Note: this is a living document and is subject to change.
Last revised on 4/1/24.
General Rules
Optional Rules
These are rules listed in the official books as optional. They are noted here to confirm their use. All page numbers refer to the Advanced Fantasy Player’s Tome unless otherwise noted.
- Ascending AC (p13)
- Secondary Skills (p25)
- Illusionists and Staves (p62)
- Magic-Users and Staves (p66)
- Encumbrance, Basic (p96, p203)
- Limits on Turning the Undead (p111)
- Advanced Spell Book Rules (p112)
- Returning from Death (p207)
- Variable Wind Conditions (p215)
- Variable Weapon Damage (p223)
- Attacking with Two Weapons (p224)
- Charging into Melee (p224)
- Invulnerabilites (p224)
- Parrying (p225)
- Splash Weapons (p225)
- Subduing (p225)
- Morale (p226)
Available Classes
The following classes are available for players. Players should use the Basic Method for character creation (p16). This is the classic race-as-class version of character creation from the Classic Fantasy rules. Classes from the Advanced Fantasy rules are marked with an A.
- Acrobat (A)
- Assassin (A)
- Barbarian (A)
- Bard (A)
- Cleric
- Druid (A)
- Dwarf
- Elf
- Fighter
- Halfling
- Illusionist (A)
- Knight (A)
- Magic-User
- Paladin (A)
- Ranger (A)
- Thief
Rules Changes
- Characters have max health at level 1. Each character starts with the maximum amount of health they could have at level one, as if they had rolled the highest number on their Hit Die. Constitution modifiers apply as normal.
- 3d6 ability score generation, arranged to taste. Generate ability scores using the standard method of rolling 3d6 six times, then assign those six totals to ability scores as desired. Players may still use the Adjust Ability Scores rules as normal (see p16).
- Slow weapons do not act last in initiative. A character using a two-handed weapon in combat does not automatically act last in initiative. The “Slow” weapon quality may be ignored.
- Blinded characters may attack at a -6 penalty. Instead of being unable to attack at all, a blinded character may attack with a -6 penalty to hit. Additionally, a blinded character has a -4 penalty to saving throws and AC. Invisible characters may be attacked by seeing characters with a -4 penalty.
- No 1 turn rest required per hour of dungeon exploration. Characters are no longer required to rest for 1 turn (ten minutes) per every hour of exploring a dungeon. All other resting requirements and dungeon procedures still apply.
- Unpreserved food spoils over time. Any unpreserved food a character obtains, such as any food foraged in the wilderness, spoils in 1d6+1 days after it is obtained. Roll once for all the food obtained by a single source, not individually for each item.
- No haggling with retainers, mercenaries, and specialists. Hired NPCs always cost the amount stated in the rules or as determined by the DM. Retainers always get a half share of treasure (and XP) and their employer is responsible, such as food and lodging.
- 1pp is equal to 10gp. Platinum coins are worth ten gold coins to simplify conversion rates.
Character Features
Height and Weight (Optional)
Race | Base Height (M/F) | Height Modifier | Base Weight (M/F) | Weight Modifier |
---|---|---|---|---|
Dwarf | 43″ / 41″ | +1d10″ | 130 lbs. / 105 lbs. | +4d10 lbs. |
Elf | 70″ / 68″ | +2d8″ | 160 lbs. / 130 lbs. | +3d10 lbs. |
Halfling | 32″ / 30″ | +2d8″ | 52 lbs. / 48 lbs. | +5d4 lbs. |
Human | 60″ / 58″ | +2d10″ | 140 lbs. / 100 lbs. | +6d10 lbs. |
Age (Optional)
Race | Starting Age | Age Modifier | Old Age | Max Age |
---|---|---|---|---|
Dwarf | 40 | 5d6 | 200 | 250 + 2d100 |
Elf | 100 | 5d6 | – | – |
Halfling | 20 | 3d4 | 80 | 100 + 1d100 |
Human | 18 | 2d4 | 60 | 80 + 2d20 |
Adventuring and Survival
Aging from Magic
Casting certain spells or being under the effects of some magic can induce aging.
Effect | Aging |
---|---|
Recipient of Haste spell | 1 year |
Drinking a Potion of Speed | 1 year |
Casting Raise Dead | 2 years |
Casting Reincarnation | 2 years |
Elves and Raise Dead
Due to their immortality, elves are unable to be returned to life via the spell Raise Dead. More powerful sources of returning a character to life, such as Reincarnation, a rod of resurrection, or a wish, still function normally on a deceased elf.
System Shock
Whenever a character of old age is affected by magic that causes aging or changing form, that character must make a system shock roll to survive the trauma caused by their transformation. The system shock roll is the same as the one made when returned to life by magic (see Returning from Death, p207). Failing the system shock roll means a character dies and cannot be resurrected except with a wish. Succeeding on the roll does not lower a character’s Constitution score. As immortal beings, elves are immune to system shock.
Magical sources that can cause system shock include, but are not limited to, the following: being aged by monsters such as ghosts, being the target of the spells Haste, Polymorph Others, Polymorph Self, and Stone to Flesh, drinking a Potion of Speed, or casting the spells Raise Dead and Reincarnation.
Druids using their Shape Change class ability are not affected by system shock.
Modified Basic Encumbrance
This is a modified version of the Basic Encumbrance rules found in the rulebook (see p203). It allows characters to carry some treasure without being slowed down. The basic encumbrance system does not track adventuring gear, but the DM may choose to count adventuring gear as part of the treasure weight if a character attempts to carry too much at once.
Light armor: Padded or Leather
Heavy armor: Scale mail, Chainmail, Banded Mail, Plate Mail, or Suit Armor
Armor Worn | Movement Up to 800cn of Treasure | Movement Up to 1200cn of Treasure* |
Unarmored | 120′ (40′) | 90′ (30′) |
Light Armor | 90′ (30′) | 60′ (20′) |
Heavy Armor | 60′ (20′) | 30′ (10′) |
Starvation, Dehydration, and Fatigue
For each day spent outside civilization, characters must drink the equivalent of 1 waterskin full of water and must eat the equivalent of 1 ration of food. Characters must also sleep at least 8 hours in every 24 hour period. Failing to meet those requirements results in the appropriate penalties from the table below. With each day the character does not meet the required amount, their condition worsens, and with each day the character does meet the required amount, their condition improves until they suffer no more penalties. Characters track each column separately. Effects are cumulative.
Days Passed | Starvation | Dehydration | Fatigue |
---|---|---|---|
1 | -1 to hit | -1 to hit | -1 to hit |
2 | -1 to AC and saves | -1 to AC and saves | -1 to AC and saves |
3 | -1 to hit and damage | Save vs. death (every 6 hours) or die | -1 to hit and damage |
4-7 | -1 to AC and saves | Death | -1 to AC and saves |
8-10 | -1 to hit and saves | Death | Save vs. death (every 6 hours) or die |
11-14 | Save vs. death (every 6 hours) or die | Death | Death |
15+ | Death | Death | Death |
Death and Dying
Hit Points | Result |
---|---|
0 HP | Unconscious for 1 turn (10 minutes), then revives at 1 HP |
-1 to -9 HP | Save vs. Death or die. Success: Unconscious and lose 1 HP per round. |
-10 HP and below | Dead, no save. |
Mend Wounds: A character may mend the wounds of a dying character, stabilizing the dying character at 0 hit points. A character stabilized remains at 0 hit points and unconscious until they either receive magical healing or heal naturally by resting for at least 24 hours. Mending wounds can be done in a single round of combat or immediately after combat has concluded.
Resting and Setting Watch
The standard day of overland travel and adventuring lasts 12 hours. The remaining 12 hours are spent resting or on watch. For simplicity, nightwatch is split into three shifts of four hours each. This allows each character in the party to get a full night’s rest, even if time was spent on watch. Other minor activities, such as eating or preparing spells, may be performed during the rest period, within reason.
Downtime
Alchemist Identification
An alchemist can identify a magic potion at the cost of 50gp per potion. This process takes an hour of study per potion. If the alchemist has already been paid their monthly wage, the cost is waived but the process still requires 1 hour.
Antidote Potion
This potion costs 1,000gp and takes an alchemist one day to make. The user gains a +2 bonus to all saving throws vs poison for the duration. If a character is dying of poison, an antidote will neutralize the poison as per the Neutralize Poison spell if consumed within 1 turn of poisoning.
Sage Identification
A sage can identify a magic item at the cost of 500gp per item. This process takes a day of study per item. If the sage has already been paid their monthly wage, the cost is waived but the process still requires 1 day.
Spell Scroll Creation
Spell casting classes can create spell scrolls of spells that they have prepared. Creation of a spell scroll takes 1 week of work and costs 100gp in materials per level of the spell. For example, a 3rd level spell takes 3 weeks and costs 300gp to transcribe to a scroll. No other downtime activities can be done during this time.
Training
Characters do not level up automatically upon gaining their needed experience points. Instead, characters must spend time training to advance in level. Training costs 1,500gp per level and takes 1d4 weeks to complete. Training must be done under the tutelage of an expert in the character’s discipline. Characters attempting to train to 9th level or above may train without a tutor.
Items and Equipment
Weapons
Weapon | Damage | Cost (gp) | Weight (coins) | Qualities |
---|---|---|---|---|
Battle Axe | 1d8 | 7 | 50 | Melee, Two-handed |
Blackjack | 1d2 | 5 | 10 | Blunt, Knock-out, Melee, Stealth |
Blowgun | Per Poison | 3 | 5 | Missile 10’/20’/30′ |
Bola | 1d2 | 5 | 40 | Blunt, Entangle, Missile 20’/40’/60′ |
Club | 1d4 | 3 | 50 | Blunt, Melee |
Crossbow | 1d6 | 30 | 50 | Missile 80’/160’/240′, Two-handed |
Dagger | 1d4 | 3 | 10 | Melee, Missile 10’/20’/30′ |
Flail | 1d8 | 8 | 100 | Blunt, Melee, Two-handed |
Garotte | 1d4 | 1 | 5 | Melee, Stealth, Strangle, Two-handed |
Hand Axe | 1d6 | 4 | 30 | Melee, Missile 10’/20’/30′ |
Heavy Crossbow* | 1d8 | 50 | 80 | Missile 80’/160’/240′, Two-handed |
Holy Water | 1d8 | 25 | 10 | Missile 10’/30’/50′, Splash |
Javelin | 1d4 | 1 | 20 | Missile 30’/60’/90′ |
Lance | 1d6 | 5 | 120 | Charge, Melee |
Long Bow* | 1d6 | 40 | 30 | Missile 70’/140’/210′, Two-handed |
Mace | 1d6 | 5 | 30 | Blunt, Melee |
Net | None | 5 | 100 | Blunt, Entangle, Missile 10’/20’/30′ |
Oil Flask (Burning) | 1d8 | 2 | 10 | Missile 10’/30’/50′, Splash |
Polearm* | 1d10 | 7 | 150 | Brace, Melee, Two-handed, Reach |
Short Bow | 1d6 | 25 | 30 | Missile 50’/100’/150′, Two-handed |
Short Sword | 1d6 | 7 | 30 | Melee |
Sling | 1d4 | 30 | 10 | Blunt, Missile 40’/80’/160′ |
Spear | 1d6 | 4 | 30 | Brace, Melee, Missile 20’/40’/60′, Reach |
Staff | 1d4 | 2 | 40 | Blunt, Melee, Two-handed |
Sword | 1d8 | 10 | 60 | Melee |
Torch | 1d4 | 2 sp | 20 | Melee |
Trident | 1d6 | 5 | 25 | Brace, Melee, Missile 10’/20’/30′, Reach, Two-handed |
Two-handed Sword* | 1d10 | 15 | 150 | Melee, Two-handed |
Warhammer | 1d6 | 5 | 30 | Blunt, Melee |
Whip | 1d2 | 10 | 50 | Entangle, Melee, Reach |
Ammunition | Cost (gp) |
---|---|
Arrows (Quiver of 20) | 5 |
Crossbow Bolts (Case of 30) | 10 |
Darts (5) | 1 |
Sling Bullets (10) | 1 |
Silver weapons. Weapons that are not blunt may be silvered for ten times their base price.
Weapon Qualities
Blunt: May be used by clerics.
Brace: Bracing against the ground doubles damage against charging monsters.
Charge: On horseback, moving at least 60′ in a round and attacking doubles any damage done with a successful hit.
Entangle: On a successful hit, the target must save vs paralysis or be unable to move or act. A new save is allowed each round to escape.
Knock-out: On a successful hit, the target must save vs paralysis or be knocked out for 1d6 turns.
Melee: Close quarters weapon (5′ or less).
Missile: Thrown or launched weapon (greater than 5′ distance). The max distances for short (+1 to hit), medium, and long (-1 to hit) ranges are listed.
Reach: Can attack targets up to 10′ away as if they were in close quarters.
Splash: On a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted over two rounds, as the liquid drips off.
Stealth: May only be used to attack an unaware person (i.e. human or demi-human of any level or humanoid monster of up to 4+1 HD) from behind. Non-living creatures are immune.
Strangle: Following a successful hit, inflicts automatic damage each round. The victim cannot move and suffers a -2 penalty to attack rolls. A successful hit on the attacker allows the victim to break free.
Two-handed: Requires both hands, prohibiting use of a shield.
New Weapon Descriptions
Blackjack: A small, leather pouch filled with sand or lead shot. Used to quietly knock out victims.
Blowgun: A 3′ tube through which tiny darts are blown. The darts inflict no damage but may administer a poison.
Bolas: A cord and weighted balls, whirled around and thrown at a target.
Flail: A weighted, flanged metal head attached with a chain to a long two-handed haft.
Garotte: A 2′ length of thin cord or wire with a grip at each end. Used to quietly strangle victims.
Heavy Crossbow: A heavier version of the standard crossbow. A heavy crossbow has metal limbs, increasing its strength for better range and damage at the cost of increasing its weight.
Net: A 6′ square mesh of cord. Thrown to entangle a human-size or smaller target.
Trident: A light spear with three barbed prongs on the end, designed for underwater use. Any very small creature (1′ long or less, such as a normal fish) hit by a trident becomes stuck on the spiked prongs.
Whip: A 10′ long strap of braided leather. On a successful attack, the attacker must decide to either inflict damage or entangle the target.
Armor
Armor | AC | Cost (gp) | Weight (coins) |
---|---|---|---|
Shield | +1 bonus | 10 | 100 |
Padded | 8 [11] | 5 | 100 |
Leather | 7 [12] | 20 | 200 |
Scale Mail | 6 [13] | 30 | 300 |
Chainmail | 5 [14] | 40 | 400 |
Banded Mail | 4 [15] | 50 | 450 |
Plate Mail | 3 [16] | 60 | 500 |
Suit Armor | 0 [19] | 1,000 | 750 |
Horse Armor (Barding)
Type | AC | Cost (gp) | Weight (coins) |
---|---|---|---|
Leather | 6 [13] | 40 | 250 |
Scale Mail | 5 [14] | 75 | 400 |
Chain Mail | 4 [15] | 150 | 600 |
Banded Mail | 3 [16] | 400 | 1,500 |
Plate Mail | 2 [17] | 500 | 3,000 |
Field Plate | 1 [18] | 600 | 4,000 |
Jousting Plate | 0 [19] | 700 | 5,000 |
Armor Descriptions
Suit Armor: This armor reduces the damage inflicted by most area effects (fire, cold, gas, acid) including breath weapons by 1 per die of damage. Suit armor gives no protection against gaze attacks or electricity. The wearer has a -5 penalty to attack using any missile device other than a crossbow. It takes three full turns to dress in suit armor. Suit armor must be custom made for the wearer.
Dragon Scale Armor: Slain adult dragons have enough usable scales for 1d4 sets of armor. The scales can be made into any armor type at the cost of x100 the price of the armor, but the weight of the armor remains unchanged. Only master craftsmen can make this type of armor. Dragon scale armor functions as a +2 non-magical armor and allows the wearer to take half damage from the breath attacks of dragons of the same color. Shields made from dragon scales provide the breath attack resistance but not the +2 AC bonus.
Usage of New Armor Types
Characters who can use leather armor: Can also use padded armor.
Characters who can use chain mail: Can also use scale mail armor.
Characters who can use plate mail: Can also use banded mail and suit armor.
Adventuring Gear
Item | Description | Cost (gp) |
---|---|---|
Backpack | Holds up to 400 coins (40 lbs.) | 5 |
Backpack, Explorer’s | Holds up to 800 coins (80 lbs.) | 10 |
Bedroll | Heavy blanket and small pillow | 1 |
Belt | – | 2 sp |
Boots, Riding | – | 5 |
Boots | – | 1 |
Candle | Burns 6 turns (1 hour), 10′ radius light | 1 sp |
Chisel | For chipping away stone | 2 |
Cloak, Long | – | 1 |
Cloak, Short | – | 5 |
Clothes, Extravagant | Tunic and pants, blouse and skirt, etc. | 50+ |
Clothes, Fine | See above | 20 |
Clothes, Normal | See above | 5 |
Crowbar | For forcing doors and objects open | 10 |
Disguise Kit | Includes wigs, hair dye, makeup | 20 |
Drill, Hand | For drilling through wood or metal | 10 |
Garlic | Useful against vampires | 5 sp |
Gloves | Protects against contact poison and things that harm exposed skin, useless against needle traps | 1 |
Gloves, Heavy | Prevents rope burns, assures better grip on slippery items, protects against contact poison and things that harm exposed skin, cannot pick pockets or remove traps | 5 sp |
Hammer | Used for construction or as a mallet | 2 |
Hat | – | 2 sp |
Holy Symbol | Required for clerics | 25 |
Holy Water | Breakable glass vial | 25 |
Hook, Climbing | Supports up to 250 lbs. | 5 |
Hook, Grappling | Supports up to 500 lbs. | 25 |
Ink Vial | Enough for 50 pages of text | 1 |
Iron Spikes (12) | For wedging doors open or shut, using as climbing anchors, etc. | 1 |
Journal, Blank | 50 pages | 20 |
Lantern | Burns 4 hours, 30′ radius light | 10 |
Magnifying Glass | – | 3 |
Mirror, Hand | Steel, used for looking around corners or reflecting a gaze attack | 5 |
Musical Instrument, Stringed | Lute, mandolin, etc. | 20 |
Musical Instrument, Wind | Flute, recorder, etc. | 5 |
Oil (1 Flask) | Fuel for lanterns or fires | 2 |
Papyrus | One 12″ by 12″ leaf | 1 sp |
Parchment | 10″ by 10″ leaf | 1 |
Parka | For warmth in cold climates | 5 |
Pole (10′, Wooden) | 2″ thick wooden pole, for poking and prodding suspicious items in a dungeon | 1 |
Pot, Cooking | Two-quart capacity | 1 |
Pouch, Belt | Capacity 50 coins (5 lbs.) | 5 sp |
Quill Pen | – | 5 sp |
Quiver | Holds 20 arrows | 1 |
Quiver, Back | Holds 50 arrows | 5 |
Rations (Iron, 7 Days) | Week’s supply, stays fresh 60 days | 15 |
Rations (Standard, 7 Days) | Week’s supply, stays fresh 7 days | 5 |
Rope (50′) | Supports 750 lbs. | 1 |
Sack, Large | Holds up to 600 coins (60 lbs.) | 2 |
Sack, Small | Holds up to 200 coins (20 lbs.) | 1 |
Salt | For preserving meat or monster parts for future use, one pound of salt needed per 5 lbs. of organs preserved | 10 |
Scroll Case, Waterproof | Holds 1 map, 1 scroll, or 10 leaves of parchment | 5 |
Sewing Kit | For repairing cloth or leather | 1 |
Shoes | – | 5 sp |
Spell Book, Blank | Holds spells | 25 |
Spell Book Cover | Waterproof | 10 |
Stake, Wooden | – | 1 sp |
Tent, 2-man | – | 20 |
Tent, 4-man | – | 25 |
Thieves’ Tools | Needed for picking locks and removing traps | 25 |
Tinder Box | – | 3 |
Torches (6) | Burns 1 hour, 30′ radius light | 1 |
Twine (100′) | Supports 30 lbs. | 2 sp |
Vial, Empty | Holds 1 pint (encumbrance 10 coins when filled) | 1 |
Waterskin/Wineskin | Holds 1 quart (encumbrance 30 coins when filled) | 1 |
Whistle | For signaling or bird calls | 1 sp |
Wolfsbane | For warding off lycanthropes | 10 |
Changelog
5/17/23:
-increased cost of antidote potion
-increased damage of battle axe to 1d10, crossbow to 1d8, and heavy crossbow to 1d10
5/29/23:
-removed end of session section
-added training for level advancement
1/30/24:
-removed “Reload” weapon quality
-changed damage of crossbow to 1d6 and heavy crossbow to 1d8
2/18/24:
-reverted changes to Wisdom so that it now only modifies saving throws against magic, as written
-added mending wounds to the death and dying procedures
2/19/24:
-added section headers
-added rules for spell scroll creation
-added flail weapon and description
-changed damage of battle axe to 1d8
-changed value of platinum coins to 10gp
3/4/24:
-added rule that elves cannot be resurrected with raise dead spell
-changed brigandine armor to scale mail, removed rule for thieves wearing brigandine
3/10/24:
-noted advanced classes for easier reference
-noted old age for races and added system shock rules
4/1/24:
-changed to a modified Basic Encumbrance system
-removed weight from Adventuring Gear table