Player's Option: Skills and Powers
Return to Book List
Player's Option: Skills and Powers
Table of Contents
Credits
Foreword
Chapter 1: Character Points
Character Points
Character Generation
Character Backgrounds
Table 01: Background Events
Chapter 2: Ability Scores
Ability Scores
Strength, Stamina, Muscle
Dexterity, Aim, Balance
Constitution, Health, Fitness
Intelligence, Reason, Knowledge
Wisdom, Intuition, Willpower
Charisma, Leadership, Appearance
Alternate Subability Method
Subability Checks
More About Ability Checks
Table 2: Stamina
Table 3: Muscle
Table 4: Aim
Table 5: Balance
Table 6: Health
Table 7: Fitness
Table 8: Reason
Table 9: Knowledge
Table 10: Intuition
Table 11: Willpower
Table 12: Leadership
Table 13: Appearance
Chapter 3: Racial Requirements
Racial Requirements
Racial Ability Adjustments
Racial Level Limits
Character Points
Dwarves
Elves
Gnomes
Halflings
Half-Elves
Half-Orcs
Half-Ogres
Humans
Other Races
Ability Score Requirements
Racial Abilitiy Score Adjustments
Humanoid and Monster Character Level Limtis by Class
Table 14: Racial Requirements
Table 15: Racial Adjustments
Table 16: Racial Level Limits
Table 17: Prime Requisite Bonuses
The Races
Alaghi
Bugbear
Bullywug
Centaur
Flind
Giff
Githzerai
Gnoll
Goblin
Hobgoblin
Kobold
Lizard man
Minotaur
Mongrelman
Ogre
Orc
Satyr
Swanmay
Thri-kreen
Wemic
Racial Abilities and Restrictions
Chapter 4: Character Classes
Character Classes
Warriors
Warriors
Fighter
Paladin
Ranger
Table 18: Warrior Melee Attacks By Level
Table 19: Warrior Experience Levels
Table 20: Paladin Spell Progression
Table 21: Rangers' Spell-Casting Abilities
Table 22: Ranger Abilities By level
Rogues
Rogues
Thief
Bard
Table 23: Rogue Experience Levels
Table 24: Backstab Damage Multiplier
Table 25: Thief Scroll Use
Table 26: Tunneling
Table 27: Theiving Skill Base Scores
Table 28: Theiving Skill Racial Adjustments
Table 29: Thieving SKill Dexterity Adjustments
Table 30: Thieving Skill Armor Adjustments
Table 31: Bard Scroll Use
Table 32: Bard Spell Progression
Table 33: Bard Skill Base Scores
Priests
Priests
Clerics
Specialty Priests
Druids
Table 34: Priest Spell Progression
Table 35: Priest Experience Levels
Table 36: Turning Undead
Wizards
Wizards
Mage
Specialist Wizards
Table 37: Wizards' Spell Progression
Table 38: Wizard Experience Levels
Table 39: Specialist Wizard Requirements
Psionicist
Psionicist
Multi-classes and Dual-classed Characters
Multi-Classed and Dual Classed Characters
Non-Adventurers
Non-Adventurers
Chapter 5: Character Kits
Character Kits
The Social Ranks System
Table 40: The Social Ranks Table
Table 41: Character Kit Table
Table 42: Animal Companions
Kits
Kits
Acrobat
Amazon
Animal Master
Table 42: Animal Companions
Assassin
Barbarian
Beggars
Cavalier
Diplomat
Explorers
Gladiator
Jester
Mariner
Merchants
Mystic
Nobles
Outlaw
Peasant Hero
Pirate
Pugilist
Rider
Table 43: Mounts
Savage
Scholar
Scout
Sharpshooter
Smuggler
Soldier
Spy
Swashbuckler
Thug
Weapon Master
Chapter 6: Nonweapon Proficiencies
Nonweapon Proficiencies
Proficiencies and the Point System
Improving Proficiencies
Acquiring Character Traits
Selecting Character Disadvantages
Using Proficiencies in Play
Modifying Proficiency Rolls
Proficiencies and Level Advancement
Use of Proficiencies by Nonproficient Characters
Using Disadvantages
Proficiency Descriptions
Moderate/Severe Disadvantages
Removing Disadvantages
Table 44: Ability Modifiers to Proficiency Scores
Table 45: Nonweapon Proficiency Groups
Table 46: Traits
Table 47: Disadvantages
Proficiency Descriptions
Proficiency Descriptions
Agriculture
Ancient History
Ancient Languages
Animal Handling
Animal Lore
Animal Training
Appraising
Armorer
Astrology
Astronomy
Blacksmthing
Blind-fighting
Boat Piloting
Bowyer/Fletcher
Brewing
Carpentry
Charioteering
Cobbling
Cooking
Cryptography
Dancing
Deep Diving
Disguise
Endurance
Engineering
Etiquette
Fire-Building
Fishing
Forgery
Gaming
Gem-cutting
Healing
Heraldry
Herbalism
Hunting
Juggling
Jumping
Leather working
Local History
Mining
Modern Languages
Mountaineering
Musical Instrument
Navigation
Orienteering
Painting
Pottery
Reading/Writing
Reading Lips
Religion
Riding, Airborne and Riding, Land
Rope Use
Running
Sculpting
Seamanship
Set Snares
Singing
Spellcraft
Stonemasonry
Survival
Swimming
Tailoring
Throwing
Tighrope Walking
Tracking
Tumbling
Ventriloquism
Weaponsmithing
Weather Knowledge
Weaving
Trait Descriptions
Allure
Alertness
Ambidexterity
Animal Empathy
Artistic Ability
Climate Sense
Double-jointed
Empathy
Fast Healer
Glibness
Impersonation
Inherent Immunity/Poison
Inherent Immunity/Disease
Inherent Immunity/Cold
Inherent Immunity/Heat
Internal Compass
Keen Eyesight
Keen Hearing
Keen Olfactory Sense
Keen Taste Sense
Keen Touch Sense
Light Sleeper
Lucky
Music/Singing
Music/Instrument
Obscure Knowledge
Precise Memory
Disadvantage Descriptions
Allergies
Bad Tempered
Bruise Easily
Clumsy
Colorblind
Compulsive Honesty
Cowardice
Deep Sleeper
Fanaticism
Greed
Irritating Personality
Lazy
Phobias
Phobia-Crowds
Phobia-Darkness
Phobia-Enclosed Spaces
Phobia-Heights
Phobia-Magic
Phobia-Monster
Phobia-Snakes
Phobia-Spiders
Phobia-Undead
Phobia-Water
Powerful Enemy
Tongue-Tied
Unlucky
Chapter 7: Weapon Proficiency and Mastery
Weapon Proficiency and Mastery
Selecting Weapon Proficiencies
Character Class Restrictions
Weapon Groups
Nonproficiency and Weapon Familiarity
Weapon Group Proficiencies
Shield Proficiency
Armor Proficiency
Fighting Style Specialization
Weapon Specialization and Mastery
Monster and Weapon Mastery
Equipment
Different Forms of Wealth
Ways to Spend and Save Money
Encumbrance and Movement
Table 48: Weapon Proficiency CP Costs
Table 49: Weapon Groups
Table 50: Nonproficiency Attack Penalties
Table 51: Shield Proficiency Effects
Table 52: Fighting Styles by Character Class
Table 53: Gaining Weapon Specialization
Table 54: Gaining Weapon Mastery
Table 54: Strength and Encumbrance
Table 55: Movement and Encumbrance
Equipment Tables
Table 56: Stone Age/Savage Settings
Table 57: Bronze Age/Ancient Settings
Table 58: Cultures of the Roman Age
Table 59: Dark Ages
Table 60: The Crusades
Table 61: Late Middle Ages/Renaissance
Table 62: Middle Eastern Cultures
Table 63: Oriental Cultures
Table 64: Weapons
Table 65: Missile Ranges and Rates of Fire
Table 66: Armor
Table 67: Miscellaneous Equipment
Table 68: Household Provisions/Trade Goods
Table 69: Dwarven Equipment
Table 70: Elven Equipment
Table 71: Halfling Equipment
Table 72: Gnomish Equipment
Table 73: Common Magic Items
Chapter 8: New Schools of Magic
New Schools of Magic
The Alchemist
The Geometer
The Shadow Mage
The Song Wizard
Chapter 9: Psionics
Psionics
Using Psionics
Using Psionics
Closed and Open Minds
Mental Armor Class (MAC)
Psionic Strength Points (PSPs) p144
Table 74: Base MAC and PSP Bonuses
Psionic Combat
Psionic Combat
Adding Substance to Psionic Combat
Using Psionic Powers
Closing an Open Mind
Psionics in a Round
Limitations to Psionic Powers
Psionics and Magic
Table 75: MTHAC0 Modifiers
Table 76: Psionic Attacks vs. Psionic Defenses
The Five Psionic Attacks
The Five Psionic Attacks
Ego Whip (EW)
Id Insinuation (II)
Mind Thrust
Psionic Blast (PB)
Psychic Crush (PsC)
The Five Psionic Defenses
Intellect Fortress (IF)
Mental Barrier (MB)
Mind Blank (MBk)
Thought Sheild (TS)
Tower of Iron Will (TW)
The Five Psionic Defenses
Table 77: THAC0s and MTHAC0s
Table 78: Psionicist Saving Throws
Psychic Contests
Psionist and Wild Talents
Psionicists and Wild Talents
Psionicists
Psionicist
Table 79: Psionicist Experience Levels
Table 80: Psionic Progression
Table 81: Psionicist Proficiency Slots
Table 82 Nonweapon Proficiencies
Wild Talents
Wild Talents
Table 83: Wild Talents
Psionic Powers
Clairsentient Powers
Clairsentient Powers
Aura Sight
Clairaudience
Clairvoyance
Object Reading
All-Round Vision
Combat Mind
Danger Sense
Feel Sound
Know Location
Martial Trance
Poison Sense
Psionic Sense
See Sound
Psychokinetic Powers
Psychokinetic Powers
Create Object
Detonate
Project Force
Telekinesis
Animate Object
Control Light
Control Sound
Control Wind
Inertial Barrier
Levitation
Molecular Agitation
Molecular Manipulation
Psychometabolic Powers
Psychometabolic Powers
Animal Affinity
Complete Healing
Metamorphosis
Shadowform
Adrenaline Control
Body Control
Body Equilibrium
Body Weaponry
Cannibalize
Cell Adjustment
Chameleon Power
Heightened Senses
Psychoportive Powers
Psychoportive Powers
Banishment
Summon Planar Creature
Teleport
Teleport Other
Astral Projection
Blink
Dimensional Door
Dimension Walk
Phase
Teleport Trigger
Telepathic Powers
Telepathic Powers
Domination
Mindlink
Probe
Psychic Surgery
Awe
Conceal Throughts
ESP
Inflict Pain
Invisibility
Life Detection
Send Thoughts
Sight Link
Psionic Powers Summary
Psionic Powers Summary
Appendix: Compiled Tables
Table 2: Stamina
Table 3: Muscle
Table 4: Aim
Table 5: Balance
Table 6: Health
Table 7: Fitness
Table 8: Reason
Table 9: Knowledge
Table 10: Intuition
Table 11: Willpower
Table 12: Leadership
Table 13: Appearance
Point Allotments for Starting Characters by Race
Racial Abilities
Point Allotments for Starting Characters by Class
Nonplayer Character Allotment
Bonus Points
Table 1: Background Events
Table 27: Thieving Skill Base Scores
Table 14: Racial Requirements
Table 15: Racial Adjustments
Table 16: Racial Level Limits
Table 41: Character Kit Table
Table 28: thieving Skill Racial Adjustments
Table 29: Thieving Skill Dexterity Adjustments
Table 30: Thieving Skill Armor Adjustments
Table 31: Bard Scroll Use
Table 45: Nonweapon Proficiency Groups
Table 46: Traits
Table 44: Ability Modifiers to Proficiency Scores
Weapon Proficiency Slots
Table 47: Disadvantages
Table 48: Weapon Proficiency CP Costs
Purchasing Weapon Proficiencies Out of Class
Table 50: Nonproficiency Attack Penalties
Table 51: Shield Proficiency Effects
Table 52: Fighting Styles by Character Class
Two Weapon Style
Designating a Weapon of Choice
Gaining Proficiencies in Weapon Groups, Warriors Only
Table 53: Gaining Weapon Specialization
Gaining Weapon Expertise
Table 54: Gaining Weapon Mastery
Buying Character Points
Gaining Character Points
Index
A
B
C
D
E
F
G
H
I
J
K
L
M
N
O
P-Q
R
S
T
U-V
W-Z
|