Laminate Fabric Breastplate AC 5 HP 5 str+con 19
Cuir Bouilli Breastplate AC 5 HP 10 str+con 22
Scale Mail Vest AC 6 HP 10 str+con 25
Chain Shirt AC 7 HP 10 str+con 26
Plate Cuirass AC 7 HP 15 str +con 27
Light Clothing AC 1 HP 0 none
Padded/Winter Clothing AC 3 HP 5 none
Laminate Fabric AC 7 HP 15 str+con 22
Cuir Bouilli AC 7 HP 20 str+con 25
Scale Mail AC 8 HP 25 str+con 28
Chain Mail AC 9 HP 30 str+con 30
Plate Mail AC 10 HP 40 str+con 33
Full Plate AC 12 HP 50 str+con 32
Weapon Type DV OV Skill Type Notes
axe, battle axe 2/0 3d4 axe C
axe, dueling 2/1 1d12 axe C
axe, hatchet 2/2 2d4 axe C
bardiche* 4/x 2d8/2d6 polearm C/S slow, -1
baton/jo stick 2/2 1d6 mace S fast, +1
club, simple 2/2 2d4 mace S
dagger, combat 1*/1 1d8 dagger C,T fast, +1
dagger, knife 1*/1 1d6 dagger C,T fast, +1
dagger, parry 3/3 1d6 dagger T fast, +1
dagger, punch 1/1 1d8 dagger C,T fast, +1
flail 1/1 1d10 flexible S slow, -1
glaive* 3/x 2d8/1d6 polearm C slow -1
greataxe* 4/x 2d8/2d6 polearm C slow, -1
halberd* 4/x special special C,P,S
hand, gauntleted 2/2 1d4 brawling S fast +1
hand, gauntleted 2/3 1d10 unarmed S fast +1
hand, open 2/2 1d3 brawling S fast, +1
hand, open 2/2 1d8 unarmed S fast +1
lance light* 1/x 4d6*/x lance P,T nsa
lance, heavy* 0/x 4d8*/x lance P,T nsa
lucerne hammer* 3/x special special S,P
mace, light 2/2 1d12 mace S
mace, heavy 2/0 3d4 mace S
maul* 4/x 2d8/2d6 polearm S slow, -1
morning star 0/-1 2d8 flexible S slow, -1
naginata* 4/x 2d8/1d12 polearm C,T/S
pick 2/2 1d12 axe P
pole-axe* 2/x 3d8/x polearm C slow -2, nsa
quarterstaff* 5/x 2d4/2d4 staff S fast, +1
shield, buckler 3/3 1d6 shield S fast, +1
shield, medium 0*/4 1d8 shield S
shield, large 0*/5 1d8 shield S
shield, tower 0*/6 1d8 shield S slow, -1
spear, short 1/1 1d12 spear T,P (1-handed)
spear, medium* 4/x 2d8/2d4 spear T,P
spear, long spear 2*/x 3d6/x spear T,P nsa
sword, bastard 2/0 2d6 sword C,T (1-handed)
sword, bastard* 4/x 3d4/3d4 2-h sword C, T prg
sword, broadsword 2/0 3d4 1-h sword C
sword, greatsword* 4/x 1d12+1/1d12+1 2-h sword C prg
sword, katana* 3/0 3d4/3d4 2-h sword C,T fast, +1
sword, longword 2/-1 3d4 1-h sword C,T
sword, rapier 1*/0 1d10 1-h sword T fast, +1
sword, scimitar 1/0 1d12 1-h sword C fast, +1
sword, main gauche 3/3 2d4 1-h sword T fast, +1
sword, short sword 2/2 2d6 1-h sword C
sword, smallsword 2/2 1d10 1-h sword C,T fast, +1
tetsubo* 4/x 3d4/3d4 staff S
trident* 4/x 4d4/1d10 spear P,T slow, -1
war club 2/1 1d10 mace S
war hammer 2/2 2d6 mace S
whip 1/x 1d6 flexible special slow, -2
Asterisk after name indicates two-handed weapon.
Asterisk after defensive value indicates special values apply:
dagger, knife -- defensive value +1 if opponent has similar-range weapon
shield -- assumes shield is normally a "secondary" weapon.
pike, poleaxe, long spear -- value is for lone individual
rapier -- increased value with Fencing specialization
Note that bastard sword has separate entries depending on method of use, as does open hand/unarmed
Note that lance and heavy lance add additional dice damage depending on level, mount, and movement conditions
Special entries:
PA-1: Primary attack takes -1 penalty "to hit".
Fast: +1 gives initiative bonus of +1, but only applies if primary weapon used alone, or if all weapons have bonus.
Slow: (-1), (-2) initiative penalty, always applies.
prg: parry requires (metal) gauntlet, if not worn, parry value reduced by 1)
nsa no second attack
Bows and Crossbows DV OV notes
short bow 4 1d12
short composite bow 2 1d12 required strength modifier
long bow 2 3d4
long composite bow 0 3d4 required strength modifier
hand crossbow 4 1d4
light crossbow 4 2d4
medium crossbow 3 2d6
heavy crossbow 3 2d6
Thrown & Hand Propelled DV OV Skill Notes
dart 4 1d3 light
stiletto 4 1d6 light
knife 4 1d6 light
improvised rock 4 1d4 light
combat dagger 4 1d8 light
light sling bullet 2 1d8 sling
heavy sling bullet 2 1d10 sling
hatchet 3 1d12 light
throwing axe 2 2d6 heavy primary only
light javelin 1 2d8 heavy primary only
heavy javelin/spear 0 3d6 heavy primary only
Bows are classified as either long or short, and further into normal ("Self" bows) or composite. Short and long bows differ primarily in physical size and in arrow type used. Long bows have longer range and shoot heftier arrows, but require more space to use and in particular are less wieldy on horseback. Short bows are easier to use on horseback or confined space, but have less hitting power. Self bows can generally be used by anyone with 10 or higher strength, while composite bows have a minimum strength requirement and impart a damage modifier accordingly.
At any given encumbrance level, an archer can carry approximately 1/3 more short bow arrows than longbow arrows. A shortbow quiver holding 20 arrows would be only a shade larger than a longbow quiver holding a dozen.
Crossbows (excluding for the moment the hand crossbow) come in light, medium, and heavy classes. The distinction is based on the relative strength modifier the crossbow imparts, which also influences how quickly it can be reloaded.
A light crossbow is a crossbow which is cocked by hand, with the user’s natural strength. A light crossbow can have an effective strength damage rating from 0 to 2. It can be both loaded and fired in one round if the shooter does not move more than 2 yards. It can be fired in a normal move/attack option if already loaded, but cannot be loaded again while in a movement option.
A medium crossbow is one which is cocked by a device like a lever or crank, which can be part of the crossbow or external. These crossbows have a +3 to +5 strength rating for damage, and only require average (11) strength to use. It can be loaded and fired in one round if the shooter does not move more than 2 yards. It can be fired in a normal move/attack option if already loaded, but cannot be loaded again while in a movement option.
A heavy crossbow is one which is cocked by a device like a ratchet or a windlass, which can be part of the crossbow or separate. Heavy crossbows typically impart a strength rating of +6 to +8, and usually only require average strength (11) to operate. It requires one full round to reload, during which the user can not move or fire. A heavy crossbow has a defensive value of zero when reloading, and the reloader loses their natural (Dex-based) armor class. A half-reloaded crossbow retains its status if the operator has to interrupt the reload process. They can only be fired with an attack or combat move option, and only if already loaded. Heavy crossbows cannot be loaded from horseback.
Light and medium crossbows use interchangeable bolts, heavy crossbows use a larger type. Light crossbows have an inherent “+1” to hit, medium and heavy crossbows give a “+2” modifier.
Regarding thrown weapons, “light” weapons can be thrown with just arm motion, while “heavy” throwing weapons require a certain amount of movement (“stepping into the throw”) to use.
Affect Normal Fires
Analyze Magic*
Alarm
Burning Hands
Dancing Lights
Darkness 15' r
Detect Good/Evil
Detect Magic*
Detect Undead
Enlarge
Erase
Faerie Fire
Feather Fall
Hold Portal
Identify
Jump
Light
Magic Missile
Mending
Produce Fire
Protect v Good/Evil
Push
Read Magic*
Shield
Shocking Grasp
Sleep
Tenser's Floating Disc
Ventriloquism
Write Magic*
Alter Self
Animal Friendship
Audible Glamer
Brew Potion
Comprehend Languages
Detect Invisible
Detect Secret Doors
Dispel Charm
Enchanted Weapon
Fear
Flame Arrow
Knock
Levitate
Magic Mouth
Mirror Image
Monster Summons I
Mud
Nystul's Magic Aura
Quickness
Raise Zombie
Ray of Enfeeblement
Remove Fear
Rope Trick I
Shatter
Spider Climb
Stinking Cloud
Strength
Web
Wizard Lock
Animate Object
Camouflage
Clairaudience
Clairvoyance
Dispel Magic
Empowered Weapon
ESP
Feign Death
Fireball
Fly
Gust of Wind
Haste
Hold Person
Ice Storm
Infravision
Leomund's Tiny Hut
Lightning Bolt
Monster Summoning II
Perimeter
Plant Growth
Protect v Evil/Good, 12'r
Protect v. Normal Missiles
Raise Skeleton
Repair
Slow
Suggestion
Water Breathing
Water to Acid
Acid Spray
Arcane Bolt
Charm Person
Circle of Protection
Command Undead
Confusion
Dig
Dimension Door
Extension I
Fade
Fire Shield
Fire Trap
Fumble
MageLock
Mass Fear
Minor Creation
Minor Globe of Invulnerability
Monster Summoning III
Polymorph Other
Polymorph Self
Raise Ghoul
Rary's Enhancer
Silent Step
Strength of Giants
Tongues
Wall of Fire
Wall of Ice
Wizard Eye
Arcane Beam
Bigby's Interposing Hand
Circle of Containment
Cloudkill
Contact Other Plane
Create Illusion
Elemental Storm
Enchant Item I
Feeblemind
Hallucinatory Terrain
Hold Monster
Invisibility
Leomund's Chest
Magic Circle
Monster Summoning IV
Mordenkain's Hound
Paralysis
Part Water
Passwall
Petrify
Remove Curse
Rock to Mud
Stone to Flesh
Summon Elemental I
Telekinesis
True Sight
Wall of Iron
Wall of Stone
Bigby's Forceful Hand
Charm Monster
Circle of Invocation
Control Weather
Disintegrate
Drawmij's Instant Summons
Enchant Item II
Etherealness
Extension II
Geas
Globe of Invulnerability
Guards and Wards
Invisible Stalker
Legend Lore
Life Drain
Magic Jar
Meteor Swarm
Mind Blank
Monster Summoning V
Nondetection
Planar Barrier
Power Word, Stun
Project Image
Repulsion
Summon Elemental II
Spiritwrack
Teleport
Wall of Force
Anti-Magic Shell
Astral Spell
Bigby's Grasping Hand
Cacodaemon
Charm Plants
Contingency
Death Spell
Earthquake
Glassteel
Incendiary Cloud
Major Creation
Major Illusion
Monster Summoning VI
Mordenkain's Sword
Orb of Scrying
Phase Door
Planar Vortex
Power Word, Deaf
Reverse Gravity
Simulacrum
Summon Elemental III
Telepathy
Teleport Without Error
Wraithform
Antipathy/Sympathy
Bigby's Clenched Fist
Clone
Imprisonment
Monster Summoning VII
Negation
Permanency
Polymorph Any Object
Power Word, Blind
Prismatic Sphere
Prismatic Spray
Prismatic Wall
Reflection
Serten's Spell Immunity
Symbol
Tectonic Shift
Trap the Soul
Vision
Alter Reality
Gate
Power Word: Kill
Shape Change
Temporal Stasis
Time Stop
Wish (Grant Other's)
Analyze Magic*
Augury
Blessing
Ceremony I
Command
Create Fire
Create Water
Cure Minor Wounds
Detection*
Erase
Holy Garment
Identify
Light
Protect v Evil/etc.
Purify Food and Drink
Read Magic*
Remove Fear
Resist Heat/Cold
Sanctuary
Saving Hand of God
Sleep
Write Magic*
Brew Potion*
Ceremony II
Create Food and Water
Cure Light Wounds
Detect Invisible
Detect Secret Doors
Fear
Find Traps
Future Sight
Grace
Hold Person
Holy Empowerment
Holy Weapon
Know Alignment
Quickness
Remove Paralysis
Restriction
Silence 15'r
Slow Poison
Spiritual Weapon
Strength
Castigation
Ceremony III
Closure
Consecrate/Defile
Continual Light
Contemplation
Cure Disease
Cure Moderate Wounds
Cure Poison
Curse
Detect Lie
Dispel Exhaustion
Dispel Magic
Glyph of Warding
Light of Purity
Prayer
Protect v Evil/etc. 12'r
Quicken Critical Healing
Shield of the Body
Shield of the Mind
Shield of Vision
Speak with Dead
Ceremony IV
Circle of Confinement (spell)
Contact Other Plane
Cure Blindness
Cure Serious Wounds
Elemental Storm
Exorcism (minor)
Hold Monster
Locate Object
Mass Fear
Planar Barrier
Protect v. Normal Missiles
Remove Curse
Shield of Magic I
Shield of the Soul
Spiritual Mount
Stone to Flesh
Supplication
Tongues
Water Blessing
Water Breathing
Bargain
Ceremony V
Circle of Protection
Circle of Confinement (ritual)
Circle of Containment (spell)
Commune (lesser)
Cure Deadly Wounds
Dispel Evil
Flame Strike
Holy Wards
Mass Blessing
Quest
Revive
Regeneration
Restoration (minor)
Shield of the Body II
Spear of the Heavens
True Sight
Word of Recall
Absolution
Ceremony VI
Circle of Containment (ritual)
Circle of Invocation
Commune (greater)
Divine Command
Divine Wrath
Excommunication
Exorcism (major)
Find the Path
Heal
Imbue with Magic
Life Drain
Plane Shift
Raise Dead I
Repentance
Retribution
Scourge
Shield of Magic II
Shield of Soul II
Astral Spell
Commune (divine)
Devastation
Enchant an Item
Extension
Full Heal
Guardians
Holy Word
Raise Dead II
Spiritual Prison
Shield of the Body III
Stone Tell
Apocalypse
Cleansing
Control Weather
Divine Ward
Full Restoration
Gate
Raise Dead III
Shield of Faith
Summon Minions
Vision
Damnation
Holy Pronouncement
Purification
Resurrection
Spell Immunity
Spirit Walk
Animal Friendship
Animal Summoning I
Barkskin
Create Food and Water
Detection
Detect Snares and Traps
Faerie Fire
Invisibility to Animals
Light/Darkness
Locate Animals or Plants
Pinecone
Produce/Quench Fire
Protect from Elements
Purify Water
Shillelagh
Snare
Speak With Animals
Animal Summoning II
Blending
Charm Animal
Cure Poison
Cure Disease
Detect Invisible
Enlarge/Reduce
Entangle
Hold Person or Animal
Know Alignment
Nature's Blessing
Nature's Bounty
Quickness
Strength
Wellspring
Animal Summoning III
Commune with Nature
Continual Light
Dispel Magic
Elemental Strike
Frenzy
Hold Plant
Nature's Bounty
Pass Without Trace
Sticks to Snakes
Warp Wood
Water Breathing
Animal Summoning IV
Animal Growth
Blending, 12' r
Conjure Elemental I
Control Winds
Dismissal
Plant Door
Rock to Mud
Speak With Plants
Tornado
Wall of Fire
Wall of Ice
Wall of Thorns
Animal Summoning V
Anti-Animal Shell
Anti-Plant Shell
Conjure Elemental II
Fire Storm
Mushroom Circle
Stone Shape
Summon Weather
Wall of Stone
Wall of Water
Wall of Wind
Animal Summoning VI
Banishment
Consecration
Conjure Elemental III
Control Weather
Earthquake
Insect Plague
Wind Walk
Awaken the Forest
Call Lightning
Entombed in the Earth
Transmute Metal to Wood
Wrath of the Elements
Affect Normal Fires
Alarm
Audible Glamer
Dancing Lights
Darkness, 15' r
Detect Good/Evil
Detect Undead
Enlarge
Erase
Faerie Fire
Feather Fall
Hold Portal
Jump
Light
Mending
Produce Fire
Push
Remove Fear
Sleep
Ventriloquism
Write Magic
Alter Self
Animal Friendship
Comprehend Languages
Detect Invisible
Detect Secret Doors
Dispel Charm
Enchanted Weapon
Fear
Knock
Levitate
Magic Mouth
Monster Summoning I
Mud
Peace Song
Pyrotechnics
Quickness
Rope Trick I
Shatter
Wizard Lock
Animate Object
Charm Person
Clairaudience
Clairvoyance
Dispel Magic
ESP
Feign Death
Fly
Gust of Wind
Haste
Hold Person
Concealment
Monster Summoning II
Perimeter
Plant Growth
Protect v. Normal Missiles
Slow
Suggestion
Command Undead
Confusion
Dig
Extension I
Fire Charm
Fire Trap
Fumble
Mass Fear
Massmorph
Monster Summoning III
Polymorph Self
Repair
Stone Shape
Tongues
Wizard Eye
Charm Monster
Contact Other Plane
Create Illusion
Feeblemind
Hold Monster
Monster Summons IV
Mordenkain's Hound
Paralysis
Part Water
Remove Curse
Rock to Mud
Summon Elemental I
Telekinesis
Terror
True Sight
Chaos
Control Weather
Death Song
Earthquake
Etherealness
Extension II
Lower Water
Monster Summoning V
Move Earth
Power Word Stun
Repulsion
Summon Elemental II
Spiritwrack
Animal Telepathy
Body Equilibrium
Body Weaponry
Cell Adjustment
Clairaudience
Clairvoyance
Detection
Domination
Empathy
ESP
Etherealness
Expansion
Hypnosis
Invisibility
Levitation
Mind over Body
Molecular Agitation
Object Reading
Precognition
Reduction
Sensitivity to Psychic Impressions
Suspend Animation
Astral Projection
Aura Alteration
Body Weaponry
Dimension Door
Dimension Walk
Energy Control
Mass Domination
Mind Bar
Probability Travel
Telekinesis
Telempathic Projection
Telepathy
Teleportation
Transmutation
Shape Alteration
Lvl Fort Reflex Will
1 16 17 18
2 16 16 17
3 16 15 17
4 14 15 16
5 14 14 16
6 14 13 15
7 12 13 15
8 12 12 14
9 12 11 13
10 10 11 12
11 10 10 11
12 10 9 11
13 8 9 10
14 8 8 9
15 8 7 9
16 6 7 8
17 6 6 7
18 6 5 7
19 4 5 6
20 4 5 5
Class Modifiers
Fighter Fort +1 Will -1 Cleric Will +1 Reflex -1
Rogue Reflex +1 Fort -1 Magician Will +1, Fort -1, +1 vs. magic spell
Attribute Modifiers From attribute tables
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