TEXT:  
   
   
  A quick reference and character creation companion for the 1pot rpg 
  
  1. 
  Roll stats, STR, DEX, CON, INT, WIS, CHA; 3d6 in order 
  Stat 
  Value 
  Modifier options 
  A 
  B 
  C 
  3 
  -4 
  -3 
  - 
  4 
  -3 
  -2 
  - 
  5 
  -3 
  -2 
  - 
  6 
  -2 
  -1 
  - 
  7 
  -2 
  -1 
  - 
  8 
  -1 
  -1 
  - 
  9 
  -1 
  0 
  - 
  10 
  0 
  0 
  - 
  11 
  0 
  0 
  - 
  12 
  +1 
  0 
  - 
  13 
  +1 
  +1 
  - 
  14 
  +2 
  +1 
  - 
  15 
  +2 
  +1 
  - 
  16 
  +3 
  +2 
  - 
  17 
  +3 
  +2 
  - 
  18 
  +4 
  +3 
  - 
   
  2.1. 
  Race (d8) and Class (d4). or..  
  1d8 
  Race 
  Bonuses... 
  1 
  Dwarf 
  +1 CON, +1 WIS 
  +2 bonus to checks relating to metal- and stonework, 
  and damage against orcs, goblins and giants 
  2 
  Elf 
  +1 DEX, +1 INT 
  +2 bonus to checks involving detection 
  3 
  Halfling +1 DEX, +1 WIS 
  +2 bonus to checks involving stealth 
  4 
  Goblin 
  +1 DEX, +1 CON 
  +2 bonus to checks involving stealth 
  5 
  Gnome 
  +1 DEX, +1 CHA 
  2 bonus to checks involving craft 
  6-8 
  Human 
  Rearrange any two ability scores as you desire after 
  selecting your class 
   
  2.2. ...Race as Class (d8/d12) 
  D4/D8 / Class 
  D12 (optional) 
  1 Cleric 3 Thief 5 Dwarf 7 Halfling 9 Gnome 11 Druid 
  2 Fighter 4 Wizard 6 Elf 
  8 Goblin 10 Bard 
  12 Animal 
  
  3. 
  Determine class die: hit points and weapon damage 
  Class die 
  Classes 
  1d8 
  Fighter, Dwarf, Companion Animal 
  1d6 
  Cleric, Thief, Elf, Halfling, Goblin, Gnome, Bard, Druid 
  1d4 
  Wizard 
   
  4. 
  Determine class powers: gain entry ‘12’, roll 1d8 for second entry 
  4.1. 
  Cleric 
   
   
   
   
  Armour: Any 
  d12 
  Ability Description 
  1 +1 to attack rolls 
  2 +1 to rolls vs. undead, unnatural, opposing faith 
  3 Gain deity-specific ability (see Religion section) 
  4 +1 spell slot/spellcraft 
  5 +1 INT checks for religious or undead lore 
  6 +2 to WIS/CHA saves, +1 to all others 
  7 +1 to healing skills; cure spells heal +1 damage  
  8 +1 spell slot/spellcraft 
  9 +1 penalty to spell DC saves or progress Turn ability 
  10 +1d6 hp (± CON modifier) 
  11 Choose +1 to attack, +1d6 hp, or +1 spell slot 
  12 Gain ability to Turn/Control Antithetical/Supernatural Beings 
   
  4.2. Fighter 
   
   
   
   
  Armour: Any 
  d12 
  Ability Description 
  1 +1 STR/CON-based skills (athletics, open doors etc) 
  2 +1 skill checks to forge, repair or maintain weapons/armour 
  3 +1 to attack rolls 
  4 +1 bonus to all rolls for trip, disarm and grapple attempts 
  5 +1 damage rolls 
  6 +1 to attack rolls 
  7 +1 to all rolls on lethal damage table;-1 damage from crit.hits 
  8 +2 to STR/CON saves, +1 to all others 
  9 +1d8 hp (± CON modifier) 
  10 +2d4 hp (± CON modifier) 
  11 Choose +1 to attack rolls, +1 damage, or +1d8 hp 
  12 +2 to attack rolls 
  
  4.3. Thief 
   
   
   
   
  Armour: Light 
  d12 
  Ability Description 
  1 +1d6 sneak attack damage 
  2 +1 to climb skills, -1 falling damage 
  3 Use ‘restricted’ magic items on difficult INT check 
  4 +2 DEX-based skill checks (stealth, agility, climbing) 
  5 +2 DEX/INT saves, +1 to all others 
  6 +1 lockpicking, pickpocketing and trap-related skills 
  7 +1 INT check to transmit/decipher text/code, forgery 
  8 +1 to called shot attacks, +1 damage on critical hit 
  9 +1 to attack rolls 
  10 +1d6 hp (± CON modifier) 
  11 Choose +1 to attack, +1d6 sneak attack, or +1d6 hp 
  12 +1 lockpicking, pickpocketing and trap-related skills 
   
   
  4.4. Wizard 
   
   
   
   
  Armour: None 
  d12 
  Description 
  1 +1 INT skill checks to recall scholarly information 
  2 +1 language spoken/understood 
  3 Can produce alchemical substances of +d4 potency 
  4 +2 WIS/CHA saves, +1 to all others 
  5 Gain a loyal 1d4 hp Familiars of your choice  
  6 +1 DC all spells for targets to resist 
  7 Gain Wizard School Specialisation  
  8 +1 spell slot/spellcraft 
  9 +1 spell slot/spellcraft 
  10 +1d4 hp (± CON modifier) 
  11 Choose +1 to attack, +1 bonus spell, or +1d4 hp 
  12 +2 spell slots/spellcraft 
   
  ... and use the following tables for Wizard Familiars (1d8 or 3d8) or Wizard School 
  Specialisations (1d12) 
   
  
  4.4.1. Wizard Familiars (1d8 or 3d8 and pick from each column) 
  D8 Animal 
  Nature 
  Abilities 
  Progression 
  1 Bat or bird 
  Winged vermin 
  Fickle 
  Clairvoyance 
  The wizard gains the ability to see through 
  the eyes (or other sensory organ) of their 
  familiar once per day for 10 minutes 
  Increase your choice of  
  1) +1 uses per day 
  2) +1 additional sensory quality 
  2 Cat 
  Domestic animal Lazy 
  Possession 
  For ten minutes, the familiar can merge 
  with other creatures, control their actions 
  and access their memories on target failing 
  both a CON and WIS save. 
  Increase your choice of  
  1) duration by +10 minutes 
  2) difficulty of CON & WIS save by 
  +1 
  3 Rat 
  Large rodent 
  Greedy 
  Valet 
  The familiar can safely swallow one object, 
  able to be carried in one hand, and 
  regurgitate it unharmed. 
  +1 objects held at any time 
  4 Snake or Lizard 
  Viper or adder 
  Perky 
  Venom 
  The familiar produces a venom to which the 
  master is immune. The venom can be 
  extracted and used once per day, but decays 
  in 24 hours 
  Increase your choice of  
  1) potency of the venom(-1 CON 
  save) 
  2) +1 uses per day 
  3) Immunity to another named 
  venom 
  5 Insect/Arachnid 
  Beetle or spider 
  Vindictive 
  Survivalist 
  The familiar grants the ability to draw 
  sustenance from detritus and climb walls 
  (5ft speed) 
  Gain an additional 
  1) immunity to a specific named 
  disease 
  2) +5ft climb speed 
  
  D8 Animal 
  Nature 
  Abilities 
  Progression 
  6 
  Imp 
  Small winged 
  devil 
  Cowardly 
  Speech 
  The familiar can speak with others of its 
  kind and communicate in its master’s native 
  language 
  Improve your choice of 
  1) Speaking an additional language 
  2) Ability to impersonate +1/day 
  7 Orb 
  Floating object 
  Patronising 
  Levitation 
  The familiar grants the ability to hover 
  briefly; the master may fall/jump and always 
  land safely of a distance up to 10ft 
  +5ft to distance safely jumped 
  8 
  Growth 
  Unsightly lump 
  or strange sigil 
  on body 
  Lugubrious 
  Change form 
  The familiar can change its shape into a 
  simple inanimate object of equivalent size 
  for 10 minutes 
  Increase your choice of  
  1) the size of the object mimicked 
  2) the complexity, detail or moving 
  parts 
  3) 3) +10 minutes duration 
   
   
  4.4.2. 
  Wizard School Specialisation (1d12) 
  D12 
  School 
  Ability Description 
  Progression: increase choice of... 
  1 
  Abjuration 
  Defensive and 
  protective magic 
  Generate a protective ward that can either increase a 
  target’s AC by 1, or grant 5 points of resistance to 
  damage from fire, lightning, acid or cold (pick 1 when 
  casting)for 10 minutes 
  1) The bonus to AC by 1 
  2) The resistance to elements by 5 
  3) The number of targets benefitting by 
  1 
  4) The duration by +10 minutes 
  5) Number of uses per day by 1 
  
  D12 
  School 
  Ability Description 
  Progression: increase choice of... 
  2 
  Conjuration 
  Summoning 
  creatures 
  Summon 1 loyal creature of your choice from up to the 
  1d4 rank creatures 
  (Creature must be studied to be summoned) 
  1) Creature tier from d4 to d6, d6 to 
  d12 
  2) Total hit dice of creature (1d4 -> 2d4 
  etc) 
  3) Number of creatures summoned by 1 
  4) Number of uses per day by 1 
  3 
  Divination 
  Insight, revealing 
  information 
  You gain a +1 bonus to initiative checks 
  Once per day you can either 
  1) gain a +1 bonus to all knowledge and detection checks 
  for 10 minutes; or 
  2) determine the location of one object or person (WIS 
  save) with 50% accuracy 
  1) Initiative bonus by 1  
  2) Detection and knowledge checks by 1 
  3) Duration by +10 minutes 
  4) Accuracy of location by +5% 
  5) Number of uses per day 
  4 
  Enchantment 
  Control of others 
  Increase CHA stat by 1. 
  Once per day, on a successful opposed CHA check, turn 1 
  target into a loyal ally for 1 hour per point difference in 
  CHA. If you succeed by 10 or more, you control their 
  action 
  1) CHA stat by 1 
  2) Number of targets affected by 1 
  3) Number of uses per day by 1 
  5 
  Evocation 
  Energy and 
  destruction 
  Once per day on casting, you may alter any spell that 
  causes elemental (ice, fire, electricity or acid) damage to 
  either change the damage type or do 1 additional point of 
  damage per die  
  1) Additional damage per die by 1 
  2) Number of uses per day by 1 
  6 
  Illusion 
  Trickery, 
  fooling the 
  senses 
  Once per day, create a silent static image of your choice 
  of a size up to 10 ft cube in size 
  1) Size of illusion (+10 ft cube) 
  2) Qualities (add movement, sound, or 
  smell) 
  3) Number of uses per day by 1 
  
  D12 
  School 
  Ability Description 
  Progression: increase choice of... 
  7 
  Necromancy 
  Control over the 
  powers of death 
  Once per day, from a mostly intact corpse you may 
  create an undead creature of up 1d4 rank in power, 
  under your absolute control 
  1) Creature tier from d4 to d6, d6 to 
  d12  
  2) Total hit dice of creature (1d4 -> 
  2d4...) 
  3) Total number of creatures controlled 
  by 1 
  4) Number of uses per day by 1 
  8 
  Transmutation 
  Physical change, 
  transformation 
  Once per day, for 10 minutes, you can alter the physical 
  structure and appearance of your body. The maximum 
  increased bonus across STR, DEX, CON, CHA or natural 
  AC this can achieve is +1 (stats cannot be reduced to 
  allow others to increased), and +10ft for modes of 
  movement (flight, burrowing, swimming etc). 
  1) The maximum total bonus by 1 for 
  stats and 10ft for movement 
  2) The duration by +10 minutes 
  3) Number of uses per day by 1 
  9 
  Generalism 
  Broad 
  understanding of 
  all magic 
  Once per day, you are able swap a memorised spell for 
  another in your spellbook of an equal or lower level. 
  1) Number of uses per day by 1 
  10 
  Dracology 
  The study of 
  dragons 
  You gain +1 to the following powers: 
   CHA-based interaction with dragons 
   INT checks for draconic lore 
   WIS checks for tracking dragons 
   Spell damage vs. dragons per die rolled 
   Saving throws vs. draconic powers 
  1) All listed powers increase by +1 
  
  D12 
  School 
  Ability Description 
  Progression: increase choice of... 
  11 
  Occultism 
  Dark pacts with 
  beings beyond 
  You may sacrifice 1d4 points of your WIS stat to either 
  1) receive answer from an outer being to one question 
  with 30%+1d4×10% accuracy; or 
  2) cause a damaging spell to inflict 1d4 additional points 
  of damage per die; or 
  3) inflict a -1d4 penalty on a saving throw against the 
  affected spell. 
  All modified spells produce visuals that are disturbing to 
  natural creatures. WIS loss recovers at a rate of 1 every 
  32 days. If ever reduced to zero WIS, your soul is claimed 
  and body controlled by a dark entity 
  1) the accuracy of the answer by +10% 
  2) the number of questions asked by +1 
  3) +1 additional damage per die 
  4) additional -1 penalty to saving throws 
  5) WIS recovery rate by half (minimum 
  of 1 day) 
  12 
  Esoterica 
  Understanding of 
  unusual and 
  creatural sources 
  of magic 
  With a successful INT check, you are able to dissect 
  monsters and disassemble devices to distil and extract the 
  inner sources of power and magic within e.g. a medusa’s 
  eye. Objects removed can be used whilst worn to trigger 
  or absorb the related effect, with 40% potency or chance 
  of success, once before dissolving. 
  You also gain +1 INT checks relating to non-spellcasting 
  sources of magic and magical engineering, including the 
  extraction above. 
  1) INT check by +1 
  2) Potency/chance of effectiveness by 
  +10% 
  3) Extracts uses before dissolving by +1 
   
   
   
  
  4.5. Dwarf 
   
   
   
   
  Armour: Any 
  d12 
  Ability Description 
  1 +1 4.5.1 Dwarven Runecasters ability/spellcraft  
  2 +1 skill checks to forge, repair, appraise items or structures 
  3 +1 to attack rolls 
  4 +2 damage bonus vs. orc- and goblinkind, and giants 
  5 +1 STR/CON-based skills (athletics, open doors etc) 
  6 +1 to attack rolls 
  7 +1 to all rolls on lethal damage table;-1 damage from crit.hits 
  8 +2 to STR/CON saves, +1 to all others 
  9 +1d8 hp (± CON modifier) 
  10 +1d10 hp (± CON modifier) 
  11 Choose +1 to attack rolls, +1 damage rolls, or +1d8 hp 
  12 +1 to attack rolls and all saves 
   
  ... and use the following table Dwarven Runecaster abilities (1d8) 
   
  4.5.1 Dwarven Runecasters (1d8) 
  D8 Ability Description 
  Progression 
  1 
  Anvil Strike 
  You empower the next attack, if it 
  connects, with a touched melee 
  weapon to do an additional +1d6 
  damage 
  Increase your choice of  
  1) Damage done by +1d6 
  2) Number of uses per day by 1 
  2 
  Blessing of the Forge 
  You and your allies close by gain a 
  +1 bonus to attack rolls and saving 
  throws for 10 minutes 
  Increase your choice of  
  1) Bonus by +1 
  2) Number of uses per day by 1 
  3 
  Companion of Earth 
  You conjure an earth elemental of 
  1d12 power for 10 minutes, as your 
  loyal servant to do your bidding 
  Increase your choice of  
  1) Power of elemental by +1d12 
  2) Number of uses per day by 1 
  4 
  Dwarven Resilience 
  You heal the wounds of yourself 
  or a target ally by 1d8 hp 
  Increase your choice of  
  1) Healing power by +1d8 
  2) Number of uses per day by 1 
  
  D8 Ability Description 
  Progression 
  5 
  Earthbond 
  You may enter and exit up to a 5 
  foot cube of natural unworked 
  earth or rock during one move 
  action 
  Increase your choice of  
  1) Distance through earth by 
  +5’ 
  2) Number of uses per day by 1 
  6 
  Magic Stone 
  You conjure a magical stone that 
  can be hurled at a foe as a ranged 
  attack doing 1d8 damage. Against 
  undead, goblins, orcs and giants, 
  the stone does 1d12 damage 
  Increase your choice of  
  1) Damage done by +2 
  2) Number of uses per day by 1 
  7 
  Sense Wealth 
  You can detect the largest source 
  of wealth (gold, gems, ore etc) 
  within 60 ft and know its precise 
  value. 
  Increase your choice of  
  1) Range of power by +60 ft 
  2) Number of uses per day by 1 
  8 
  Wall of Stone 
  You may conjure a 1 ft thick wall 
  of rock up to 5 ft by 5ft in size, 
  once per day 
  Increase your choice of  
  1) Area of wall by +5 ft2 
  2) Number of uses per day by 1 
   
   
  4.6. Elf 
   
   
   
   
   
  Armour: None/Light 
  d12 
  Ability Description 
  1 +1 to all WIS skill checks involving detection 
  2 +1 INT checks to recall lore relating to magic or nature 
  3 -1 penalty on targets to resist illusion, enchantment spells 
  4 +1 to attack rolls 
  5 +2 to DEX/CHA saves, +1 to all others 
  6 +1 STR/DEX-based skills and checks (athletics, stealth) 
  7 +1 to armour bonus permitted yet to allow spellcasting 
  8 +1 to attack rolls 
  9 +1 spell slot/spellcraft 
  10 +1d6 hp (± CON modifier) 
  11 Choose +1 to attack, +1 bonus spell, or +1d6 hp 
  12 +1 spell slot/spellcraft from Elf list and +1 all saves 
  
   
  4.7 
  Halfling 
   
   
   
   
  Armour: Any 
  d12 
  Ability Description 
  1 +1 to all acrobatic and climbing skills 
  2 +1 to all DEX stealth and escape skills 
  3 +1 to all initiative checks 
  4 Resist +4 damage from area-of-effect spells/explosions 
  5 +1 damage with ranged attacks 
  6 +1 to all saves 
  7 +1 to all DEX stealth and escape skills 
  8 +1 to attack rolls 
  9 +1 to attack rolls 
  10 +1d6 hp (± CON modifier) 
  11 Choose +1 to attack rolls, +1 all saves, or +1d6 hp 
  12 +2 to all saves 
   
   
  4.8. Goblin 
   
   
   
   
  Armour: Light 
  d12 
  Ability Description 
  1 +1 to attack rolls 
  2 +1 to all DEX stealth and escape skills 
  3 +2 to DEX/CON saves, +1 to all others 
  4 +1 to wolf handling/riding skills; +1d4 wolf companion 
  5 +1 skills to make/use poison, +1 potency/DC 
  6 +1 bonus spell/spellcraft from Shaman list 
  7 +1 to all DEX stealth and escape skills 
  8 +1 to attack rolls 
  9 Mob attack (+2 damage if outnumbering foes in melee) 
  10 +1d6 hp (± CON modifier) 
  11 Choose from +1 to attack, +1d6hp, +1d6 sneak attack 
  12 +1d6 sneak attack damage 
   
   
  
  4.9. Gnome 
   
   
   
   
  Armour: Light 
  d12 Ability Description 
  1 +1 skill checks to forge, repair, appraise items  
  2 +1 to all DEX stealth skills 
  3 +2 to CON/WIS saves, +1 to all others 
  4 Burrow Mage: +1 dwarven rune ability/spellcraft 
  5 Alchemist (+1d4 power from alchemical creations) 
  6 Magician (+1 bonus spell/spellcraft – use Elf list) 
  7 Natural linguist – Speak with Animal +1/day 
  8 +1 to attack rolls 
  9 The Knack: 
  +1 in 6 chance of blindly activating any magical item 
  10 +1d6 hp (± CON modifier) 
  11 Choose from +1 to attack, +1d6hp, +1 all saves 
  12 +1 to attack rolls and all saves 
   
  4.10 Bard  
   
   
   
   
  Armour: Light 
  d12 Description 
  1 +1 to attack rolls 
  2 +1 to all DEX stealth and escape skills 
  3 +2 to WIS/CHA saves, +1 to all others 
  4 +1 backstory (identity or knowledge of a profession) 
  5 Practical knowledge (+1 INT check to recall historical 
  information relevant to any situation or object at hand) 
  6 Snap out of it! 
  (grant ally reroll on failed WIS/CHA save with +1 bonus) 
  7 +1 to all CHA subterfuge and persuasion skills 
  8 +1 to attack rolls 
  9 Practical knowledge 
  (+1 INT check to recall information relevant to any situation) 
  10 +1d6 hp (± CON modifier) 
  11 Choose +1 to attack, +1d6hp, +1 to a skill, or +1 all saves 
  12 Inspiring voice (+1 x day, rally allies in combat granting each 
  +1 to attack/damage/saves for +10 minutes)* 
  * Rerolling this allows the choice of increasing use per day, or increasing the benefit 
  granted; player’s choice. 
  
  4.11. Druid  
   
   
   
   
  Armour: Light 
  d12 Description 
  1 Nature Warrior (+1 attack in natural surroundings) 
  2 Natural linguist – Speak with Animal +1/day 
  3 Hedge Wizard (+1 spell/spellcraft; clerical, nature) 
  4 Pathfinder (+1 skill checks for wilderness travel, tracking, 
  sensing danger in natural environ) 
  5 Trapper (snares/traps +1 difficulty to find, do +1d6 damage) 
  6 Hedge Wizard (+1 spell/spellcraft; clerical, nature) 
  7 Nature affinity (+1 INT and CHA checks regarding or 
  interacting with nature, animals, plants and their care) 
  8 Warrior (+1 to all attack rolls) 
  9 Polymorph Self to known animal form and back +1/day 
  10 +1d6 hp (± CON modifier) 
  11 Choose one of +1d4 animal, +1 bonus spell, or +1d6hp 
  12 Animal Companion (+1d4 hp, loyal obedient animal) 
   
   
  D8 / Animal (examples) 
  1 Wolf 
  3 Fox 
  5 Bear 
  7 Snake 
  2 Boar 
  4 Badger 
  6 Tiger 
  8 Hawk 
   
   
  4.12. Companion Animal (d8 animal type) 
  Armour: Any 
  d12 Description 
  1 +1 to attack rolls 
  2 +2 damage inflicted when pouncing/diving on a foe 
  3 Able to carry +1 object, mysteriously secreted on body 
  4 Resist +4 damage from area-of-effect spells/explosions 
  5 Able to communicate with +1 other type of animal 
  6 +1 to all DEX stealth and escape skills 
  7 +1 to attack rolls 
  8 Able to vocalise +1 word of speech 
  9 +1d8 hp (± CON modifier) 
  10 +1d8 hp (± CON modifier) 
  11 Choose +1 to attack, +1d8hp, or +1 all saves 
  12 +1 to attack rolls and all saves 
  
  5. 
  Generate starting equipment 
  Each character starts with a dagger, backpack, flint-and-tinder, torch and bedroll. 
  Additionally, clerics have a wooden holy symbol; thieves, lockpicks and tools; 
  wizards, a spellbook. If an entry on the class table indicates a item would be 
  possessed in character creation; e.g. poisoner for Goblins and poison, field 
  armourer for Fighters and a smith hammer; then the character also starts with 
  that item. If you wish to use random background generation for the characters, 
  this can also be used to identify certain class-relevant items they begin with – see 
  the table below. They also have randomly determined equipment based on the 
  following table , and their CHA score in starting gold or silver depending on the 
  currency standard you are using. 
   
  To generate the equipment, roll 1d20 on the table below, note down the gear and 
  continue rolling until the same result comes up twice. If armour or a shield is 
  rolled as a result, this can be substituted for a form usable by the class of the PC 
  e.g. a thief can substitute Heavy armour for Light (see below). Once an armour or 
  shield result is rolled, all subsequent rolls use 1d10+10. Rolling any entry twice ends 
  the equipment generation. Note: characters can only ever carry up to their 
  strength score in bulky items, such as armour, rope or a ladder. 
  D20 
  Equipment 
  1 A melee weapon of choice  
  2 1d6 throwing weapons of choice 
  3 Helmet (L or H, +1/2 AC) 
  4 A ranged weapon of choice with 20 ammunition 
  5 Wooden Shield (L) - +1 AC 
  6 Leather armour (L; chest, arms, legs) - +3 AC 
  7 Leather cuirass (L; chest) - +1 AC 
  8 Chain shirt (H; chest, arms) - +4 AC 
  9 Splint mail(H; chest, arms, legs) - +6 AC 
  10 10’ pole or ladder 
  11 Vial of Holy Water  
  (d12 damage vs. undead, supernatural or creator’s opposing faith) 
  12 Mirror 
  13 Pouch of Marbles 
  14 Hemp role (50’) 
  15 Lantern and oil 
  16 Hammer and 6 iron spikes 
  17 1d4 flasks of oil 
  18 1d6+1 torches 
  19 Chalk and paint 
  20 1 week’s worth of rations and waterskin 
   
  5.1. 
  Roll d12 on the table overleaf to generate a character background 
  and associated gear – gain the equipment listed under ‘All’ and the 
  class entry 
  
   
   
   
   
  Goblin 
  Spiked helm 
  (H) 
  Small 
  cauldron 
  Grease / lard 
  Handcart 
  Tattoo kit 
  Pot of honey 
  Magic 
  mushrooms 
  Animal pelt 
  Jar of vinegar 
  Gris-gris 
  Pot of tar 
  Bucket 
  Halfling 
  Sling & 
  bullets(30) 
  Two jars 
  Whistle 
  Shovel 
  Jar of cream 
  Sack of oats 
  Silver trowel 
  Pipe & 
  tobacco 
  Selection of 
  seeds 
  Wicker basket 
  Caltrops 
  Saucepan 
  Elf 
  Bow & 
  arrows(20) 
  Parchment & 
  ink 
  Garlic 
  Sled 
  Flute 
  Waterskin & 
  soap 
  Silver dagger 
  Lyre 
  Star charts 
  Scroll case 
  Cloak 
  Fine clothes 
  Dwarf 
  Battleaxe or 
  breastplate 
  Steel Shield 
  (H) 
  Bottle of 
  mead 
  20gp 
  gemstone 
  Hair/beard 
  dye 
  Sack & 
  rations(7) 
  Silver hammer 
  Tarpaulin 
  Skullcap 
  (L, helmet) 
  Set of 
  dominoes 
  Crowbar 
  Manacles 
  Wizard 
  Spyglass 
  1 pint of acid 
  Bucket 
  Lodestone 
  Glass ball 
  Jar of pure 
  alcohol 
  Hourglass 
  Fishing rod & 
  net 
  Scales 
  Live toad 
  Sextant 
  Parchment & 
  ink 
  Thief 
  Bow & 
  arrows(20) 
  Forge tongs 
  10’pole 
  Lantern & oil 
  Dice / deck of 
  cards 
  Salt & pepper 
  Crampons 
  +3d6 gold 
  pieces 
  Map of 
  nearby city 
  Fortune-
  telling bones 
  Sap 
  10’ladder 
  Fighter 
  Crossbow & 
  bolts(20) 
  Whetstone 
  Flail 
  Wooden 
  Shield (L) 
  1d4 throwing 
  daggers 
  Cudgel 
  Hand-wraps 
  Pellet bow & 
  stones(20) 
  Military 
  history tome 
  Staff-sling & 
  bullets(10) 
  Sword 
  Quarterstaff 
  Cleric 
  Breastplate 
  (H, Chest) 
  Bottle of wine 
  Pitchfork 
  Lodestone 
  Fine Cassock 
  Sack & 
  rations(7) 
  Silver holy 
  symbol 
  Wolfsbane 
  Bandages 
  Holy Water 
  Wooden 
  Shield (L) 
  Candles(4) 
  All 
  Spear 
  Hammer 
  & Chisel 
  Pig/Sheep 
  /Goat 
  Pick 
  Makeup 
  Cask of 
  Ale 
  Incense 
  Animal 
  Snares 
  Parchment 
  & Ink 
  Medicinal 
  herbs 
  Rope & 
  Grapple 
  Sack & 
  rations(7) 
  Background 
  Military 
  Army, Navy, Guard 
  Craftsman 
  Smith, Mason, Vintner 
  Farmer 
  Arable, Pastoral 
  Miner 
  Metal ore, gems 
  Artist 
  Performer 
  Innkeeper 
  Barkeep, ostler 
  Ascetic 
  Religious 
  Loner 
  Hermit 
  Scholar 
  Sage, Tutor 
  Hedge Wizard 
  Shaman, Seer 
  Bandit 
  Pirate, Thief 
  Slave 
  Servant 
   
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  
  6. 
  Spell lists (Aligned, Nature, Elven, Shaman) 
  Roll d8 to select clerical, d4 for nature/druidic, or d8 for shamanic spells each level 
  Clerical Spells 
   
   
   
   
  LEVEL ONE 
   
  LEVEL TWO 
  d8 
  Spell 
  AL 
  N 
  S 
   
  d8 
  Spell 
  AL 
  N 
  S 
  1 Cure Light Wounds* 
   
  1 
  1 
   
  1 Bless* 
   
   
  1 
  2 Detect Evil 
   
   
   
   
  2 Find Traps 
   
   
   
  3 Detect Magic 
   
   
   
   
  3 Know Alignment* 
   
   
   
  4 Light* 
   
  2 
  2 
   
  4 Hold Person/Animal* 
   
  1 
   
  5 Protection from Evil* 
   
   
   
   
  5 Resist Fire 
   
  2 
  2 
  6 Purify Food and Water* 
   
  3 
  3 
   
  6 Silence 15’ Radius 
   
   
   
  7 Remove Fear* 
   
   
  4 
   
  7 Speak with Animals 
   
  3 
  3 
  8 Resist Cold 
   
  4 
   
   
  8 Warp Wood 
   
  4 
  4 
   
   
   
  LEVEL THREE 
   
  LEVEL FOUR 
  d8 
  Spell 
  AL 
  N 
  S 
   
  d8 
  Spell 
  AL 
  N 
  S 
  1 Animal Growth* 
   
  1 
  1 
   
  1 Create Food and Water 
   
   
   
  2 Animate Dead 
   
   
  2 
   
  2 Control Water  
   
  1 
   
  3 Continual Light* 
   
  2 
   
   
  3 Dispel Magic 
   
  2 
  1 
  4 Cure Condition* 
   
   
   
   
  4 Languages*  
   
   
   
  5 Cure Serious Wounds* 
   
  3 
  3 
   
  5 Neutralise Poison* 
   
  3 
  2 
  6 Locate Object 
   
   
   
   
  6 Protection from Evil 10’ radius* 
   
   
  3 
  7 Remove Curse* 
   
   
  4 
   
  7 Speak with Plants 
   
  4 
   
  8 Water Breathing 
   
  4 
   
   
  8 Sticks to Snakes 
   
   
  4 
   
   
   
  LEVEL FIVE 
   
  LEVEL SIX 
  d8 
  Spell 
  AL 
  N 
  S 
   
  d8 
  Spell 
  AL 
  N 
  S 
  1 Commune 
   
   
   
   
  1 Animate Objects 
   
   
  1 
  2 Cure Critical Wounds* 
   
  1 
  1 
   
  2 Banishment 
   
   
  2 
  3 Dispel Evil* 
   
   
   
   
  3 Barrier* 
   
   
   
  4 Flame/Lightning Strike 
   
  2 
   
   
  4 Create Animals 
   
  1 
  3 
  5 Insect Plague 
   
  3 
  2 
   
  5 Cureall* 
   
  2 
   
  6 Geas/Quest* 
   
   
   
   
  6 Find the Path 
   
  3 
   
  7 Raise Dead* 
   
  4 
  3 
   
  7 Transport via Plants 
   
  4 
   
  8 Truesight 
   
   
  4 
   
  8 Word of Recall 
   
   
  4 
   
   
   
  LEVEL SEVEN 
   
  LEVEL SEVEN cont... 
  d8 
  Spell 
  AL 
  N 
  S 
   
  d8 
  Spell 
  AL 
  N 
  S 
  1 Call the Divine* 
   
  1 
  1 
   
  5 Holy Word* 
   
   
   
  2 Control Weather 
   
  2 
   
   
  6 Raise Dead Fully* 
   
   
  4 
  3 Creeping Doom 
   
  3 
  2 
   
  7 Regeneration 
   
   
   
  4 Earthquake 
   
  4 
  3 
   
  8 Restoration* 
   
   
   
   
  
  Arcane Spells 
  Roll d12 to select wizard, d8 for elven, or d8 for shamanic spells each level 
   
   
   
   
  LEVEL ONE 
   LEVEL TWO 
   LEVEL THREE 
  d12 Spell 
  E 
  S 
   d12 Spell 
  E 
  S 
   
  d12 Spell 
  E 
  S 
  1 Charm Person 
  1 
  5  
  1 Continual Light* 
  1 
   
   
  1 Breathing 
   
   
  2 Detect Magic 
  2 
   
   
  2 Detect Evil 
  2 
   
   
  2 ClairSense 
  1 
   
  3 Floating Disc 
   
   
   
  3 Detect Invisibility 
  3 
  5 
   
  3 Dispel Magic 
  2 
  5 
  4 Hold Portal 
   
   
   
  4 ESP* 
  4 
   
   
  4 Fireball 
   
  6 
  5 Light* 
  3 
  6  
  5 Invisibility 
  5 
  6 
   
  5 Fly 
  3 
   
  6 Magic Missile 
   
   
   
  6 Knock 
   
   
   
  6 Haste* 
  4 
   
  7 Protection from Evil* 
  4 
  7  
  7 Levitate 
  6 
   
   
  7 Hold Person* 
  5 
   
  8 Read Languages 
  5 
   
   
  8 Locate Object 
   
   
   
  8 Infravision 
   
   
  9 Read Magic 
  6 
   
   
  9 Mirror Image 
  7 
   
   
  9 Invisibility 10’ Radius 
  6 
  7 
  10 Shield 
   
   
   
  10 Phantasmal Force 
  8 
  7 
   
  10 Lightning Bolt 
   
   
  11 Sleep 
  7 
  8  
  11 Web 
   
  8 
   
  11 Prot.n Evil 10’ Radius* 
  7 
  8 
  12 Ventriloquism 
  8 
   
   
  12 Wizard Lock 
   
   
   
  12 Prot.n Missiles 
  8 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  LEVEL Four 
   LEVEL Five 
   LEVEL Six 
  d12 Spell 
  E 
  S 
   d12 Spell 
  E 
  S 
   
  d12 Spell 
  E 
  S 
  1 Charm Monster 
  1 
   
   
  1 Animate Dead 
   
  5 
   
  1 Antimagic Shell 
  1 
  5 
  2 Confusion 
  2 
  5  
  2 Cloudkill 
   
   
   
  2 Control Water 
  2 
   
  3 Dimension Door 
  3 
   
   
  3 Conjure Elemental 
   
   
   
  3 Control Weather 
  3 
  6 
  4 Hallucinatory Terrain 
  4 
  6  
  4 Contact Outer Plane 
  1 
   
   
  4 Death 
   
  7 
  5 Mass Morph 
  5 
   
   
  5 Feeblemind 
  2 
   
   
  5 Disintegration 
   
   
  6 Plant Growth* 
  6 
   
   
  6 Hold Monster 
  3 
  6 
   
  6 Geas/Quest 
  4 
   
  7 Polymorph Other 
   
  7  
  7 Magic Jar 
  4 
   
   
  7 Invisible Stalker 
   
   
  8 Polymorph Self 
   
  8  
  8 Passwall 
  5 
   
   
  8 Move Earth 
  5 
   
  9 Remove Curse* 
  7 
   
   
  9 Rock to Mud* 
  6 
  7 
   
  9 Project Image 
  6 
   
  10 Wall of Fire 
   
   
   
  10 Telekinesis 
  7 
   
   
  10 Reincarnation 
  7 
  8 
  11 Wall of Ice 
   
   
   
  11 Teleport* 
  8 
  8 
   
  11 Stone to Flesh* 
  8 
   
  12 Wizard Eye 
  8 
   
   
  12 Wall of Stone 
   
   
   
  12 Wall of Iron 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  LEVEL Seven 
   LEVEL Eight 
   LEVEL Nine 
  d12 Spell 
  E 
  S 
   d12 Spell 
  E 
  S 
   
  d12 Spell 
  E 
  S 
  1 Delayed Blast Fireball 
   
   
   
  1 Clone 
   
   
   
  1 Contingency 
  1 
   
  2 Lore 
  1 
   
   
  2 Explosive Cloud 
   
   
   
  2 Gate* 
  2 
   
  3 Magic Door* 
  2 
   
   
  3 Force Field 
  1 
   
   
  3 Immunity 
  3 
   
  4 Mass Invisibility* 
  3 
  5  
  4 Irresistible Dance 
  2 
  1 
   
  4 Maze 
  4 
   
  5 Power Word: Stun 
   
   
   
  5 Mass Charm* 
  3 
  2 
   
  5 Meteor Swarm 
   
   
  6 Reverse Gravity 
   
   
   
  6 Mind Blank* 
  4 
   
   
  6 Power Word: Kill 
  5 
   
  7 Spell Turning 
  4 
  6  
  7 Polymorph Anything 
  5 
  3 
   
  7 Prismatic Wall 
  6 
  1 
  8 Statue 
  5 
   
   
  8 Symbol 
   
   
   
  8 Shapechange 
   
  2 
  9 Summon Object 
  6 
   
   
  9 Permanence 
  6 
   
   
  9 Summon Monster III 
   
  3 
  10 Summon Monster I 
   
  7  
  10 Power Word: Blind 
  7 
   
   
  10 Timestop 
  7 
   
  11 Sword 
  7 
   
   
  11 Summon Monster II 
   
  4 
   
  11 Trap the Soul 
   
   
  12 Teleport Any Object 
  8 
  8  
  12 Travel 
  8 
   
   
  12 Wish 
  8 
  4 
  
  7. 
  Got into a scrape? Roll 2d6 on Lethal damage table when 
   hit points are zero and further injured 
   uncontrolled falling more than 10 ft 
   critical fail on saving throw vs. damaging effect 
   
  2d6 
  General 
  Explosive 
  Claws & 
  Teeth 
  -1 for each subsequent roll on this table after the first without rest or healing 
  -4 to the roll if unconscious, unaware or bound.  Apply DEX mod to falling roll 
  The number of d6 rolled for a sneak attack is likewise subtracted 
  ≤2 
  Instantly Dead 
  Dead; charred crisp 
  or insides boiled 
  Dead; disembowelled, 
  chewed, decapitated 
  3 
  Fatal Wound; 
  paralyzed, die in 
  1d10 rounds 
  Lung damage; 
  Immobile; drown in 
  own blood in 
  1d10 rounds 
  Disembowelled; 
  immobile, die in 
  1d6 rounds 
  4 
  Sever/Crush; 
  lose limb or facial 
  feature 
  Charred limb; 
  amputate or CSW in 
  2d6 hours or die 
  Lost limb; cauterise, 
  bind or CSW in 
  2d6 rounds or die 
  5-6 
  Fracture; 
  broken bone 
  (heal in 4d6 weeks) 
  5: Blinded 
   
  6: Deafened 
  5: Fractured bone 
  and knocked prone 
  6: Fractured bone 
  7 
  Knocked out; wake in 2d6 rounds or if healed 
  8-9 Stunned for 1 round; 
  can take no action 
  8: Blind for d4 
  rounds 
  9: Deaf for d4 
  rounds 
  Stunned for 1 round 
  10 
  Knocked prone and 
  winded (-2 all rolls 
  until combat ends) 
  Knocked prone and 
  lose sense of smell 
  Knocked prone and 
  winded 
  11 
  Knocked prone 
  12+ 
  Resolve: gain +1d6 hp, but pass out in that same number of 
  rounds for 2d6 rounds or until roused 
  A bonus to the roll can be applied equal to the armour rating of the area of the 
  body hit or a shield, if carried. Armour that thus obstructs a telling blow is 
  damaged and offers one less bonus to AC for the struck body part and future rolls 
  on this chart. Magical armour offers the bonus but is not otherwise damaged, 
  unless struck by unusually powerful weapons or creatures.  
  To determine hit location and interpret effect roll 1d6 and allocate to body part as 
  follows: 
  1. 
  2. 
  3. 
  Head 
  L. Arm  
  R. Arm 
  4. 
  5. 
  6. 
  Torso 
  L. Leg 
  R. Leg 
   
   
   
  
  OPEN GAME LICENSE Version 1.0a 
  Designation of Product Identity: 1pot as used to refer to the system herein is Product Identity. All artwork, the 
  presentation, and layout, are reserved as Product Identity. Anyone wanting to use the system for their own modules may 
  do so with appropriate accreditation and references to the 1pot product. 
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc 
  ("Wizards"). All Rights Re-served. 
  1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game 
  Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into 
  other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, 
  abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to 
  reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" 
  means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does 
  not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as 
  Open Game Content by the Contributor, and means any work covered by this License, including translations and 
  derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and 
  product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, 
  plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, 
  concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of 
  characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and 
  any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, 
  and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, 
  designs that are used by a Contributor to identify itself or its products or the associated products contributed to the 
  Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, 
  translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in 
  terms of this agreement. 
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game 
  Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content 
  that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No 
  other terms or conditions may be applied to any Open Game Content distributed using this License. 
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, 
  worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You 
  represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights 
  conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact 
  text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must 
  add the title, the copyright date, and the copyright holder's name to the COPY-RIGHT NOTICE of any original Open 
  Game Content you Distribute. 
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, 
  except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. 
  You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction 
  with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the 
  owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not 
  constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that Product Identity. 
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are 
  distributing are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any 
  authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under 
  any version of this License. 
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You 
  Distribute. 
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any 
  Contributor unless You have written permission from the Contributor to do so. 
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or 
  all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open 
  Game Material so affected. 
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such 
  breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 
  14 Reformation: If any provision of this License is held to be un-enforceable, such provision shall be reformed only to the 
  extent necessary to make it enforceable. 
  15 COPYRIGHT NOTICE 
  Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. 
  1pot: One Pot of Rules and Options for Old School Style Role-playing Games Copyright 2017, Duncan Young 
  COVER ART BY SAM MAMELI 
   
  
   
   
   
  
   
  
SOURCE: textdata/thevault/1pot/1pot Bleeders Digest.pdf