Weapon Nonweapon Proficiencies Proficiencies Group Initial #Levels Penalty Initial #Levels Warrior 4 3 -2 3 3 Wizard 1 6 -5 4 3 Priest 2 4 -3 4 3 Rogue 2 4 -3 3 4
TABLE 37 Nonweapon Proficiency Groups General # of Slots Relevant Check Proficiency Required Ability Modifier Agriculture 1 Intelligence 0 Animal Handling 1 Wisdom -1 Animal Training 1 Wisdom 0 Artistic Ability 1 Wisdom 0 Blacksmithing 1 Strength 0 Brewing 1 Intelligence 0 Carpentry 1 Strength 0 Cobbling 1 Dexterity 0 Cooking 1 Intelligence 0 Dancing 1 Dexterity 0 Direction Sense 1 Wisdom +1 Etiquette 1 Charisma 0 Fire-building 1 Wisdom -1 Fishing 1 Wisdom -1 Heraldry 1 Intelligence 0 Languages, Modern 1 Intelligence 0 Leatherworking 1 Intelligence 0 Mining 2 Wisdom -3 Pottery 1 Dexterity -2 Riding, Airborne 2 Wisdom -2 Riding, Land-based 1 Wisdom +3 Rope Use 1 Dexterity 0 Seamanship 1 Dexterity +1 Seamstress/Tailor 1 Dexterity -1 Singing 1 Charisma 0 Stonemasonry 1 Strength -2 Swimming 1 Strength 0 Weather Sense 1 Wisdom -1 Weaving 1 Intelligence -1 Priest # of Slots Relevant Check Proficiency Required Ability Modifier Ancient History 1 Intelligence -1 Astrology 2 Intelligence 0 Engineering 2 Intelligence -3 Healing 2 Wisdom -2 Herbalism 2 Intelligence -2 Languages, Ancient 1 Intelligence 0 Local History 1 Charisma 0 Musical Instrument 1 Dexterity -1 Navigation 1 Intelligence -2 Reading/Writing 1 Intelligence +1 Religion 1 Wisdom 0 Spellcraft 1 Intelligence -2 Rogue # of Slots Relevant Check Proficiency Required Ability Modifier Ancient History 1 Intelligence -1 Appraising 1 Intelligence 0 Blind-fighting 2 NA NA Disguise 1 Charisma -1 Forgery 1 Dexterity -1 Gaming 1 Charisma 0 Gem Cutting 2 Dexterity -2 Juggling 1 Dexterity -1 Jumping 1 Strength 0 Local History 1 Charisma 0 Musical Instrument 1 Dexterity -1 Reading Lips 2 Intelligence -2 Set Snares 1 Dexterity -1 Tightrope Walking 1 Dexterity 0 Tumbling 1 Dexterity 0 Ventriloquism 1 Intelligence -2 Warrior # of Slots Relevant Check Proficiency Required Ability Modifier Animal Lore 1 Intelligence 0 Armorer 2 Intelligence -2 Blind-fighting 2 NA NA Bowyer/Fletcher 1 Dexterity -1 Charioteering 1 Dexterity +2 Endurance 2 Constitution 0 Gaming 1 Charisma 0 Hunting 1 Wisdom -1 Mountaineering 1 NA NA Navigation 1 Intelligence -2 Running 1 Constitution -6 Set Snares 1 Intelligence -1 Survival 2 Intelligence 0 Tracking 2 Wisdom 0 Weaponsmithing 3 Intelligence -3 Wizard # of Slots Relevant Check Proficiency Required Ability Modifier Ancient History 1 Intelligence -1 Astrology 2 Intelligence 0 Engineering 2 Intelligence -3 Gem Cutting 2 Dexterity -2 Herbalism 2 Intelligence -2 Languages, Ancient 1 Intelligence 0 Navigation 1 Intelligence -2 Reading/Writing 1 Intelligence +1 Religion 1 Wisdom 0 Spellcraft 1 Intelligence -2 Table 38: Nonweapon Proficiency Group Crossovers Character Class Proficiency Groups Fighter Warrior, General Paladin Warrior, Priest, General Ranger Warrior, Wizard, General Cleric Priest, General Druid Priest, Warrior, General Mage Wizard, General Illusionist Wizard, General Thief Rogue, General Bard Rogue, Warrior, Wizard, General
Table 21: Wizard Spell Progression Wizard Spell Level Level 1 2 3 4 5 6 7 8 9 1 1 -- -- -- -- -- -- -- -- 2 2 -- -- -- -- -- -- -- -- 3 2 1 -- -- -- -- -- -- -- 4 3 2 -- -- -- -- --
Combat Modifiers Situation Modifier Attack Roll Attacker on higher ground +1 Defender invisible -4 Defender off-balance +2 Defender sleeping or held Automatic* Defender stunned or prone +4 Defender surprised +1 Missile fire, long range -5 Missile fire, medium range -2 Rear attack +2*If the defender is attacked during the course of a normal melee, the
Armor Modifier Studded leather -1 Chain, ring, and scale mail -2 Banded, splint, and plate mail -5 Field plate armor -8 Full plate armor -10
Target is: Cover Concealment 25% hidden -2 -1 50% hidden -4 -2 75% hidden -7 -3 90% hidden -10 -4
Warrior: 20 Strength Paladin: 19 Strength, 19 Charisma Ranger: 19 Strength, 19 Wisdom, 18 Dexterity Mage: 20 Intelligence Priest: 20 Wisdom Druid: 19 Wisdom, 19 Charisma Rogue: 20 Dexterity Bard: 19 Dexterity, 19 Charisma18 maximum on all other scores, except as exceeded by racial allowances.
Dwarf +1 Constitution; -1 Charisma Elf +1 Dexterity; -1 Constitution Gnome +1 Intelligence; -1 Wisdom Halfling +1 Dexterity; -1 Strength*gnomes, half-orcs, half-elves, etc. are adjusted as per the rules' racial adjustments.
Character Encumbrance Category Strength Lt. Mod. Hvy. Severe 3 6 7 8 10 4–5 11 14 17 20 6–7 21 20 39 47 8–9 36 51 66 81 10–11 41 59 77 97 12–13 46 70 94 118 14–15 56 86 116 146 16 71 101 131 161 17 86 122 158 194 18 111 150 189 228 18/01 136 175 214 253 18/51 161 200 239 278 18/76 186 225 264 303 18/91 236 275 314 353 18/00 336 375 414 453A creature's final movement is figured by comparing current encumbrance with natural base movement.
Base Encumbrance Category Move None Lt. Mod. Hvy. Severe 1 1 1 1 1 1 2 2 2 1 1 1 3 3 2 2 1 1 4 4 3 2 1 1 5 5 4 3 1 1 6 6 4 3 2 1 7 7 5 4 2 1 8 8 6 4 2 1 9 9 7 5 2 1 10 10 7 5 3 1 11 11 8 6 3 1 12 12 9 6 3 1 13 13 10 7 3 1 14 14 11 7 4 1 15 15 12 8 4 1 16 16 12 8 4 1 17 17 13 9 4 1 18 18 14 9 5 1In addition to affecting how far a character can move in a combat round, encumbrance also affects how well a character can fight. Moderately encumbered characters suffer a –1 penalty to attack rolls. Heavily encumbered characters suffer a –2 attack penalty, and their Armor Class suffers a +1 penalty. If the character is severely encumbered, he suffers a –4 penalty to all attacks and a +3 penalty to his Armor Class. Fatigue may temporarily increase a character's effective encumbrance; see Fatigue for more information.
Target Size Knockdown Roll T 3 S 5 M 7 L 9 H 11Don't confuse the knockdown die with the actual damage caused by the hit; they are two different things. It is a little quicker to roll the knockdown chance along with the damage dice, but don't feel like you have to.