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Throws (p.102)
Attacking
Monster HD
1 or less
1+ and 2
2+ and 3
3+ and 4
4+ and 5
5+ and 6
6+ and 7
7+ to 9
9+ to 11
11+ to 13
13+ to 15
15+ to 17
17+ to 19
19+ to 21
21+ or more
13
14
Attack Throw
Value
10+
9+
8+
7+
6+
5+
4+
3+
2+
1+
0+
-1+
-2+
-3+
-4+
Weapon
Blast/
Breath
17+
16+
15+
14+
13+
12+
11+
10+
9+
8+
7+
Staffs/
Wands
17+
16+
15+
14+
13+
12+
11+
10+
9+
8+
7+
Spells
18+
17+
16+
15+
14+
13+
12+
11+
10+
9+
8+
Petrifaction/
Paralysis
13+
12+
11+
10+
9+
8+
7+
Level
1-2
3-4
5-6
7-8
9-10
11-12
13-14
Petrifaction/
Paralysis
13+
12+
11+
10+
9+
8+
7+
Poison/
Death
10+
9+
8+
7+
6+
5+
4+
11+
10+
9+
8+
7+
6+
5+
4+
3+
2+
1+
Blast/
Breath
16+
15+
14+
13+
12+
11+
10+
Staffs/
Wands
13+
12+
11+
10+
9+
8+
7+
Spells
15+
14+
13+
12+
11+
10+
9+
Arbalest
Axe (thrown)
Bow, Composite
Bow, Long
Bow, Short
Crossbow
Dagger (thrown)
Dart
Holy Water
Javelin
Oil
Sling
Spear
Short
Range
0
90
10
70
70
50
80
10
15
10
20
10
45
20
Medium
Range
-2
180
20
140
140
100
160
20
30
30
40
30
90
40
Long
Range
-5
360
30
210
210
150
240
30
45
50
60
50
180
60
Result
Retreat**
Fighting Withdrawal**
Fight on
Advance and Pursue
Victory or Death
*If these occur in the same round, the roll is made at a -2 penalty.
**Monsters usually will try to surrender if they have no way to
escape the encounter.
Blast/
Breath
16+
15+
14+
13+
12+
11+
10+
Staffs/
Wands
14+
13+
12+
11+
10+
9+
8+
Spells
15+
14+
13+
12+
11+
10+
9+
Petrifaction/
Paralysis
13+
12+
11+
10+
9+
Poison/
Death
13+
12+
11+
10+
9+
Blast/
Breath
15+
14+
13+
12+
11+
Staffs/
Wands
11+
10+
9+
8+
7+
Spells
12+
11+
10+
9+
8+
Wilderness Movement
(Miles per Day*)
6
12
18
24
30
36
42
48
54
60
66
72
Throw
18+ (+/-4 per point of STR mod.)
18+ (Elves 14+)
18+ (Demi-humans 14+)
18+ (Dwarves 14+)
Navigation
4+
7+
7+
11+
11+
Result
Surprised
Ready
Adjusted
Die Roll
23-5
6-8
9-11
12+
Result
Hostile, attacks
Unfriendly, may attack
Neutral, uncertain
Indifferent, uninterested
Friendly, helpful
OL
18+
17+
16+
15+
14+
12+
10+
8+
6+
4+
3+
2+
1+
1+
F/RT
18+
17+
16+
15+
14+
13+
11+
9+
7+
5+
3+
2+
2+
1+
PP
17+
16+
15+
14+
13+
12+
10+
8+
6+
4+
2+
-1+
-3+
-5+
MS
17+
16+
15+
14+
13+
12+
10+
8+
6+
4+
2+
2+
1+
1+
CW
6+
5+
5+
4+
4+
4+
3+
3+
3+
3+
2+
2+
1+
1+
HS
19+
18+
17+
16+
15+
14+
12+
10+
8+
6+
4+
3+
2+
1+
HN
14+
13+
12+
11+
10+
9+
8+
7+
6+
5+
4+
3+
2+
1+
12
D
D
D
D
D
D
D
T
T
13
D
D
D
D
D
D
D
D
T
14
D
D
D
D
D
D
D
D
D
Incapacitate
Knock Down
Overrun
-4
-4
-4
no
yes
yes1
Sunder2
-4 or -63
yes4
Wrestling
-4
yes1
1 -4 penalty if the attacker is significantly larger.
2 Magic weapons & shields may only be sundered by weapons with a magic bonus equal to or greater than their own.
3 -4 vs. staffs, spears & polearms; -6 vs. other weapons or shields.
4 Subtract magical bonus of sundering weapon & add bonus of target weapon or shield. Daggers, swords, & shields gain a +4 bonus to the
save and staffs, spears, and polearms suffer a -4 penalty.
5 The attacker may perform a brawl, force back, disarm, or knock down each round without requiring an attack roll, so long as the hold
continues (the defender still gets a save). A knock down or force back ends the hold unless the attacker moves with the defender. The
defender may make another save each round to escape the hold.
*The Judge should consider the implications of using maneuvers on opponents of vastly different size or unusual shape.
Combat
Movement
40 per round
30 per round
20 per round
10 per round
Running
Movement
120 per round
90 per round
60 per round
30 per round
Exploration
Movement
(feet)
150 / 75
120 / 60
120 / 60
120 / 60
240 / 120
180 / 90
120 / 60
60 / 30
60 / 30
60 / 30
60 / 30
60 / 30
60 / 30
60 / 30
Normal
Load
(stone)
30
8
120
40
20
30
20
45
35
80
80
120
160
320
Monsters
Make a...
NA
Successful
Result
Automatic Detection
Passively Watching
Surprise Roll*
Detection
Distracted
Proficiency Throw
Monsters make a
to Hear Noise* for
surprise roll*; if
each monster
successful, PCs
(normally 18+)
detected
*If monsters fail a surprise roll or proficiency throw to hear noise,
sneaking PCs can move for 1 round without being detected.
Monsters
Watchfulness
Actively Watching
Maximum
Load
(stone)
60
16
240
80
40
60
40
90
70
160
160
240
320
640
Class
I
1,700
100
15
7
2
10%
Class
II
585
30
5
2
1
5%
Class
III
260
15
2
1
25%
2%
Class
IV
65
5
1
25%
10%
NA
Class
V
30
1
25%
10%
5%
NA
Class
VI
10
1
10%
5%
1%
NA
Commissioning Equipment*
Equipment Type
Time
Buildings/Vehicles
1 day per 500gp value
Animals
1 day per 1gp value
Other equipment
1 day per 5gp value
*Commissioned Equipment Availability: treat the equipment as if it were 1 price
category less expensive to calculate volume available.
Result
Hostility
Resignation
Grudging Loyalty
Loyalty
Fanatic Loyalty
Arcane
Spell
Level
1st
2nd
3rd
4th
5th
1st
2nd
3rd
4th
5th
6th
Cost
10gp
40gp
150gp
325gp
500gp
5gp
20gp
75gp
325gp
1,250gp
4,500gp
Class I
2d3x100
8d10
2d6
2d6
1d6
2d4x100
2d6x10
4d6
2d4
1d4
1d3
Class II
4d4x10
4d6
2d3
2d3
1d4
2d10x10
6d6
2d6
2d3
1d4
1d3
Class III
5d10
2d6
2d3
2d3
1d4
2d4x10
2d6
2d3
1d4
1d2
1d2-1
Class IV
4d6
2d3
1d2
1d2
1d2-1
3d10
2d4
1d4
1d2
Class V
2d6
1d3
1d2-1
1d2-1
2d6
1d4
1d2
1d2-1
Class VI
1d6
1d2
1d4
1d2