TEXT: Genre Rules
  This PDF contains the endpapers from the printed edition of this book. These pages are 
  provided to PDF customers for use as reference sheets.
  Text and design © Gavin Norman 2019. Old-School Essentials is a trademark of Necrotic Gnome.
  
  Character Attack Table
  Class and Level
  Attack Roll to Hit AC
  Fighter 
  Demi-H
  Cleric 
  Thief
  Magic-
  User
  –3 –2 –1
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1–3
  1–4
  1–5
  20
  20
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  4–6
  5–8
  6–10
  20
  19
  18
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7–9
  9–12
  11–15
  17
  16
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  10–12
  13–16
  16–20
  15
  14
  13
  12
  11
  10
  9
  8
  7
  6
  5
  4
  3
  13–15
  17–20
  21–25
  13
  13
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  2
  16–18
  21–24
  26–30
  11
  10
  9
  8
  7
  6
  5
  4
  3
  2
  2
  2
  2
  19–21
  25–28
  31–35
  9
  8
  7
  6
  5
  4
  3
  2
  2
  2
  2
  2
  2
  22–24
  29–32
  36
  7
  6
  5
  4
  3
  2
  2
  2
  2
  2
  2
  2
  2
  25–27
  33–36
  –
  5
  4
  3
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  28–30
  –
  –
  3
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  31–33
  –
  –
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  34–36
  –
  –
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  2
  Clerics Turning the Undead
  Monster Hit Dice
  Level
  1
  2
  2*
  3
  4
  5
  6
  7-9
  1
  7
  9
  11
  –
  –
  –
  –
  –
  2
  T
  7
  9
  11
  –
  –
  –
  –
  3
  T
  T
  7
  9
  11
  –
  –
  –
  4
  D
  T
  T
  7
  9
  11
  –
  –
  5
  D
  D
  T
  T
  7
  9
  11
  –
  6
  D
  D
  D
  T
  T
  7
  9
  11
  7
  D
  D
  D
  D
  T
  T
  7
  9
  8
  D
  D
  D
  D
  D
  T
  T
  7
  9
  D
  D
  D
  D
  D
  D
  T
  T
  10
  D
  D
  D
  D
  D
  D
  D
  T
  11+
  D
  D
  D
  D
  D
  D
  D
  D
  –: The turning fails.
  Number: If the 2d6 turning roll is higher 
  or equal, the turning attempt succeeds.
  T: The turning succeeds.
  D: The turning succeeds; the monsters 
  are destroyed, not simply caused to flee.
  Successful turning: 2d6 HD of undead 
  are affected. At least one monster is al-
  ways affected. Excess HD are wasted.
  Thief Skills Chance of Success
  Level CS
  TR HN HS MS OL
  PP
  1
  87
  10
  1–2
  10
  20
  15
  20
  2
  88
  15
  1–2
  15
  25
  20
  25
  3
  89
  20
  1–3
  20
  30
  25
  30
  4
  90
  25
  1–3
  25
  35
  30
  35
  5
  91
  30
  1–3
  30
  40
  35
  40
  6
  92
  40
  1–3
  36
  45
  45
  45
  7
  93
  50
  1–4
  45
  55
  55
  55
  8
  94
  60
  1–4
  55
  65
  65
  65
  9
  95
  70
  1–4
  65
  75
  75
  75
  10
  96
  80
  1–4
  75
  85
  85
  85
  11
  97
  90
  1–5
  85
  95
  95
  95
  12
  98
  95
  1–5
  90
  96
  96
  105
  13
  99
  97
  1–5
  95
  98
  97
  115
  14
  99
  99
  1–5
  99
  99
  99
  125
  Rolling skill checks: Hear noise is rolled 
  on 1d6. All other skills are rolled on d%.
  Player knowledge: The referee should 
  roll for hide in shadows and move silent-
  ly, as the thief always believes the attempt 
  to be successful. If the roll fails, the refer-
  ee knows the thief has been noticed.
  
  Cleric Saving Throws
  Level
  D
  W
  P
  B
  S
  1–4
  11
  12
  14
  16
  15
  5–8
  9
  10
  12
  14
  12
  9–12
  6
  7
  9
  11
  9
  13–16
  3
  5
  7
  8
  7
  Dwarf and Halfling Saving Throws
  Level
  D
  W
  P
  B
  S
  1–3
  8
  9
  10
  13
  12
  4–6
  6
  7
  8
  10
  10
  7–9
  4
  5
  6
  7
  8
  10–12
  2
  3
  4
  4
  6
  Elf Saving Throws
  Level
  D
  W
  P
  B
  S
  1–3
  12
  13
  13
  15
  15
  4–6
  10
  11
  11
  13
  12
  7–9
  8
  9
  9
  10
  10
  10
  6
  7
  8
  8
  8
  Fighter Saving Throws
  Level
  D
  W
  P
  B
  S
  1–3
  12
  13
  14
  15
  16
  4–6
  10
  11
  12
  13
  14
  7–9
  8
  9
  10
  10
  12
  10–12
  6
  7
  8
  8
  10
  13–15
  4
  5
  6
  5
  8
  Magic-User Saving Throws
  Level
  D
  W
  P
  B
  S
  1–5
  13
  14
  13
  16
  15
  6–10
  11
  12
  11
  14
  12
  11–15
  8
  9
  8
  11
  8
  Thief Saving Throws
  Level
  D
  W
  P
  B
  S
  1–4
  13
  14
  13
  16
  15
  5–8
  12
  13
  11
  14
  13
  9–12
  10
  11
  9
  12
  10
  13–16
  8
  9
  7
  10
  8
  Cleric Spell Progression
  Level
  1
  2
  3
  4
  5
  1
  –
  –
  –
  –
  –
  2
  1
  –
  –
  –
  –
  3
  2
  –
  –
  –
  –
  4
  2
  1
  –
  –
  –
  5
  2
  2
  –
  –
  –
  6
  2
  2
  1
  1
  –
  7
  2
  2
  2
  1
  1
  8
  3
  3
  2
  2
  1
  9
  3
  3
  3
  2
  2
  10
  4
  4
  3
  3
  2
  11
  4
  4
  4
  3
  3
  12
  5
  5
  4
  4
  3
  13
  5
  5
  5
  4
  4
  14
  6
  5
  5
  5
  4
  Magic-User and Elf Spell Progression
  Level
  1
  2
  3
  4
  5
  6
  1
  1
  –
  –
  –
  –
  –
  2
  2
  –
  –
  –
  –
  –
  3
  2
  1
  –
  –
  –
  –
  4
  2
  2
  –
  –
  –
  –
  5
  2
  2
  1
  –
  –
  –
  6
  2
  2
  2
  –
  –
  –
  7
  3
  2
  2
  1
  –
  –
  8
  3
  3
  2
  2
  –
  –
  9
  3
  3
  3
  2
  1
  –
  10
  3
  3
  3
  3
  2
  –
  11
  4
  3
  3
  3
  2
  1
  12
  4
  4
  3
  3
  3
  2
  13
  4
  4
  4
  3
  3
  3
  14
  4
  4
  4
  4
  3
  3
  
  Adventuring Gear
  Item
  Cost (gp)
  Backpack
  5
  Crowbar
  10
  Garlic
  5
  Grappling hook
  25
  Hammer (small)
  2
  Holy symbol
  25
  Holy water (vial)
  25
  Iron spikes (12)
  1
  Lantern
  10
  Mirror (hand-sized, steel)
  5
  Oil (1 flask)
  2
  Pole (10’ long, wooden)
  1
  Rations (iron, 7 days)
  15
  Rations (standard, 7 days)
  5
  Rope (50’)
  1
  Sack (small)
  1
  Sack (large)
  2
  Stakes (3) and mallet
  3
  Thieves’ tools
  25
  Tinder box (flint & steel)
  3
  Torches (6)
  1
  Waterskin
  1
  Wine (2 pints)
  1
  Wolfsbane (1 bunch)
  10
  Tack and Harness
  Item
  Cost (gp)
  Barding (AC 5 [14])
  150
  Saddle and bridle
  25
  Saddle bags
  5
  Weapons
  Weapon
  Cost (gp)
  Weight 
  (Coins)
  Battle axe
  7
  50
  Club
  3
  50
  Crossbow
  30
  50
  Dagger
  3
  10
  Hand axe
  4
  30
  Javelin
  1
  20
  Lance
  5
  120
  Long bow
  40
  30
  Mace
  5
  30
  Polearm
  7
  150
  Short bow
  25
  30
  Short sword
  7
  30
  Silver dagger
  30
  10
  Sling
  2
  20
  Spear
  4
  30
  Staff
  2
  40
  Sword
  10
  60
  Two-handed sword
  15
  150
  Warhammer
  5
  30
  Ammunition
  Ammunition
  Cost (gp)
  Arrows (quiver of 20)
  5
  Crossbow bolts (case of 30)
  10
  Silver tipped arrow (1)
  5
  Sling stones
  Free
  Armour
  Armour
  AC
  Cost 
  (gp)
  Weight 
  (Coins)
  Leather
  7 [12]
  20
  200
  Chainmail
  5 [14]
  40
  400
  Plate mail
  3 [16]
  60
  500
  Shield
  +1
  10
  100
  Coin Conversion Rates
  1pp = 5gp 
  1gp = 2ep 
  1gp = 10sp 
  1gp = 100cp
  
  Weapon Combat Stats
  Weapon
  Damage
  Qualities
  Battle axe
  1d8
  Melee, Slow, Two-handed
  Club
  1d4
  Blunt, Melee
  Crossbow
  1d6
  Missile (5’–80’ / 81’–160’ / 161’–240’), Reload, Slow, 2H
  Dagger
  1d4
  Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
  Hand axe
  1d6
  Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
  Holy water vial
  1d8
  Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
  Javelin
  1d4
  Missile (5’–30’ / 31’–60’ / 61’–90’)
  Lance
  1d6
  Charge, Melee
  Long bow
  1d6
  Missile (5’–70’ / 71’–140’ / 141’–210’), Two-handed
  Mace
  1d6
  Blunt, Melee
  Oil flask, burning
  1d8
  Missile (5’–10’ / 11’–30’ / 31’–50’), Splash weapon
  Polearm
  1d10
  Brace, Melee, Slow, Two-handed
  Short bow
  1d6
  Missile (5’–50’ / 51’–100’ / 101’–150’), Two-handed
  Short sword
  1d6
  Melee
  Silver dagger
  1d4
  Melee, Missile (5’–10’ / 11’–20’ / 21’–30’)
  Sling
  1d4
  Blunt, Missile (5’–40’ / 41’–80’ / 81’–160’)
  Spear
  1d6
  Brace, Melee, Missile (5’–20’ / 21’–40’ / 41’–60’)
  Staff
  1d4
  Blunt, Melee, Slow, Two-handed
  Sword
  1d8
  Melee
  Torch
  1d4
  Melee
  2-handed sword
  1d10
  Melee, Slow, Two-handed
  Warhammer
  1d6
  Blunt, Melee
  Animals of Burden
  Unencumbered
  Encumbered
  Animal
  Cost 
  (gp)
  Miles 
  per Day
  Movement 
  Rate
  Max Load 
  (Coins)
  Miles 
  per Day
  Movement 
  Rate
  Max Load 
  (Coins)
  Camel
  100
  30
  150’ (50’)
  3,000
  15
  75’ (25’)
  6,000
  Horse (draft)
  40
  18
  90’ (30’)
  4,500
  9
  45’ (15’)
  9,000
  Horse (riding)
  75
  48
  240’ (80’)
  3,000
  24
  120’ (40’)
  6,000
  Horse (war)
  250
  24
  120’ (40’)
  4,000
  12
  60’ (20’)
  8,000
  Mule
  30
  24
  120’ (40’)
  2,000
  12
  60’ (20’)
  4,000
  Land Vehicles
  Vehicle
  Cost 
  (gp)
  Miles 
  per Day
  Movement 
  Rate
  Minimum 
  Animals
  Max Load 
  (Coins)
  Extra 
  Animals
  Max Load 
  (Coins)
  Cart
  100
  12
  60’ (20’)
  1 draft horse 
  or 2 mules
  4,000
  2 draft horses 
  or 4 mules
  8,000
  Wagon 200
  12
  60’ (20’)
  2 draft horses 
  or 4 mules
  15,000
  4 draft horses 
  or 8 mules
  25,000
  
SOURCE: textdata/thevault/Old School Revival (OSR(ic))/Old-School Essentials BX Essentials/Old-School Essentials Classic Fantasy Genre Rules Endpapers v0.1.pdf