Introduction
Glossary
Character Generation
Index of Tables
Ability Scores
Ability Scores
Strength
Intelligence
Wisdom
Dexterity
Constitution
Charisma
Rolling Scores
Classes
Priest
Cleric
Druid
Monk
Warrior
Fighter
Cavalier
--Paladin
Ranger
Wizard
Mage
Specialist
Rogue
Thief
Bard
Multi/Dual Class
Races
Min/Max
Ability Adjustments
Restrictions and Level Limits
Special Abilities
Other Characteristics
Height and Weight
Age
Alignment
Law/Chaos
Good/Evil
Combinations
Non-Aligned
Role-Playing Alignment
Changing Alignment
Proficiencies
Aquiring
Training
Weapon Proficiencies
Effects
Related Weapons
Two-Weapons
Weapon Specialization
Non-Weapon Proficiences
Using NW Proficiencies
Descriptions
Money & Equipment
Starting Money
Equipment Lists
Weapons
Armor
Misc Equipment
Equip. Descriptions
Weapons
Armor
Misc Equipment
Tack & Harness
Transport
Encumbrance
Basic Encumbrance
Encumbrance and Mounts
Magical Armor and Encumbrance
Magic
Wizard Spells
Acquisition
Spell Books
Schools
Illusions
Priest Spells
Casting Spells
Spell Components
Daily Spell Recovery
Magical Research
Experience
Encounters
The Surprise Roll
Modifiers to Surprise Roll
Effects of Surprise
Encounter Distance
Encounter Reactions
Encounter Options
Combat
The Combat Round
Actions
Combat Sequence
Initiative
The Attack Roll
The "To Hit" Number
Modifiers to Attack Roll
Impossible to Hit Numbers
Injury and Death
Wounds
Special Damage
Healing
Character Death
Raising the Dead
Movement in Combat
Non-Lethal Combat
Touch Spells and Combat
Missile Weapons in Combat
Special Defenses
Saving Throws
NPCs
Hirelings
Followers
Henchmen
Player Character Obligations
Vision and Light
Time and Movement
Movement
Jogging and Running
Cross Country Movement
Swimming
Holding Your Breath
Climbing
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