39  Useful Tables

Attack Bonus Table

Table 39.1: Attack Bonus Table
Fighter Level Cleric or Thief Level Magic-User Level Monster Hit Dice Attack Bonus
NM less than 1 +0
1 1-2 1-3 1 +1
2-3 3-4 4-5 2 +2
4 5-6 6-8 3 +3
5-6 7-8 9-12 4 +4
7 9-11 13-15 5 +5
8-10 12-14 16-18 6 +6
11-12 15-17 19-20 7 +7
13-15 18-20 8-9 +8
16-17 10-11 +9
18-20 12-13 +10
14-15 +11
16-19 +12
20-23 +13
24-27 +14
28-31 +15
32 or more +16

Critical Hit

A natural 20 always hits. (barring magic or silver weapon requirements). Roll an additional d20 + modifiers to determine if it is a special.

Table 39.2: Critical Hit Table
Roll (d20) Result
1-10 (50%) Regular Damage
11-15 (25%) Maximum Damage (for example: a character with regular normal damage of 1d6 +2 would have a Maximum Damage of 6 +2 = 8)
16-19 (20%) Critical Damage. Roll Regular Damage + Maximum Damage + Modifier (for example 1d6+2, the character rolls a 3 + Maximum Damage of 6 + 2 = 3 + 6 +2 = 11)
20 (5%) Critical Damage (see above) plus roll on the chart below:
Table 39.3: Critical Damage Table
Roll (1d4) Condition Effect
1 Enemy is Disarmed Primary weapon is knocked from enemy’s grasp
2 Enemy is Shaken -2 to hit, Saves, DC checks
3 Enemy is Prone -4 to hit, a -4 AC (melee), +4 AC (ranged)
4 Enemy is Blinded -4 to hit, a -4 AC, -2 Init

Critical Miss

A natural 1 always misses. Roll an additional d20 to determine if it is a special.

Table 39.4: Critical Miss Table
Roll (d20) Result
1-2 (10%) Weapon breaks, no attack next round
3-5 (15%) Stumble; DEX check (DC20) or -1 to combat rolls for 1d2 rounds
6-10 (25%) Sloppy Attack; DEX check (DC15) or opponent gets free attack
11-15 (25%) Drop weapon, no attack next round
16-20 (25%) Just a Miss

Difficulty Check Table

Difficulty Check Table
Percentile (1d6) (1d20) Description
85% 1-5 DC 3 Very Easy
70% 1-4 DC 6 Easy
50% 1-3 DC 10 Normal
35% 1-2 DC 13 Hard
15% 1-1 DC 15 Very Hard
5% - DC 20 Extremely Difficult

Grenade-Like Missiles

When throwing grenade-like missiles (flasks of oil, etc.), a successful attack roll indicates a direct hit. Otherwise, the DM will roll 1d10 and consult the diagram below to determine where the missile hit. Treat each number as representing a 10’ square area.

Figure 39.1: Grenade AOT

Mishap Table

Mishap Table
(1d20) Description
1-4 Total Failure with major consequences
5-8 Total Failure with minor consequences
9-12 Partial Success with major consequences
13-16 Partial Success with minor consequences
17-20 Mostly Successful but poorly executed

Reaction Table

Reaction Table
DC + CHA +
Leadership or Diplomacy Bonus
Reaction
1 Violently hostile, immediate attack
2-5 Hostile, immediate attack
6-9 Uncertain but prone to negative
10-11 Neutral, uninterested, uncertain
12-15 Uncertain but prone to positive
16-19 Friendly, immediate action
20 Enthusiastically friendly, immediate acceptance

Random Magic Item Table

DC 20

Roll Result
1 (5%) No Magic Items
2-6 (25%) 1 Potion rolled randomly (D30)
7-10 (20%) Melee Weapon (Mace, Dagger, Short Sword, or Long Sword) +1
11-14 (20%) Ranged Weapon (Short Bow or Long Bow) +1
15-17 (20%) Ring rolled randomly (D6)
18-19 (10%) Ring of Protection +1, 2 Potions rolled randomly (D30), Melee or Ranged Weapon +1
20 (5%) Ring of Protection +2, 3 Potions rolled randomly (D30), Melee or Ranged Weapon +2

Potions (D30)

  1. Alchemist’s Fire
  2. Cat’s Grace
  3. Clairaudience
  4. Clairvoyance
  5. Cold Resistance
  6. Control Animal
  7. Control Dragon
  8. Control Giant
  9. Control Human
  10. Control Plant
  11. Control Undead
  12. Delusion
  13. Diminution
  14. ESP
  15. Fire Resistance
  16. Flying
  17. Gaseous Form
  18. Giant Strength
  19. Growth
  20. Speed
  21. Heroism
  22. Invisibility
  23. Keoghtom’s Ointment
  24. Levitation
  25. Longevity
  26. Polymorph Self
  27. Speed
  28. Spider Climb
  29. Treasure Finding
  30. Water Breathing

Rings (D6)

  1. Ring of Darkvision
  2. Ring of Resistance (Roll d4 - 1: Fire, 2: Cold, 3: Electrical, 4: Poison)
  3. Ring of Free Action
  4. Ring of Protection +1
  5. Ring of Telekinesis
  6. Ring of X-Ray Vision