TRAIT
auto roll
Attribute
STR
(score between 3-4) -2 to hit; -1 to damage; 1/6 open doors; -10 carry modifier
(score between 5-6) -1 to hit; +0 to damage; 1/6 open doors; -5 carry modifier
(score between 7-8) +0 to hit; +0 to damage; 2/6 open doors; +0 carry modifier
(score between 9-12) +0 to hit; +0 to damage; 2/6 open doors; +5 carry modifier
(score between 13-15) +1 to hit; +0 to damage; 2/6 open doors; +10 carry modifier
(score 16 or greater any class but fighter) +1 to hit; +1 to damage; 3/6 open doors; +15 carry modifier
(score 17 fighter only) +2 to hit; +2 to damage; 4/6 open doors; +30 carry modifier
(Score 18 fighter only) +2 to hit; +3 to damage; 5/6 open doors; +50 carry modifier
DEX
(score between 3-8) -1 to missle weapons; Armor class worse by 1
(score between 9-12) +0 to missle weapons; no effect to Armor class
(score between 13-18) +1 to missle weapons; Armor class better by 1
(score 14 Fighter) +1 to missle weapons; Armor class better by 1; PARRY -1
(score 15 Fighter) +1 to missle weapons; Armor class better by 1; PARRY -2
(score 16 Fighter) +1 to missle weapons; Armor class better by 1; PARRY -3
(score 17 Fighter) +1 to missle weapons; Armor class better by 1; PARRY -4
(score 18 Fighter) +1 to missle weapons; Armor class better by 1; PARRY -5
CON
(score between 3-8) -1 hit point modifier; 50% raise dead survival
(score between 9-12) +0 hit point modifier; 75% raise dead survival
(score between 13-18) +1 hit point modifier; 100% raise dead survival
INT
(score between 3-7) 0 additional languages; 4 maximum spell level; 30% chance understand spell; 2/4 basic spells level
(score 8) 1 additional languages; 5 maximum spell level; 40% chance understand spell; 3/5 basic spells level
(score 9) 1 additional languages; 5 maximum spell level; 45% chance understand spell; 3/5 basic spells level
(score 10) 2 additional languages; 5 maximum spell level; 50% chance understand spell; 4/6 basic spells level
(score 11) 2 additional languages; 6 maximum spell level; 50% chance understand spell; 4/6 basic spells level
(score 12) 3 additional languages; 6 maximum spell level; 55% chance understand spell; 4/6 basic spells level
(score 13) 3 additional languages; 7 maximum spell level; 65% chance understand spell; 5/8 basic spells level
(score 14) 4 additional languages; 7 maximum spell level; 65% chance understand spell; 5/8 basic spells level
(score 15) 4 additional languages; 8 maximum spell level; 75% chance understand spell; 6/10 basic spells level
(score 16) 5 additional languages; 8 maximum spell level; 75% chance understand spell; 6/10 basic spells level
(score 17) 5 additional languages; 9 maximum spell level; 85% chance understand spell; 7/all basic spells level
(score 18) 6 additional languages; 9 maximum spell level; 95% chance understand spell; 8/all basic spells level
WIS
(score range 3-18) not a cleric
(CLERIC ONLY: score between 3-14) +0 first level spell
(CLERIC ONLY: score greater than 15) +1 first level spell
CHA
(score between 3-4) maximum number of hirelings is 1
(score between 5-6) maximum number of hirelings is 2
(score between 7-8) maximum number of hirelings is 3
(score between 9-12) maximum number of hirelings is 4
(score between 13-15) maximum number of hirelings is 5
(score between 16-17) maximum number of hirelings is 6
(score between 18) maximum number of hirelings is 7
Weapon or Armor
Characteristics
Supply List**
SELECT ON THE RADIO BUTTONS BELOW
Main Melee Weapon +/-STR
**No Weapon Selected**
Axe, battle one handed (1d8) two-handed (1d8+1)
Axe, hand (1d6)
Club (1d6)
Dagger (1d4)
Flail, two-handed (1d8)
Hammer, War (1d4+2)
Lance (2d4+2)
Mace, Heavy (1d6)
Polearm, two-handed (1d8+1)
Spear one-handed (1d6) two-handed (1d6+1)
Staff two-handed (1d6)
Sword bastard (1d8) two-handed (1d8+1)
Sword long (1d8)
Sword short (1d6)
Sword two-handed (1d10)
Backpack
Barrel
Bed roll
Bell
Block tackle
Wine- 1 bottle
Candle
Canvas
Case (map)
Chain (10ft)
Chalk (1 piece)
Chest
Crowbar
Fish Net
Flask, leather
Backup Melee Weapon +/-STR
**No Weapon Selected**
Axe, battle one handed (1d8) two-handed (1d8+1)
Axe, hand (1d6)
Club (1d6)
Dagger (1d4)
Flail, two-handed (1d8)
Hammer, War (1d4+2)
Lance (2d4+2)
Mace, Heavy (1d6)
Polearm, two-handed (1d8+1)
Spear one-handed (1d6) two-handed (1d6+1)
Staff two-handed (1d6)
Sword bastard (1d8) two-handed (1d8+1)
Sword long (1d8)
Sword short (1d6)
Sword two-handed (1d10)
Flint Steel
Garlic (1cl)
Grapple
Hammer
Holy Symbol Wood
Holy Symbol Silver
Holy water
Ink
Ladder 10ft
Lock
Lamp bronze
Lamp bullseye
Lamp hooded
Manacles
Mirror
Ranged Weapon +/-DEX +/-STR fighter
**No Weapon Selected**
Axe, hand (1d6) rate of fire = 1; range = 10ft
Bow Long (1d6) rate of fire = 2; range = 70ft
Bow Short(1d6) rate of fire = 2; range = 50ft
Crossbow Heavy (1d6+1) rate of fire = 1/2; range = 80ft
Crossbow Light (1d4+1) rate of fire = 1; range = 60ft
Dagger (1d4) rate of fire = 1; range = 10ft
Dart (1d3) rate of fire = 1; range = 15ft
Javelin(1d6) rate of fire 1; range = 20ft
Sling (1d4) rate of fire 1; range = 40ft
Spear(1d6) rate of fire 1; range = 20ft
Music Inst
Oil (1 pint)
Parchment
Pole 10ft
Pot Iron
Rations, trail
Rations dried
H-Rope 50ft
S-Rope 50ft
Sack (15lb)
Sack (30lb)
Shovel
Whistle
Spellbook
Spike
Armor +/-DEX
AC9 [10] = No Armor
AC9 [10] = No Armor
AC8 [11] = Shield -1
AC7 [12] = Leather -2
AC6 [13] = Leather -2 + Shield -1
AC6 [13] = Ring -3
AC5 [14] = Ring -3 + Shield -1
AC5 [14] = Chain -4 (no DEX bonus)
AC4 [15] = Chain -4 + Shield -1 (no DEX bonus)
AC3 [16] = Plate -6 (no DEX bonus)
AC2 [17] = Plate -6 + Shield -1 (no DEX bonus)
Tent
Torch
Waterskin
Wolfsbane
Hand Cart
Horse Riding
War Horse
Mule
Rowboat
Wagon
20 Arrows x_____
20 Heavy bolts x_____
20 Light Bolts x_____
20 Stones x_____
Arrow Quiver holds 20
Bolt Quiver holds 20
Stone Pouch holds 20