Advanced d20
Conversion Guide for AD&D 2nd Edition, based on the revised second printing.
Section 1: Ability Scores
Section 2: Classes
Section 3: Thief Skills
Section 4: Other Conversions
Section 1: Ability Scores
Strength
Ability
Hit
Damage Weight Max.
Open
Bend Bars/
Score
Prob.
Adj.
Allow. Press
Doors
Lift Gates
1
-5
-4
1
3
+0
-
2
-3
-2
1
5
+0
-
3
-3
-1
5
10
+1
-
4
-2
-1
10
25
+2
-
5
-1
+0
10
25
+2
-
6
+0
+0
20
55
+3
-
7
+0
+0
20
55
+3
-
8
+0
+0
35
90
+4
+0
9
+0
+0
35
90
+4
+0
10
+0
+0
40
115
+5
+0
11
+0
+0
40
115
+5
+0
12
+0
+0
45
140
+6
+1
13
+0
+0
45
140
+6
+1
14
+0
+0
55
170
+7
+1
15
+0
+0
55
170
+7
+1
16
+0
+1
70
195
+8
+2
17
+1
+1
85
220
+9
+3
18
+1
+2
110
255
+10
+3
19
+1
+3
135
280
+11
+4
20
+2
+4
160
305
+12
+5
21
+2
+5
185
330
+13
+6
22
+2
+6
235
380
+14(+2)
+7
23
+3
+7
335
480
+15(+5)
+8
24
+3
+8
485
640
+15(+7)
+10
25
+3
+9
535
700
+17(+9)
+12
Hit Probability: This number is added to attack rolls with melee weapons.
Damage Adjustment: This number is added to damage rolls with melee weapons.
Weight Allowance: The amount of weight the character can carry.
Maximum Press: The amount of weight the character can push.
Open Doors: To open stuck or heavy doors, roll 1d20 and add this number. The default DC is 20. The number in parentheses
applies to open doors that are lock or barred.
Bend Bars/Lift Gates: To bend iron bars or lift gates, roll 1d20 and add this number. The Default DC 20. Characters with a
Strength score lower than 8 can not attempt to bend bars or lift gates.
Exceptional Strength
Fighters, Paladins, and Rangers can have exceptionally high strength. Characters of these classes who start with a Strength of 18
roll 1d100 and raise their to the Strength score indicated by this table.
1d100 Strength
01-50 19
51-75 20
76-90 21
91-99 22
100
23
Dexterity
Ability Reaction
Ranged
Score
Adj.
Attack Adj. AC Bonus
1
-6
-6
-5
2
-4
-4
-5
3
-3
-3
-4
4
-2
-2
-3
5
-1
-1
-2
6
+0
+0
-1
7
+0
+0
+0
8
+0
+0
+0
9
+0
+0
+0
10
+0
+0
+0
11
+0
+0
+0
12
+0
+0
+0
13
+0
+0
+0
14
+0
+0
+0
15
+0
+0
+1
16
+1
+1
+2
17
+2
+2
+3
18
+2
+2
+4
19
+3
+3
+4
20
+3
+3
+4
21
+4
+4
+5
22
+4
+4
+5
23
+4
+4
+5
24
+5
+5
+6
25
+5
+5
+6
Reaction Adjustment: Add this number to rolls to determine suprise at the start of combat.
Ranged Attack Adjustment: Add this number to attack rolls with ranged weapons.
AC-Bonus: Add this number to Armor Class.
Constitution
Ability
Hit
System Resurrection Poison
Score
Point Adj.
Shock
Survival
Save
Regeneration
1
-3
+5
+6
-2
-
2
-2
+6
+7
-1
-
3
-2
+7
+8
+0
-
4
-1
+8
+9
+0
-
5
-1
+9
+10
+0
-
6
-1
+10
+11
+0
-
7
+0
+11
+12
+0
-
8
+0
+12
+13
+0
-
9
+0
+13
+14
+0
-
10
+0
+14
+15
+0
-
11
+0
+15
+16
+0
-
12
+0
+16
+17
+0
-
13
+0
+17
+18
+0
-
14
+0
+18
+18
+0
-
15
+1
+18
+19
+0
-
16
+2
+19
+19
+0
-
17
+2 (+3)*
+19
+20
+0
-
18
+2 (+4)*
+20
+20
+0
-
19
+2 (+5)*
+20
+20
+1
-
20
+2 (+5)**
+20
+20
+1
1/6 Turns
21
+2 (+5)*'*
+20
+20
+2
1/5 Turns
22
+2 (+5)**'
+20
+20
+2
1/4 Turns
23
+2 (+5)****
+20
+20
+3
1/3 Turns
24
+2 (+5)****
+20
+20
+3
1/2 Turns
25
+2 (+5)****
+20
+20
+4
1/1 Turn
Hit Point Adjusment: Add or substract this number from every Hit Die rolled for the character. When a characters Constitution
score changes, this also changes his hit points gained from Hit Dice in the past.
System Shock: When the character is affected by magic that reshape his body, he adds this number to a d20 roll for a DC 20
System Shock roll. On a failure, the character dies.
Resurrection Survival: When the character is raised from the dead he adds this number to a d20 roll for a DC 20 Resurrection
Survival roll. On a failure, the character remains dead and can not be raised by ordinary magic.
Poison Save: Add this number to saves against Poison.
Regeneration: Characters of exceptional Constitution regenerate 1 hit points at the indicated rate. Fire and acid damage can not
be healed in this way.
Intelligence
Ability
# of
Spell
Chance to
Max. # of
Illusion
Score
Lang. Level Learn Spell Spells/Level Immunity
1
+0*
-
-
-
-
2
+1
-
-
-
-
3
+1
-
-
-
-
4
+1
-
-
-
-
5
+1
-
-
-
-
6
+1
-
-
-
-
7
+1
-
-
-
-
8
+1
-
-
-
-
9
+2
4th
+7
6
-
10
+2
5th
+8
7
-
11
+2
5th
+9
7
-
12
+3
6th
+10
7
-
13
+3
6th
+11
9
-
14
+4
7th
+12
9
-
15
+4
7th
+13
11
-
16
+5
8th
+14
11
-
17
+6
8th
+15
14
-
18
+7
9th
+17
18
-
19
+8
9th
+19
All
1st level
20
+9
9th
+19
All
2nd level
21
+10
9th
+19
All
3rd level
22
+11
9th
+20
All
4th level
23
+12
9th
+20
All
5th level
24
+15
9th
+20
All
6th level
25
+20
9th
+20
All
7th level
Number of Languages: The number of languages the character knows in addition to his native language.
Spell Level: This is the highest level of spells a wizard can cast.
Chance to Learn Spell: To learn a new spell, a wizard needs to make a DC 20 check by rolling 1d20 and adding this number.
Maximum Number of Spells per Level (Optional): A wizard can learn only as many spells of each level as indicted in this
column.
Illusion Immunity: Characters with exceptional Intelligence are immune to Illusion spells of the indicated level.
Wisdom
Ability Magical Defense
Bonus
Score
Adjustment
Spells
Spell Failure Spell Immunity
1
-6
-
+4
-
2
-4
-
+8
-
3
-3
-
+10
-
4
-2
-
+11
-
5
-1
-
+12
-
6
-1
-
+13
-
7
-1
-
+14
-
8
+0
-
+15
-
9
+0
0
+16
-
10
+0
0
+17
-
11
+0
0
+18
-
12
+0
0
+19
-
13
+0
1st
-
-
14
+0
1st
-
-
15
+1
2nd
-
-
16
+2
2nd
-
-
17
+3
3rd
-
-
18
+4
4th
-
-
19
+4
1st, 3rd
-
cause fear, charm person, command, friends, hypnotism
20
+4
2nd, 4th
-
forget, hold person, ray of enfeeblement, scare
21
+4
3rd, 5th
-
fear
22
+4
4th, 5th
-
charm monster, confusion, emotion, fumble, suggestion
23
+4
1st, 6th
-
chaos, feeblemind, hold monster, magic jar, quest
24
+4
5th, 6th
-
geas, mass suggestion, rod of rulership
25
+4
6th, 7th
-
antipathy/sympathy, death spell, mass charm
Magical Defense Adjustment: Add this number to all saving throws against mental effect.
Bonus Spells: Clerics and Druids with high Wisdom scores gain additional spells per day as inticated by this column if they
already have access to this spell level.
Spell Failure: Clerics and Druids with a Wisdom score lower than 13 need to make a DC 20 roll every time they cast a spell. Roll
1d20 plus the indicated number. On a failure, the spell has no effect at all.
Spell Immunity: Character with exceptional Wisdom are immune to all spells listed for their Wisdom score and below.
Charisma
Ability
Max. #
Loyalty
Reaction
Score
of Henchmen
Base
Adjustment
1
0
-8
-7
2
1
-7
-6
3
1
-6
-5
4
1
-5
-4
5
2
-4
-3
6
2
-3
-2
7
3
-2
-1
8
3
-1
+0
9
4
+0
+0
10
4
+0
+0
11
4
+0
+0
12
5
+0
+0
13
5
+0
+1
14
6
+1
+2
15
7
+3
+3
16
8
+4
+5
17
10
+6
+6
18
15
+8
+7
19
20
+10
+8
20
25
+12
+9
21
30
+14
+10
22
35
+16
+11
23
40
+18
+12
24
45
+20
+13
25
50
+20
+14
Maximum Number of Henchmen: The maximum number of Henchmen a character can have.
Loyalty Base: This number is added to the Morale score of the characters henchmen.
Reaction Adjustment: This number is added to rolls to interact with NPCs and intelligent creatures.
Section 2: Classes
BAB: Add this number to all attack rolls.
Attacks per Round: Fighters, Paladins, and Rangers of 7th level or higher get more than one attack per round.
PPD: Add this number to saving throws against Paralyzation, Poison, and Death Magic.
RSW: Add this number to saving throws against Rods, Staffs, and Wands.
PP: Add this number to saving throws against Petrification and Polymorph.
BW: Add this number to saving throws against Breath Weapons.
Spell: Add this number to saving throws against spells.
Fighter
Saving Throws
Atk/
Level
XP
HD (d10) BAB Round PPD RSW PP BW Spell
1
0
1
+0
1
+6
+4
+5
+3
+3
2
2,000
2
+1
1
+6
+4
+5
+3
+3
3
4,000
3
+2
1
+7
+5
+6
+4
+4
4
8,000
4
+3
1
+7
+5
+6
+4
+4
5
16,000
5
+4
1
+9
+7
+8
+7
+6
6
32,000
6
+5
1
+9
+7
+8
+7
+6
7
64,000
7
+6
2/3
+10
+8
+9
+8
+7
8
125,000
8
+7
2/3
+10
+8
+9
+8
+7
9
250,000
9
+8
2/3
+12
+10
+11 +11
+9
10
500,000
9+3
+9
2/3
+12
+10
+11 +11
+9
11
750,000
9+6
+10
2/3
+13
+11
+12 +12
+10
12
1,000,000
9+9
+11
2/3
+13
+11
+12 +12
+10
13
1,250,000
9+12
+12
2
+15
+13
+14 +15
+12
14
1,500,000
9+15
+13
2
+15
+13
+14 +15
+12
15
1,750,000
9+18
+14
2
+16
+14
+15 +16
+13
16
2,000,000
9+21
+15
2
+16
+14
+15 +16
+13
17
2,250,000
9+24
+16
2
+17
+15
+16 +16
+14
18
2,500,000
9+27
+17
2
+17
+15
+16 +16
+14
19
2,750,000
9+30
+18
2
+17
+15
+16 +16
+14
20
3,000,000
9+33
+19
2
+17
+15
+16 +16
+14
Paladin
Saving Throws
Spells
Atk/
Level
XP
HD (d10) BAB Round PPD RSW PP BW Spell CL 1st 2nd 3rd 4th
1
0
1
+0
1
+6
+4
+5
+3
+3
-
-
-
-
-
2
2,250
2
+1
1
+6
+4
+5
+3
+3
-
-
-
-
-
3
4,500
3
+2
1
+7
+5
+6
+4
+4
-
-
-
-
-
4
9,000
4
+3
1
+7
+5
+6
+4
+4
-
-
-
-
-
5
18,000
5
+4
1
+9
+7
+8
+7
+6
-
-
-
-
-
6
36,000
6
+5
1
+9
+7
+8
+7
+6
-
-
-
-
-
7
75,000
7
+6
2/3
+10
+8
+9
+8
+7
-
-
-
-
-
8
150,000
8
+7
2/3
+10
+8
+9
+8
+7
-
-
-
-
-
9
300,000
9
+8
2/3
+12
+10
+11 +11
+9
1
-
-
-
10
600,000
9+3
+9
2/3
+12
+10
+11 +11
+9
2
2
-
-
-
11
900,000
9+6
+10
2/3
+13
+11
+12 +12
+10
3
2
1
-
-
12
1,200,000
9+9
+11
2/3
+13
+11
+12 +12
+10
4
2
2
-
-
13
1,500,000
9+12
+12
2
+15
+13
+14 +15
+12
5
2
2
1
-
14
1,800,000
9+15
+13
2
+15
+13
+14 +15
+12
6
3
2
1
-
15
2,100,000
9+18
+14
2
+16
+14
+15 +16
+13
7
3
2
1
1
16
2,400,000
9+21
+15
2
+16
+14
+15 +16
+13
8
3
3
2
1
17
2,700,000
9+24
+16
2
+17
+15
+16 +16
+14
9
3
3
3
1
18
3,000,000
9+27
+17
2
+17
+15
+16 +16
+14
9
3
3
3
1
19
3,300,000
9+30
+18
2
+17
+15
+16 +16
+14
9
3
3
3
2
20
3,600,000
9+33
+19
2
+17
+15
+16 +16
+14
9
3
3
3
3
CL: The Caster Level for Paladin spells.
Spells: The number of spells per day for Paladins.
Ranger
Saving Throws
Spells/Day
Atk/
Hide in
Move
Level
XP
HD (d10) BAB Round PPD RSW PP BW Spell Shadows Silently CL 1st 2nd 3rd
1
0
1
+0
1
+6
+4
+5
+3
+3
+2
+3
-
-
-
-
2
2,250
2
+1
1
+6
+4
+5
+3
+3
+3
+4
-
-
-
-
3
4,500
3
+2
1
+7
+5
+6
+4
+4
+4
+5
-
-
-
-
4
9,000
4
+3
1
+7
+5
+6
+4
+4
+5
+7
-
-
-
-
5
18,000
5
+4
1
+9
+7
+8
+7
+6
+6
+8
-
-
-
-
6
36,000
6
+5
1
+9
+7
+8
+7
+6
+7
+9
-
-
-
-
7
75,000
7
+6
2/3
+10
+8
+9
+8
+7
+9
+11
-
-
-
-
8
150,000
8
+7
2/3
+10
+8
+9
+8
+7
+10
+12
1
1
-
-
9
300,000
9
+8
2/3
+12
+10
+11 +11
+9
+11
+14
2
2
-
-
10
600,000
9+3
+9
2/3
+12
+10
+11 +11
+9
+13
+16
3
2
1
-
11
900,000
9+6
+10
2/3
+13
+11
+12 +12
+10
+14
+17
4
2
2
-
12
1,200,000
9+9
+11
2/3
+13
+11
+12 +12
+10
+15
+19
5
2
2
1
13
1,500,000
9+12
+12
2
+15
+13
+14 +15
+12
+17
+20
6
3
2
1
14
1,800,000
9+15
+13
2
+15
+13
+14 +15
+12
+19
+20
7
3
2
2
15
2,100,000
9+18
+14
2
+16
+14
+15 +16
+13
+20
+20
8
3
3
2
16
2,400,000
9+21
+15
2
+16
+14
+15 +16
+13
+20
+20
9
3
3
3
17
2,700,000
9+24
+16
2
+17
+15
+16 +16
+14
+20
+20
9
3
3
3
18
3,000,000
9+27
+17
2
+17
+15
+16 +16
+14
+20
+20
9
3
3
3
19
3,300,000
9+30
+18
2
+17
+15
+16 +16
+14
+20
+20
9
3
3
3
20
3,600,000
9+33
+19
2
+17
+15
+16 +16
+14
+20
+20
9
3
3
3
Hide in Shadows: Add this number to DC 20 checks to be unseen.
Move Silently: Add this number to DC 20 check to be unheared.
CL: The Caster Level for Paladin spells.
Spells: The number of spells per day for Paladins.
Wizard
Saving Throws
Spells per Day
Level
XP
HD (d4) BAB PPD RSW PP BW Spell 1st 2nd 3rd 4th 5th 6th 7th 8th 9th
1
0
1
+0
+6
+9
+7
+5
+8
1
-
-
-
-
-
-
-
-
2
2,500
2
+0
+6
+9
+7
+5
+8
2
-
-
-
-
-
-
-
-
3
5,000
3
+0
+6
+9
+7
+5
+8
2
1
-
-
-
-
-
-
-
4
10,000
4
+1
+6
+9
+7
+5
+8
3
2
-
-
-
-
-
-
-
5
20,000
5
+1
+6
+9
+7
+5
+8
4
2
1
-
-
-
-
-
-
6
40,000
6
+1
+7
+11
+9
+7
+10
4
2
2
-
-
-
-
-
-
7
60,000
7
+2
+7
+11
+9
+7
+10
4
3
2
1
-
-
-
-
-
8
90,000
8
+2
+7
+11
+9
+7
+10
4
3
3
2
-
-
-
-
-
9
135,000
9
+2
+7
+11
+9
+7
+10
4
3
3
2
1
-
-
-
-
10
250,000
10
+3
+7
+11
+9
+7
+10
4
4
3
2
2
-
-
-
-
11
375,000
10+1
+3
+9
+13
+11
+9
+12
4
4
4
3
3
-
-
-
-
12
750,000
10+2
+3
+9
+13
+11
+9
+12
4
4
4
4
4
1
-
-
-
13
1,125,000
10+3
+4
+9
+13
+11
+9
+12
5
5
5
4
4
2
-
-
-
14
1,500,000
10+4
+4
+9
+13
+11
+9
+12
5
5
5
4
4
2
1
-
-
15
1,875,000
10+5
+4
+9
+13
+11
+9
+12
5
5
5
5
5
2
1
-
-
16
2,250,000
10+6
+5
+10
+15
+13 +11
+14
5
5
5
5
5
3
2
1
-
17
2,625,000
10+7
+5
+10
+15
+13 +11
+14
5
5
5
5
5
3
3
2
-
18
3,000,000
10+8
+5
+10
+15
+13 +11
+14
5
5
5
5
5
3
3
2
1
19
3,375,000
10+9
+6
+10
+15
+13 +11
+14
5
5
5
5
5
3
3
3
1
20
3,750,000
10+10
+6
+10
+15
+13 +11
+14
5
5
5
5
5
4
3
3
2
CL: The Caster Level for Wizard spells.
Spells: The number of spells per day for Wizards.
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