.)

Lock, simple 20gp Rope, silk (50 ft.) 10gp

Lock, average 40gp Sack (empty) 1sp

Lock, good 80gp Sealing Wax 1gp

Magnifying Glass 100gp Sewing 5sp

Manacles 15gp Signal Whistle 8sp

Table 32: Adventuring Equipment Adventuring Equipment (cont.)

Item Cost Item Cost

Signet Ring 5gp Tent 10gp

Sledge 1gp Thieves' Tools 30gp

Soap (per lb.) 5sp Torch 1cp

Spade or Shovel 2gp Vial, ink or potion 1gp

Spell Component 5gp Waterskin 1gp Pouch

Spellbook, 15gp Whetstone 2cp wizard's (blank)

Spyglass 1,000gp

Table 33: Adventuring Equipment Special Substances And Items

Goods Cost Acid (flask) 10 gp Alchemist’s fire (flask) 20 gp Antitoxin (vial) 50 gp Everburning torch 110 gp Holy water (flask) 25 gp Smokestick 20 gp Sunrod 2 gp Tanglefoot bag 50 gp Thunderstone 30 gp Tindertwig 1 gp

Table 34: Special Substances and Items

Acid You can throw a flask of acid as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d8 points of acid damage. Every creature within 5 feet of the point where the acid hits takes 1 point of acid damage from the splash.

Alchemist’s Fire You can throw a flask of alchemist’s fire as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A direct hit deals 1d6 points of fire damage. Every creature within 5 feet of the point where the flask hits takes 1 point of fire damage from the splash. On the round following a direct hit, the target takes an additional 1d6 points of damage. If desired, the target can use a full-round action to attempt to extinguish the flames before taking this additional damage. Extinguishing the flames requires a DC 15 Reflex save. Rolling on the ground provides the target a +2 bonus on the save. Leaping into a lake or magically extinguishing the flames automatically smothers the fire.

Antitoxin If you drink antitoxin, you get a +5 alchemical bonus on fortitude rolls against poison for 1 hour. Everburning Torch This otherwise normal torch has a continual flame spell cast upon it. An everburning torch clearly illuminates a 20-foot radius and provides shadowy illumination out to a 40-foot radius.

Holy Water Holy water damages undead creatures and evil outsiders almost as if it were acid. A flask of holy water can be thrown as a splash weapon. Treat this attack as a ranged touch attack with a range increment of 10 feet. A flask breaks if thrown against the body of a corporeal creature, but to use it against an incorporeal creature, you must open the flask and pour the holy water out onto the target. Thus, you can douse an incorporeal creature with holy water only if you are adjacent to it. Doing so is a ranged touch attack that does not provoke attacks of opportunity. A direct hit by a flask of holy water deals 2d4 points of damage to an undead creature. Each such creature within 5 feet of the point where the flask hits takes 1 point of damage from the splash.

Smokestick This alchemically treated wooden stick instantly creates thick, opaque smoke when ignited. The smoke fills a 10-foot cube (treat the effect as a fog cloud spell, except that a moderate or stronger wind dissipates the smoke in 1 round). The stick is consumed after 1 round, and the smoke dissipates naturally.

Sunrod This 1-foot-long, gold-tipped, iron rod glows brightly when struck. It clearly illuminates a 30-foot radius and provides shadowy illumination in a 60-foot radius. It glows for 6 hours, after which the gold tip is burned out and worthless.

Tanglefoot Bag When you throw a tanglefoot bag at a creature (as a ranged touch attack with a range increment of 10 feet), the bag comes apart and the goo bursts out, entangling the target and then becoming tough and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to the floor, unable to move. Even on a successful save, it can move only at half speed. Huge or larger creatures are unaffected by a tanglefoot bag. A flying creature is not stuck to the floor, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. A tanglefoot bag does not function underwater. A creature that is glued to the floor (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. Once free, the creature can move (including flying) at half speed. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. The goo becomes brittle and fragile after 2d4 rounds, cracking apart and losing its effectiveness. An application of universal solvent to a stuck creature dissolves the alchemical goo immediately.

Thunderstone You can throw this stone as a ranged attack with a range increment of 20 feet. When it strikes a hard surface (or is struck hard), it creates a deafening bang that is treated as a sonic attack. Each creature within a 10-foot-radius spread must make a DC 15 Fortitude save or be deafened for 1 hour. A deafened creature, in addition to the obvious effects, takes a -4 penalty on initiative and has a 20% chance to miscast and lose any spell with a verbal component that it tries to cast. Since you don’t need to hit a specific target, you can simply aim at a particular 5-foot square. Treat the target square as AC 5.

Tindertwig The alchemical substance on the end of this small, wooden stick ignites when struck against a rough surface. Creating a flame with a tindertwig is much faster than creating a flame with flint and steel (or a magnifying glass) and tinder. Lighting a torch with a tindertwig is a standard action (rather than a full-round action), and lighting any other fire with one is at least a standard action. Mounts and Work Animals

Mount Size Cost Mount Size Cost

Dog, guard M 25gp Pony L 30gp

Dog, M 75gp Pony, War L 100gp

Donkey or L 8gp Warhorse, L 400gp Mule Heavy

Horse, L 200gp Warhorse, L 150gp Heavy Light

Horse, L 75gp Light

Table 35: Mounts and Work Animals

Animal Barding Barding is a type of armor that covers a horse or other mount. The cost of barding depends on the size of the animal that wears the barding.

Armor Type Cost (M/L) AC Bonus

Padded L 4gp/8gp +1

Leather L 20gp/40gp +2

Studded Leather L 50gp/100gp +3

Hide M 30gp/60gp +3

Scale Mail M 100gp/200gp +4

Chainmail M 300gp/600gp +5

Breastplate M 400gp/800gp +5

Splint Mail H 400gp/800gp +6

Banded Mail H 500gp/1000gp +6

Half-plate H 1200gp/2400gp +7

Full Plate H 3000gp/6000gp +8

Table 36: Animal Barding Animal Equipment

Item Cost Item Cost

Bit and Bridle 2gp Saddle, military 20gp

Feed (per day) 5cp Saddle, pack 5gp

Stabling (per day) 5sp Saddle, riding 10gp

Saddlebags 4gp

Table 37: Animal Gear

Spell Lists

Arcane Spells

0-Level Arcane Spells (Cantrips) Arcane Mark: Inscribes a permanent personal rune (visible or invisible). Detect Magic: Detects spells and magic items within 60 ft. for up to 1 min./level or until concentration ends. Ghost Sound: Figment sounds for 1 round/level. Light: Object shines like a torch for 10 min./level. Mage Hand: 5-pound telekinesis. Lasts until concentration ends. Prestidigitation: Performs minor tricks for 1 hour. Read Magic: Read scrolls and spellbooks for 10 min./level.

1st-Level Arcane Spells Feather Fall: Objects or creatures fall slowly for 1 round/level or until landing. Floating Disk: Creates 3-ft.-diameter horizontal disk that holds 100 lb./level. Lasts for 1 hour/level. Mage Armor: Gives subject +4 armor bonus for 1 hour/level. Magic Missile: 1d4+1 damage; +1 missile per two levels above 1st (max 5). Sleep: Puts 4 HD of creatures into magical slumber for 1 min./level. Shocking Grasp: Touch delivers 1d6/level electricity damage (max 5d6).

2nd-Level Arcane Spells Acid Arrow: Ranged touch attack; 2d4 damage for 1 round +1 round/three levels. Flaming Sphere: Creates rolling ball of fire, 2d6 damage, lasts 1 round/level. Invisibility: Subject is invisible for 1 min./level or until it attacks. Knock: Opens locked or magically sealed door. Levitate: Subject moves up and down at your direction for 1 min./level. Spider Climb: Grants ability to walk on walls and ceilings for 10 min./level.

3rd-Level Arcane Spells Clairaudience/Clairvoyance: Hear or see at a distance for 1 min./level. Dispel Magic: Cancels magical spells and effects. Fireball: 1d6 damage per level, 20-ft. radius. Fly: Subject flies at speed of 60 ft. for 1 min./level. Lightning Bolt: Electricity deals 1d6/level damage. Vampiric Touch: Touch deals 1d6/two levels damage; caster gains damage as hp which last for 1 hour.

4th-Level Arcane Spells Animate Dead: Creates level X2 HD of undead skeletons or zombies. Black Tentacles: Tentacles grapple all within 20 ft. spread for 1 round/level. Dimension Door: Teleports you short distance. Polymorph: Gives one willing subject a new form for 1 min./level. Stoneskin: Ignore 10 points of damage per attack. Lasts for 10 min./level or until discharged.

5th-Level Arcane Spells Cloudkill: Kills 3 HD or less; 4-6 HD save or die, 6+ HD take STR damage. Lasts for 1 min./level. Contact Other Plane: Lets you ask one question of extraplanar entity. Lasts until concentration ends. Feeblemind: Subject's MIND score drops to 1. Passwall: Creates passage through wood or stone wall for 1 hour/level. Permanency: Makes certain spells permanent. Teleport: Instantly transports you as far as 100 miles/level.

6th-Level Arcane Spells Antimagic Field: Negates magic within 10 ft. for 10 min./level. Chain Lightning: 1d6/level damage; 1 secondary bolt/level each deals half damage. Contingency: Sets trigger condition for another spell. Lasts for 1 day/level or until discharged. Disintegrate: Destroys one creature or object. Geas: Commands any creature, binding it to a specific task. Lasts for 1 day/level or until discharged. True Seeing: Lets you see all things as they really are for 1 min./level.

7th-Level Arcane Spells Delayed Blast Fireball: 1d6/level fire damage; you can postpone blast for 5 rounds. Ethereal Jaunt: You become ethereal for 1 round/level. Finger of Death: Kills one subject. Plane Shift: As many as eight subjects travel to another plane. Power Word Blind: Blinds creature with 200 hp or less for 1d4+1 minutes (permanent if creature has less than 50 hp). Spell Turning: Reflect 1d4+6 spell levels back at caster for 10 min./level or until expended.

8th-Level Arcane Spells Clone: Duplicate awakens when original dies. Horrid Wilting: Deals 1d6/level damage within 30 ft. Incendiary Cloud: Cloud deals 4d6 fire damage/round for 1 round/level. Irresistible Dance: Forces subject to dance for 1d4+1 rounds. Power Word Stun: Stuns creature with 150 hp or less for 2d4 rounds. Trap the Soul: Imprisons subject within gem. 9th-Level Arcane Spells Astral Projection: Projects you and companions onto Astral Plane. Etherealness: Travel to Ethereal Plane with companions for 1 min./level. Gate: Connects two planes for travel or summoning. Open for 1 round/level. Meteor Swarm: Four exploding spheres each deal 6d6 fire damage. Power Word Kill: Kills one creature with 100 hp or less. Soul Bind: Traps newly dead soul to prevent resurrection.

Divine Spells

0-Level Divine Spells (Orisons) Create Water: Creates 2 gallons/level of pure water. Guidance: +1 on one attack roll, saving throw, or skill check. Lasts for 1 min. or until discharged. Light: Object shines like a torch for 10 min./level. Purify Food and Drink: Purifies 1 cu. ft./level of food or water. Resistance: Subject gains +1 on saving throws for 1 minute. Virtue: Subject gains 1 temporary hp for 1 minute.

1st-Level Divine Spells Bless: Allies gain +1 on attack rolls and communication + MIND checks against fear for 1 min./level. Bless Water: Makes holy water. Cure Light Wounds: Cures 1d8 damage +1/level (max +5). Divine Favor: You gain +1 per three levels on attack and damage rolls for 1 minute. Magic Stone: Three stones gain +1 on attack, deal 1d6 +1 damage. Lasts for 30 minutes or until discharged. Shield of Faith: Aura grants +2 or higher AC bonus for 1 min./level.

2nd-Level Divine Spells Aid: +1 on attack rolls and saves against fear, 1d8 temporary hp +1/level (max +10). Cure Moderate Wounds: Cures 2d8 damage +1/level (max +10). Delay Poison: Stops poison from harming subject for 1 Gentle Repose: Preserves one corpse. Remove Paralysis: Frees one or more creatures from paralysis or slow effect. Restoration, Lesser: Dispels magical ability penalty or repairs 1d4 ability damage.

3rd-Level Divine Spells Create Food and Water: Feeds three humans (or one horse)/level. Cure Serious Wounds: Cures 3d8 damage +1/level (max +15). Prayer: Allies get a +1 bonus on most rolls, enemies take a –1 penalty for 1 round/level. Remove Disease: Cures all diseases affecting subject. Searing Light: Ray deals 1d8/two levels damage, or 1d8/level against undead. Speak with Dead: Corpse answers one question/two levels. Lasts for 1 min./level.

4th-Level Divine Spells Cure Critical Wounds: Cures 4d8 damage +1/level (max +20). Discern Lies: Reveals deliberate falsehoods for 1 round/level or until concentration ends. Freedom of Movement: Subject moves normally despite impediments for 10 min./level. Neutralize Poison: Immunizes subject against poison for 10 min./level, detoxifies venom in or on subject. Restoration: Restores level and ability score drains. Tongues: Speak any language for 10 min./level.

5th-Level Divine Spells Atonement: Removes burden of misdeeds from subject. Commune: Deity answers one yes-or-no question/level. Lasts for 1 round/level Cure Light Wounds, Mass: Cures 1d8 damage +1/level for many creatures. Flame Strike: Smite foes with divine fire (1d6/level damage). Raise Dead: Restores life to subject who died as long as one day/level ago. True Seeing: Lets you see all things as they really are for 1 min./level.

6th-Level Divine Spells Banishment: Banishes 2 HD/level of extraplanar creatures. Cure Moderate Wounds, Mass: Cures 2d8 damage +1/level for many creatures. Harm: Deals 10 points/level damage to target. Heal: Cures 10 points/level of damage, all diseases and mental conditions. Heroes' Feast: Food for one creature/level cures disease and grants +1 combat bonus for 12 hours. Lasts for 1 hour. Quest: Commands any creature, binding it to a specific task. Lasts for 1 day/level or until discharged.

7th-Level Divine Spells Cure Serious Wounds, Mass: Cures 3d8 damage +1/level for many creatures. Destruction: Kills subject and destroys remains. Ethereal Jaunt: You become ethereal for 1 round/level. Regenerate: Subject's severed limbs grow back, cures 4d8 damage +1/level (max +35). Restoration, Greater: As restoration, plus restores all levels and ability scores. Resurrection: Fully restores a dead subject from a small portion of the corpse. 8th-Level Divine Spells Antimagic Field: Negates magic within 10 ft. for 10 min./level. Cure Critical Wounds, Mass: Cures 4d8 damage +1/level for many creatures. Dimensional Lock: Teleportation and interplanar travel blocked for 1 day/level. Discern Location: Reveals exact loc of creat or object. Fire Storm: Deals 1d6/level fire damage. Holy Aura: +4 to AC, +4 resistance, and SR 25 against evil spells for 1 round/level.

9th-Level Divine Spells Astral Projection: Projects you and companions onto Astral Plane. Etherealness: Travel to Ethereal Plane with companions for 1 min./level. Gate: Connects two planes for travel or summoning. Open for 1 round/level. Heal, Mass: As heal, but with several subjects. Implosion: Kills one creature/round for 4 rounds or until concentration ends. Soul Bind: Traps newly dead soul to prevent resurrection.

Druidic Spells

0-LEVEL DRUID SPELLS Create Water: Creates 2 gallons/level of pure water. Detect Magic: Detects spells and magic items within 60’ for 1 minute per level. Detect Poison: Detects poison in one creature or object. Mending: Makes minor repairs on an object. Read Magic: Read scrolls and spellbooks. Resistance: Subject gains +1 on saving throws for 1 minute.

1st-LEVEL DRUID SPELLS Entangle: Plants entangle everyone in 40’ radius for 1 minute/level. Faerie Fire: Outlines subjects with light for 1 minute/level, cancels blur, invisibility, etc. Goodberry: 2d4 berries each cure 1 hp (max 8 hp/24 hours). Obscuring Mist: Fog surrounds you, provides concealment for 1 minute/level Produce Flame: 1d6 damage +1/level, touch or thrown. Speak with Animals: You can communicate with animals for 1min/level.

2nd-LEVEL DRUID SPELLS Barkskin: Grants +2 or higher bonus to AC for for 10min/level. Gust of Wind: Blows away or knocks down smaller creatures. Heat Metal: Makes metal so hot it damages those who touch it. Summon Swarm: Summons swarm of bats, rats, or spiders for concentration plus 2 rounds. Tree Shape: You look exactly like a tree for 1hour/level. Warp Wood: Bends wood within 20’ radius.

3rd-LEVEL DRUID SPELLS Call Lightning: Calls down 3d6-damage lightning bolts from the sky once per round for 1min/level. Protection from Energy: Absorb 12 points/level of damage from one kind of energy for 10min/level. Speak with Plants: You can talk to normal plants and plant creatures for 1min/level. Spike Growth: For 1hr/level, creatures in area take d4 damage per 5’ movement, may be slowed. Stone Shape: Sculpts stone into any shape. Water Breathing: Subjects can breathe under water for 2 hours/level divided by number of subjects.

4th-LEVEL DRUID SPELLS Air Walk: Subject treads on air for 10min/level Anti-Plant Shell: Keeps animated plants at bay for 10min/level, 10’ radius. Ice Storm: Hail does 5d6 damage in cylinder 40’ across Reincarnate: Brings dead subject back in random body. Repel Vermin: Insects, spiders, and other vermin stay 10’ away for 10min/level. Spike Stones: Creatures in area take 1d8 damage, may be slowed.

5th-LEVEL DRUID SPELLS Awaken: Animal or Tree gains human intellect. Baleful Polymorph: Transforms subject into harmless animal. Call Lightning Storm: As call lightning, but does 5d6 per bolt. Insect Plague: Up to 6 Locust Swarms attack creatures for 1min/level. Transmute Rock to Mud: Transforms 2 10’ cubes per level. Wall of Fire: Deals 2d4 fire damage out to 10 ft. and 1d4 out to 20 ft. Passing through wall deals 2d6 damage +1/level.

6th-LEVEL DRUID SPELLS Fire Seeds: Creates Acorn Grenades (1d6 fire dmg/lvl divided among up to 4 seeds) that explode in a 10’ radius and ignite combustibles. LiveOak: Oak becomes treant guardian. Move Earth: Digs trenches and builds hills, in an area up to 750’ square and 10’ deep. Stone Tell: Talk to natural or worked stone for 1min/lvl. Transport via Plants: Move instantly from one plant to another of its type anywhere. Wall of Stone: Creates a wall of stone that can be shaped. 7th-LEVEL DRUID SPELLS Changestaff: Your staff becomes a treant on command. Control Weather: Changes weather in local area. Earthquake: Intense tremor shakes 80’ radius, collapsing ceilings, opening fissures, etc. Finger of Death: Kills one subject. Fire Storm: Does 1d6/lvl fire damage to 2 10’ cubes per level. Wind Walk: You and your allies turn vaporous and travel at up to 60mph for 1 hour/level.

Game Master Section Monsters Skills: All creatures have a bonus to all skills (Strength, Dexterity and Mind) equal to their number of Hit Dice. If the creature is intelligent, add +3 to one skill. Add stat bonuses to suit and as logic dictates. This is intentionally kept open – if you need a nimble bugbear, assign the +3 bonus to Dexterity; if a warrior, give +3 to Strength; for a spell-caster assign the +3 to Mind and give levels of Mage or Cleric (see below). Monster Advancement: To make a tougher monster, add more Hit Dice; each additional HD adds one to their skill and combat bonuses. For each doubling of the Hit Dice, increase the dice size for attacks (ie, d4- >d6, d6->d8, etc). Alternatively, add class levels to intelligent monsters. Start with the base Hit Dice and add levels of Fighter, Rogue, Mage or Cleric as required. Create your own: Pick a name, assign a level, hit dice = level, hit points = 1d8 per level, magic save = 10 + level, all attack bonuses = level, damage = 1d8 for ordinary claws, bites, and weapons, 2d8 for large maws, giant clubs, 3d8 for dragon bites and the like, AC = armor equivalent; pick special abilities as the level increases. Special attacks act like magic attacks against an appropriate defense. Intelligent monsters may have classes at the GM's option. If needed, assign stats to suit. Equip and add abilities as required.

Monster Stat Block Monsters are described with the following stat block format: Monster Name: hit dice (HD), average hit points, armor class (AC) and the attacks the monster can use. Monster List

Animal An animal is a living, nonhuman creature with no magical abilities and no innate capacity for language or culture. Animals do not possess treasure. Badger: HD 1d8+2 (6 hp), AC 15, Claw +4 (1d2–1) Bear, black: HD 3d8+6 (19 hp), AC 13, Claw +6 (1d4+4) or bite +1 (1d6+2) Bear, brown: HD 6d8+24 (51 hp), AC 15, Claw +11 (1d8+8) or bite +6 (2d6+4) Boar: HD 3d8+12 (25 hp), AC 16, Gore +4 (1d8+3) Cat: HD ½d8 (2 hp), AC 14, Claw +4 (1d2–4) Crocodile: HD 3d8+9 (22 hp), AC 16, Bite +6 (1d8+6) or tail slap +6 (1d12+6) Crocodile, giant: HD 7d8+28 (59 hp), AC 16, Bite +11 (2d8+12) or tail slap +11 (1d12+12) Dog: HD 1d8+2 (6 hp), AC 15, Bite +2 (1d4+1) Dog, war: HD 2d8+4 (13 hp), AC 16, Bite +3 (1d6+3) Donkey: HD 2d8+2 (11 hp), AC 13, Bite +1 (1d2) Eagle: HD 1d8+1 (5 hp), AC 14, Talons +3 (1d4) Horse (heavy): HD 3d8+6 (19 hp), AC 13, Hoof –1 (1d6+1) Horse, war (heavy): HD 4d8+12 (30 hp), AC 14, Hoof +6 (1d6+4) Horse, war (light): HD 3d8+9 (22 hp), AC 14, Hoof +4 (1d4+3) Mule: HD 3d8+9 (22 hp), AC 13, Hoof +4 (1d4+3) Pony: HD 3d8+6 (19 hp), AC 13, Hoof –1 (1d6+1) Pony, war: HD 2d8+4 (13 hp), AC 13, Hoof +3 (1d3+2) Snake (constrictor): HD 3d8+6 (19 hp), AC 15, Bite +5 (1d3+4), constrict (1d3+4) Snake (giant constrictor): HD 11d8+14 (63 hp), AC 15, Bite +13 (1d8+10), constrict (1d8+10) Snake (small viper): HD 1d8 (4 hp), AC 17, Bite +4 (1d2–2 plus poison) Snake (large viper): HD 3d8+6 (19 hp), AC 15, Bite +4 (1d4 plus poison) Snake (huge viper): HD 6d8+6 (33 hp), AC 15, Bite +6 (1d6+4 plus poison) Wolf: HD 2d8+4 (13 hp), AC 14, Bite +3 (1d6+1) Animal, Dire Dire animals are larger, meaner, tougher versions of normal monsters. Dire animals do not have treasure. Dire Bear: HD 12d8+51 (105 hp), AC 17, Claw +19 (2d4+10) and bite +13 (2d8+5) Dire Rat: HD 1d8+1 (5 hp), AC 15, Bite +4 (1d4 plus disease) Dire Wolf: HD 6d8+18 (45 hp), AC 14, Bite +11 (1d8+10)

Magical Beast Magical beasts are similar to animals which usually have supernatural or extraordinary abilities, but sometimes are merely bizarre in appearance or habits. Ankheg: HD 3d10+12 (28hp), AC 18, Bite +7 (2d6+7 plus 1d4 acid); Treasure: none. A 10 feet long insect with mandibles capable of snapping small trees; capable of defensively spitting acid. Assassin Vine: HD 4d8+12 (30 hp), AC 15, Slam +7 (1d6+7), constrict (1d6+7); Treasure: 1/10 coins, 50% goods, 50% items. A semi-mobile carnivorous plant with a 20 feet long vine. Bulette: HD 10d8+45 (94 hp), AC 22, Bite +12 (2d8+8), 2 Claws +7 (2d6+4); Treasure: none. A giant heavily-scaled land shark that burrows through the earth and attacks unsuspecting victims from below. Carrion Crawler: HD 3d8+6 (19 hp), AC 17, 8 tentacles +3(paralysis), bite -2(1d4+1); paralysis (DC13); Treasure: none. A 3 foot long centipede with eight long tentacles protruding from the sides of its head, which allow it to stun its prey. Cockatrice: HD 5d10 (27 hp), AC 14, Bite +9 (1d4-2 plus petrification, DC 12 phys+STR to negate); Treasure: none. A small dragon with the head of a rooster. It's bite can turn a creature to stone. Earth Elemental (large): HD 8d8+32 (68 hp), AC 18, Slam +12 (2d8+7); Treasure : none. An animated creature made of dirt, stones, precious metals, or gems. : HD 4d8+19 (37 hp), AC 16, Claw +6 (1d4+2); Treasure: standard. Creatures that look like winged stone statues. : HD 4d10+32 (54 hp), AC 3, Slam +1 (1d6 +1d6 acid) plus engulf (paralysis + 1d6 acid/round, DC 13 phys+DEX to negate); Treasure: 1/10th coins, 50% goods, 50% items (no non-metal or non-stone). A 10 ft cube of clear ooze. It digests creatures after stunning them with paralyzing electric shock. Undigested items from it's victims are often left floating inside. Griffon: HD 7d10+21 (59 hp), AC 17, Bite +11 (2d6+4); Treasure: none. An 8 foot long majestic creature with the characteristics of both lions and eagles. Hellhound: HD 4d8+4 (22 hp), AC 16, Bite +5 (1d8+1 plus 1d6 fire); Treasure: none. A skinny, hyena-like creature with red eyes that can breathe fire. Nymph: HD 6d6+6 (27 hp), AC 17, Dagger +6 (1d4) or stunning glance (unable to act for 2d4 rounds, DC 17 phys+STR to negate); Treasure: standard. A beautiful, aquatic, elven women who can use the slightest glance to stun a person. Nymphs are able to suppress this effect if they choose to, however. Otyugh: HD 6d8+9 (36 hp), AC 17, Tentacle +4 (1d6 plus disease); Treasure: standard. An eight feet in diameter, bloated body with a rock-like skin covered in dung. It has three thick legs, three eyes on a leaf-like stalk, and two long tentacles which are lined with bony thorn-like ridges. : HD 5d10+25 (52 hp), AC 15, Claw +9 (1d6+5); Treasure: none; An 8 feet tall magical beast that looks like a cross between a bear and an owl. It "hugs" like a bear and attacks with its beak. Rust Monster: HD 5d8+5 (27 hp), AC 18, Antennae touch +3 (rust); Treasure: none. A 3 foot long tick-like creature with long feathery antennae which it uses to turn metal to rust, which it eats. Shambling Mound: HD 8d8+24 (60 hp), AC 20, Slam +11 (2d6+5), constrict (2d6+7); Treasure: 1/10 coins, 50% goods, 50% items. An 8 feet wide 6 feet tall, animated pile of rotting vegetation. Stirge: HD 1d10 (5 hp), AC 16, Touch +7 (attach); Treasure: none. A mosquito-bird that attaches to victims and then drains 1d4 STR. After dealing 4 STR damage, it drops off and flies away. Stone Golem: HD 14d10+30 (107 hp), AC 26, Slam +18 (2d10+9) An animated stone statue. Treant: HD 7d8+35 (66 hp), AC 20, Slam +12 (2d6+9); Treasure: standard. A 30 feet tall animated tree creature. Umber Hulk: HD 8d8+32 (68 hp), AC 17, 2 Claws +11 (2d4+6), Bite +9 (2d8+3); Treasure: standard. A powerfully built monster that looks like a cross between a great ape and a beetle. Wyvern: HD 7d12+14 (59 hp), AC 18, Sting +10 (1d6+4 plus poison) or Talon +10 (2d6+4) or Bite +10 (2d8+4); Treasure: standard. A 15 feet long dragon with a poisonous stinger.

Humanoids A humanoid usually has two arms, two legs, and one head, or a humanlike torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. Humanoids have standard treasure, unless otherwise noted. Bugbear: HD 3d8+3 (16 hp), AC 17, Morningstar +5 (1d8+2) or javelin +3 (1d6+2) Dwarf: HD 1d8+2 (6 hp), AC 16, Waraxe +3 (1d10+1) or shortbow +1 (1d6) Elf: HD 1d8 (4 hp), AC 15, Longsword +2 (1d8+1) or longbow +3 (1d8) Gnoll: HD 2d8+2 (11 hp), AC 15, Battleaxe +3 (1d8+2) or shortbow +1 (1d6) Goblin: HD 1d8+1 (5 hp), AC 15, Morningstar +2 (1d6) or javelin +3 (1d4) Halfling: HD 1d8+1 (5 hp), AC 16, Shortsword +3 (1d6) or light crossbow +3 (1d6) Hill Giant: HD 12d8+48 (102 hp), AC 20, Greatclub +16 (2d8+10) or rock +8 (2d6+7) Hobgoblin: HD 1d8+2 (6 hp), AC 15, Longsword +2 (1d8+1) or javelin +2 (1d6+1) Human: HD 1d8+1 (5 hp), AC 12, Dagger +1 (1d6+1) or sling +1 (1d4) Kobold: HD 1d8 (4 hp), AC 15, Spear +1 (1d6-1) or sling +3 (1d3) Lizardfolk: HD 2d8+2 (11 hp), AC 15, Claw +2 (1d4+1) or club +2 (1d6+1) or javelin +1 (1d6+1); Treasure: 50% coins, 50% goods, 50% items. Ogre: HD 4d8+11 (29 hp), AC 16, Greatclub +8 (2d8+7) or javelin +1 (1d8+5) Orc: HD 1d8+1 (5 hp), AC 13, Falchion +4 (2d4+4) or javelin +1 (1d6+3) Troll: HD 6d8+36 (63 hp), AC 16, Claw +9 (1d6+6) They have the ability to regenerate wounds, except fire or acid damage.

Undead Undead are once-living creatures animated by spiritual or supernatural forces. Unless noted below, undead do not have treasure. Ghoul: HD 2d12 (13 hp), AC 14, Bite +2 (1d6+1 plus paralysis) or claws +0 (1d3 plus paralysis) Skeleton Warrior: HD 1d12 (6 hp), AC 15, Scimitar +1 (1d6+1) or claw +1 melee (1d4+1) Shadow: HD 3d12 (19 hp), AC 13, Incorporeal touch +3 (1d6 STR) Spectre: HD 7d12 (45hp), AC 15, Incorporeal touch +6 (1d8 STR) Vampire: HD 4d12+3 (29 hp), AC 15, Slam +5 (1d6+4 plus energy drain –1 level, DC 14 phys+STR to negate) or blood drain (-1d4 STR); Treasure: double standard. Wight: HD 4d12 (26 hp), AC 15, Slam +3 (1d4+1 plus energy drain) Wraith: HD 5d12 (32 hp), AC 15, Incorporeal touch +5 (1d4 plus –1d6 STR, DC 14 phys+STR to negate) Zombie: HD 2d12+3 (16 hp), AC 11, Slam +2 (1d6+1) or club +2 melee (1d6+1)

Vermin This type includes insects, arachnids, and similar invertebrates. Vermin generally do not posses treasure. Any treasure that is found is from creatures the monster has killed. Monstrous Centipede (medium) HD 1d8 (4 hp), AC 4, Bite +2 (1d6-1 &p); Poison (DC13, 1d3 Dex) Monstrous Scorpion (tiny): HD ½d8+2 (4 hp), AC 14, Claw+2 (1d2–4) or sting –3 (1d2–4 plus poison) Monstrous Scorpion (small): HD 1d8+2 (6 hp), AC 14, Claw+1 (1d3–1) or sting –4 (1d3–1 plus poison) Monstrous Scorpion (large): HD 5d8+10 (32 hp), AC 16, Claw+6 (1d6+4) or sting +1 (1d6+2 plus poison); Treasure: 1/10 coins, 50% goods, 50% items. Monstrous Scorpion (huge): HD 10d8+30 (75 hp), AC 20, Claw+11 (1d8+6) or sting +6 (2d4+3 plus poison); Treasure: 1/10 coins, 50% goods, 50% items. Monstrous Spider (small): HD 1d8 (4 hp), AC 14, Bite +4 (1d4–2 plus poison) Monstrous Spider (large): HD 4d8+4 (22 hp), AC 14, Bite +4 (1d8+3 plus poison); Treasure: 1/10 coins, 50% goods, 50% items. Monstrous Spider (huge): HD 8d8+16 (52 hp), AC 16, Bite +9 (2d6+6 plus poison); Treasure: 1/10 coins, 50% goods, 50% items.

Werewolf Werewolves have standard treasure. Human Form: HD 3d8+7 (20 hp), AC 17, Longsword +3 (1d8+1) or light crossbow +2 (1d8) Wolf Form: HD 3d8+7 (20 hp), AC 16, Bite +5 (1d6+3) Hybrid Form: HD 3d8+7 (20 hp), AC 16, Claw +4 (1d4+2) Monster Reactions Some monsters (like skeletons guarding a tomb) may always attack. In cases where the reaction of the monsters to the party is not obvious, the GM may opt to make a reaction roll for the monsters by rolling 2d6 and adding the MIND bonus (and any other appropriate modifiers) to the roll and consulting this table.

Adjusted Reaction Roll Result

2 or less Very Unfavorable

3-6 Unfavorable

7 Neutral/Uncertain

8-11 Favorable

12 or more Very Favorable

Table 38: Monster Reactions

Interpretation of the results is left to the GM, however, these general principles may prove helpful. Very Unfavorable means the monsters will most likely attack unless the odds are overwhelmingly against them. They will not help the characters. Unfavorable means the monsters are hostile and might attack unless they are given a good reason not to. They will not help the characters. Neutral means the monsters are unsure of the party.They are not likely to attack immediately, but are not friendly or helpful. Favorable means the monsters are willing to listen and are open to negotiation. They might be willing to be slightly helpful. Very Favorable means the monsters like the characters and are willing to be somewhat helpful and are open to working with the party to mutual advantage.

Morale While a few monsters, such as mindless creatures, are fearless and will fight to the death, most monsters have a strong desire to survive and will not continue to fight when the battle is going against them. They will instead seek to retreat, to flee, or even to surrender. The GM decides when monsters abandon the battle and retreat, based on the situation and the monster's intelligence. Traps Whether inside a dungeon or a nobleman’s manor house, adventurers can often be hurt, or even killed, without ever encountering a monster of any kind, as many dungeons are filled with debilitating or lethal traps set to keep wayward hands off of fantastic treasures. Several typical traps of varying Encounter Levels are summarized below. The entries for traps include the following information: Type of trap: Attack (damage), Save DC, Search DC, Disable DC. 1. Type lists the trap used and the effect it has. 2. Attack shows the traps attack bonus or type of effect. 3. Damage shows the amount and type of damage the trap deals. 4. Save DC lists the phys+DEX check DC needed to either avoid the trap entirely, or to take only ½ the listed damage (if this is possible). 5. Search DC lists the DC for the know+MIND check necessary to find the trap without triggering it. 6. Disable DC lists the DC for the sub+DEX check necessary to disarm the trap safely. EL1 Traps Basic Arrow Trap: Atk +10 (1d6, arrow); Search know+MIND DC 20, Disable sub+DEX DC 20. Camouflaged Pit Trap: 10 ft. deep (1d6, fall); Save DC 15 to avoid; Search DC 24, Disable DC 20. Poison Dart Trap: Atk +8 (1d4 plus poison, dart); Search DC 20, Disable DC 18. EL2 Traps Burning Hands Trap: spell effect (1d4, fire); Save DC 11 for ½ damage; Search DC 26, Disable DC 26. Large Net Trap: Atk +5 (—); Save DC 14 to avoid; Search DC 20, Disable DC 25. Pit Trap: 40 ft. deep (4d6, fall); Save DC 20 to avoid; Search DC 20, Disable DC 20. EL3 Traps Fire Trap: spell effect (1d4+3, fire); Save DC 13 for ½ damage; Search DC 27, Disable DC 27. Pit Trap: 60 ft. deep (6d6, fall); Save DC 20 to avoid; Search DC 20, Disable DC 20. Poisoned Arrow Trap: Atk +12 (1d8 plus poison, arrow); Search DC 19, Disable DC 15. EL4 Traps Lightning Bolt Trap: spell effect (5d6, electricity); Save DC 14 for ½ damage; Search DC 28, Disable DC 28. Spiked Pit Trap: 60 ft. deep (6d6, fall), Atk +10 (1d4 each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20. Wall Scythe Trap: Atk +20 (2d4+8, scythe); Search DC 21, Disable DC 18. EL5 Traps Falling Block Trap: Atk +15 (6d6, slam); Search DC 25, Disable DC 17. Fireball Trap: spell effect (1d4+7, fire); Save DC 16 for ½ damage; Search DC 29, Disable DC 29. Poisoned Wall Spikes: Atk +16 (1d8+4 plus poison, spikes); Search DC 17, Disable DC 21. EL6 Traps Compacting Room Trap: walls move together (12d6, crush); Search DC 20, Disable DC 22. Lightning Bolt Trap: spell effect (10d6, electricity); Save DC 14 for ½ damage; Search DC 28, Disable DC 28. Spiked Pit Trap: 100 ft. deep (10d6, fall), Atk +10 (1d4+5 each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20. EL7 Traps Black Tentacles Trap: spell effect (tentacles) Atk +7 (1d6+4 each, 1d4+7 tentacles); Search DC 29, Disable DC 29. Chain Lightning Trap: spell effect (11d6 to nearest target +5d6 each to up to 11 secondary targets, electricity); Save DC 19 for ½ damage; Search DC 31, Disable DC 31. Well-camouflaged Pit Trap: 70 ft. deep (7d6, fall); Save DC 25 to avoid; Search DC 27, Disable DC 18. EL8 Traps Destruction Trap: spell effect (death); Save DC 20 (phys+STR) for 10d6 damage; Search DC 32, Disable DC 32. Power Word Stun Trap: spell effect (stun 2d4 rounds); Search DC 32, Disable DC 32. Well-camouflaged Pit Trap: 100 ft. deep (10d6, fall); Save DC 20 to avoid; Search DC 27, Disable DC 18. EL9 Traps Dropping Ceiling: ceiling moves down (12d6, crush); Search DC 20, Disable DC 16. Incendiary Cloud Trap: spell effect (4d6/round for 15 rounds, fire); Save DC 22 for ½ damage; Search DC 33, Disable DC 33. Wide-mouthed Spiked Pit with Poisoned Spikes: 70 ft. deep (7d6, fall), Atk +10 (1d4+5 plus poison each, 1d4 spikes); Save DC 20 to avoid; Search DC 20, Disable DC 20. EL10 Traps Crushing Room: walls move together (16d6, crush); Search DC 22, Disable DC 20. Crushing Wall Trap: Atk automatic (18d6, crush); Search DC 20, Disable DC 25. Energy Drain Trap: Atk +8 (2d4 negative levels for 24 hours); Save DC 23 to avoid; Search DC 34, Disable DC 34. Extreme Heat & Cold If not wearing suitable protection, a character must make a Phys+STR check once every 10 minutes (DC 15, +1 per previous check), taking 1d6 damage on each failed save.

Falling Damage A falling character takes 1d6 hp of damage per 10 feet fallen. If the character makes a successful Phys+DEX roll, he takes only half damage. The DC for the phys+DEX roll is equal to the depth fallen in feet. In the event that the fall ends in an area laden with spikes or jagged rocks, add +1 hp of damage to falling damage per 10’ fallen (with a maximum of +10 hp). Disease Diseases have various symptoms and are spread through a number of ways. Several typical diseases are summarized below. The entries for diseases include the following information: Name of the disease: Type, DC, incubation, damage.  Type lists the disease’s method of delivery (contact, inhaled, or injury).  DC lists the phys+STR check DC needed to prevent infection.  Incubation lists the time before damage begins.  Damage lists the ability damage the character takes after incubation and each day afterward.

Disease Type DC Incubation Damage

Cackle Fever Inhaled 16 1 day -1d6 MIND

Filth Fever Injury 12 1d3 days -1d3 DEX and -1d3 STR

Mindfire Inhaled 12 1 day -1d4 MIND

Red Ache Injury 15 1d3 days -1d6 STR

Shakes Contact 13 1 day -1d8 DEX

Table 39: Diseases Poison Characters can possibly take damage from a weapon that has been poisoned, be attacked by a creature whose natural attacks feature poison, consume poison hidden in food or drink, or be poisoned in some other way. Several typical poisons are summarized below. The entries for poisons include the following information: Name of the poison: Type, DC, damage, price.  Type lists the poison’s method of delivery (contact, ingested, inhaled, or injury).  DC lists the phys+STR check DC needed to avoid the poison’s damage.  Damage is expressed as “xdx/xdx.” The first number is the initial damage, taken immediately upon failing the phys+STR check against the poison. The second number is the secondary damage, taken one minute after exposure to the poison if a second phys+STR check is failed. Ability damage is temporary unless marked with an asterisk(*), in which case the loss is permanent. Unconsciousness lasts 1d3 hours.  Price lists the cost for one dose of the poison. It can usually only be obtained through less-than-reputable sources, as the possession of poisons are commonly illegal.

Poison Type DC Damage Price

Arsenic Ingested 13 -1 STR/-1d8 STR 120 gp

Blue Whinnis Injury 14 -1 STR/Unconsciousness 120 gp

Burnt Othur Fumes Inhaled 18 -1 STR*/-3d6 STR 2,100 gp

Deathblade Injury 20 -1d6 STR/-2d6 STR 1,800 gp

Insanity Mist Inhaled 15 -1d4 MIND/-2d6 MIND 1,500 gp

Nitharit Contact 13 0/-3d6 STR 650 gp

Oil of Taggit Ingested 15 0/Unconsciousness 90 gp

Malys Root Paste Contact 16 -1 DEX/-2d4 DEX 500 gp

Sassone Leaf Contact 16 -2d12 hp/-1d8 STR 300 gp Residue

Sleep Poison Injury 13 Unconsciousness/ 75 gp Unconsciousness for 2d4 hours

Table 40: Poisons Some monsters have venom or poisonous effects. Here is a list of monster poisons.

Poison Type DC Damage Price

Monstrous Scorpion (tiny) Injury 12 -1 STR/-1 STR 50 gp

Monstrous Scorpion (small) Injury 12 -1d2 STR/-1d2 STR 100 gp

Monstrous Scorpion (large) Injury 14 -1d4 STR/-1d4 STR 200 gp

Monstrous Scorpion (huge) Injury 18 -1d6 STR/-1d6 STR 400 gp

Monstrous Spider (tiny) Injury 10 -1d2 STR/-1d2 STR 85 gp

Monstrous Spider (small) Injury 10 -1d3 STR/-1d3 STR 125 gp

Monstrous Spider (large) Injury 13 -1d6 STR/-1d6 STR 250 gp

Monstrous Spider (huge) Injury 16 -1d8 STR/-1d8 STR 500 gp

Snake (medium viper) Injury 11 -1d6 STR/-1d6 STR 120 gp

Snake (large viper) Injury 11 -1d6 STR/-1d6 STR 120 gp

Snake (huge viper) Injury 14 -1d6 STR/-1d6 STR 250 gp

Wyvern Injury 17 -2d6 STR/-2d6 STR 3,000 gp

Table 41: Monster Poisons

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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors , , , Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. and . Microlite20 © 2006, Robin V. Stacey ([email protected]) Microlite20 Expert Rules Microlite74 2.0 © 2009, Randall S. Stukey (http://www.retroplaying.com/) Microlite75 © 2010-2011, Randall S. Stukey (http://www.retroplaying.com/) Microlite OSS © 2010-2011, Randall S. Stukey (http://www.retroplaying.com/) Advanced Microlite OSS © 2010-2011, Randall S. Stukey (http://www.retroplaying.com/) [End of License] This product is 100% Open Game Content except for Product Identity, as per the Open Game License above. Product Identity includes Advanced Microlite20 OSS, Microlite20 OSS, RetroRolaying.com and Randall S. Stukey and all pictures, illustrations, and advertisement.