Item Saving Throws

ItemAcidCrushing
Blow
Disinte-
gration
Fall
(5'+)
Magical
Fire
Normal
Fire
ColdLightning
Bolt
Electricity
Bone or Ivory111619693282
Cloth12-19-16132182
Glass5201914746172
Leather103192643132
Metal137173622122
Oils*16**-19-191751916
Paper, etc.16719-19192192
Potions*15**-19-174131815
Pottery418191132422
Rock, Crystal317188322142
Rope12219-1062122
Wood, thick81019275292
Wood, thin9131921192102
*This save does not include the container, only the liquid contents.
**Of course, even though the save is made, the item is probably hopelessly mixed with the acid.

Item Saving Throw Bonuses/Penalties

SituationBonus
PhenomenonFall: soft surface+5
Fall: greater than 10'-1/5' after first 5'
Cold: gradual+2
Rare MetalAdamantine/Adamant+4
Darksteel+3
Mithral+2 (+4 vs. Crushing Blow/Fall)
Hizagkuur+1 (+6 vs. Magical Fire/Lightning Bolt/Electricity)
Metal TreatmentBlueshine+1 vs. acid/rust
EverbrightImmune to rust/corrosion (unless broken/melted)
Magical ItemMagical item with plus+1/plus
Potion+1
Miscellaneous magical item+5 or +6
Other magical itemsrelative to power
Magical item designed to counter that attackadd. +2

Unusual Metal Armors

MetalAC AdjustmentWeight AdjustmentCost Multiplier
Adamantite-1-25%x500
Bronze+10x2/3
Elven Steel0-50%**
Fine Steel0-10%x2
Gold-4+100%x3*
Iron0+25%0
Silver-20x2*
*The character must provide the amount of metal needed to make the suit (determined by weight). In addition, the character must multiply the normal cost of the armor by the multiplier listed and pay this as a fabrication cost. (Coins in general weigh 1/50 lb.)
**Elven armors can't normally be purchased, being gifts given as gifts to those the elves deem worthy.

Creature Experience Point Values

Hit Dice or LevelXP Value
Less than 1-17
1-1 to 115
1+1 to 235
2+1 to 365
3+1 to 4120
4+1 to 5175
5+1 to 6270
6+1 to 7420
7+1 to 8650
8+1 to 9975
9+1 to 10+1,400
11 to 12+2,000
13+3,000
14+4,000
15+5,000
16+6,000
17+7,000
18+8,000
19+9,000
20+10,000

Hit Dice Value Modifiers

AbilityHit Die Modifier
Armor Class 0 or lower+1
Blood drain+1
Breath weapon+2
Causes disease+1
Energy drain+3
Flies+1
Four or more attacks a round+1
Greater than normal hit points+1
High Intelligence+1
Hit only by magical/silver weapons+1
Immunity to any spell+1
Immunity to any weapon, including ½ damage+1
Invisible at will+1
Level 2 or lower spells+1
Level 3 or greater spells, not cumulative with previous award+2
Magic resistance+2
Missile weapons+1
Multiple attacks causing 30+ points of damage+2
Paralysis+2
Petrification+3
Poison+2
Possesses magical items usable against PCs+1
Regeneration+1
Single attack causing 20+ points of damage+2
Special defense form, unlisted+1
Special magical attack form, unlisted+2
Special non-magical attack form, unlisted+1
Swallows whole+2
Weakness or fear+2

Experience Point Awards by Group

ClassActExperience
AllPlayer has a clever idea50-100
Player has an idea that saves the party100-500
Player role-plays his character well100-200
Player encourages others to participate100-200
Defeating a creature in single combatXP value/creature
Per gold piece value of treasure obtained1 XP
WarriorPer Hit Dice of creature defeated10 XP/level
PriestPer successful use of a granted power100 XP
Spells cast to further ethos100 XP/spell level
Making potion or scrollXP value
Making permanent magical itemXP value
WizardSpells cast to overcome foes or problems50 XP/spell level
Spells successfully researched500 XP/spell level
Making potion or scrollXP value
Making permanent magical itemXP value
RoguePer successful use of a special ability200 XP
Per gold piece value of treasure obtained2 XP
Per Hit Die of creatures defeated (bard only)5 XP/level

Experience Point Awards by Class

ClassActionExperience
AllPlayer has a clever idea50-100
Player has an idea that saves the party100-500
Player role-plays his character well100-200
Player encourages others to participate100-200
Defeating a creature in single combatXP value/creature
Per gold piece value of treasure obtained1 XP
FighterPer Hit Dice of creature defeated10 XP/level
RangerPer Hit Dice of creature defeated10 XP/level
Per Hit Dice of species enemy defeated20 XP/level
Per successful use of special ability100 XP
Per successful Move Silently/Hide in Shadows attempt100 XP
Spells cast to further ethos50 XP/spell level
Follower, per trick or task trained100 XP
PaladinPer Hit Dice of creature defeated10 XP/level
Per successful Turn Undead ability50 XP
Spells cast to further ethos50 XP/spell level
Per character changed to lawful good alignment by paladin's direct influence50 XP/level
ClericPer successful Turn Undead ability100 XP
Spells cast to further ethos100 XP/spell level
Making potion or scrollXP value
Making permanent magical itemXP value
DruidSpells cast to further ethos100 XP/spell level
Making potion or scrollXP value
Making permanent magical itemXP value
WizardSpells cast to overcome foes or problems50 XP/spell level
Spells successfully researched500 XP/spell level
Making potion or scrollXP value
Making permanent magical itemXP value
ThiefPer successful use of a special ability200 XP
Per gold piece value of treasure obtained2 XP
BardPer successful use of a thief ability100 XP
Per successful use of 10th-level ability to read any written magical device200 XP
Per successful use of a special benefit150 XP
Per spell level cast to overcome foes or problems25 XP
For each significant performance of the bard's entertaining talents100 XP
For each major performance of the bard's entertaining talents500 XP
Per Hit Die of creatures defeated5 XP/level