Nate's game of S&W ====== Characters ====== ===== Dirk (Lx) ===== ===== Shoe's Dwarf Fighter ===== NAME: Shoe’s Dwarf Fighter\\ Race: Dwarf\\ Class: Fighter\\ XP: 5,001 (3rd level)\\ XP Bonus: 5%\\ Saving Throw: 12 (+4 vs. magic)\\ HP: 18 of 18\\ STR: 14 (+1 to-hit)\\ INT: 7\\ WIS: 8\\ DEX: 13 (+1 to-hit with missiles, AC [+1])\\ CON: 13 (+1 HP per level)\\ CHA: 12 (max hirelings: 4)\\ Gold: 36\\ ==== Equipment: ==== * Battle Axe; to-hit: 1d20+2, damage: (1h)1d8 / (2h)1d8+1 * Ring Mail; AC [+3] * Shield; AC [+1] * Short Bow; to-hit: 1d20+3 * Arrows; damage: 1d6 * Dagger; damage: 1d4 AC: 15\\ Base to-hit: +1\\ ==== Special abilities: ==== * Notice stonework - slopes, moving walls, traps, age of construction, etc. * Darkvision - see in the dark (up to 60 feet) * Cleave - Whenever you dispatch a foe in melee, you may immediately attack again, a number of times up to a maximum of your character’s level. ===== Sharaya (Char) ===== NAME: Sharaya\\ Race: Human\\ Class: Magic User XP: 5,001+406\\ XP Bonus: 15% Saving Throw: 13, +2 vs. Magic\\ HP: 8 of 8\\ STR: 10 (open doors: 1-2, +5lb carry)\\ INT: 15 (mod: +1, languages: +4, max spell lvl: 8, learn spell: 75%, min/max spells/level: 6/10)\\ WIS: 13\\ DEX: 13 (+1 to-hit with missiles, AC [+1])\\ CON: 9\\ CHA: 14 (max hirelings: 5)\\ Languages: Dwarven, Elvish, Dragon, Giantish (which includes ogres), Goblin\\ Gold: 100 + 527 GP treasure\\ ==== Equipment ==== * Short Bow; to-hit: 1d20+1 * Arrows; damage: 1d6 * Ring Mail; AC [+3] AC: 14 ==== Spells ==== Spells per day: 2 1st level, 1 2nd level\\ Spellbook:\\ Lvl 1: (2)\\ * Charm Person “omnes diligunt me et desperatio” * Detect Magic * Hold Portal * Light * Magic Missile * Read Magic * Shield * Sleep Lvl 2: (1)\\ * Detect Evil * Detect Thoughts (ESP) * Strength Charm Person\\ Spell Level: Magic-User, 1st Level\\ Range: 120 feet\\ Duration: Until dispelled\\ This spell affects living bipeds of human size or smaller, such as goblins or dryads. If the spell succeeds (saving throw allowed), the unfortunate creature falls under the caster’s influence.\\ Magic Missile\\ Spell Level: Magic-User, 1st Level\\ Range: 150 feet\\ Duration: Immediate\\ A magical missile flies where the caster directs, with a range of 150 feet. At the Referee’s discretion, this spell may have one of two effects:\\ 1) The Magic-User must roll to hit the target with a +1 bonus to the roll. The missile inflicts 1d6+1 points of damage.\\ 2) The missile hits automatically, doing 1d4+1 points of damage.\\ In either case, the Magic-User casts an additional two missiles for every 5 levels of experience. Thus, at 5th level, the caster is able to hurl 3 magic missiles, and 5 missiles at 10th level.\\ Strength\\ Spell Level: Magic-User, 2nd Level\\ Range: Touch\\ Duration: 8 hours (80 turns)\\ This spell may be cast upon a Fighter or a Cleric. For the duration of the spell, a Fighter gains 2d4 points of Strength, and a Cleric gains 1d6 points of Strength. Strength cannot exceed 18 unless the Referee chooses to allow additional bonuses resulting from the additional Strength.\\ ===== Kindroth (Mike) ===== NAME: Kindroth\\ Class: Fighter/Magic-user\\ Race: Elf\\ Sex: Male\\ STR: 12\\ INT: 12\\ WIS: 8\\ DEX: 11\\ CON: 15 (+1 HP per level)\\ CHA: 9\\ Saving Throw: 13, +2 vs. Magic Max HP: 7\\ Current HP: 7\\ AC: 17\\ EXP: 2500 each Memorize two first level spells a day. ==== Stuff ==== * Plate Armor; AC [+6] * Shield; AC [+1] * Elfin Battleaxe; damage: (1h)1d8 / (2h)1d8+1 * Big Sack * Small Sack * Bedroll * Backpack * Spellbook (Read Magic, Charm Person, Detect Magic, Protection from Evil, Magic Missile, and Hold Portal) ====== House Rules ====== ===== Armor ===== ^Armor ^To Hit ^DR^cost^ |No Armor|10|0|0 | |Shield |+1|0|10| |Helmet |+1|0|15| |Padded | 0|1|20| |Leather |+1|1|35| |Ring |+1|2|50| |Scale |+2|1|65| |Chain |+2|2|80| |Splint |+3|2|95| |Banded |+2|3|110| |Plate |+3|3|125| ==== Nate's Melee Weapon Chart ==== Clubs: d4 2 gp Generic bludgeons (and torches) d6 9 gp Heavy Mace +2 to-hit vs. Mail / Plate d8 11 gp Military Pick / Morning Star / War Hammer +2 to-hit vs. Mail / Plate Swords: d4 6 gp Dagger +1 to-hit vs. Leather Armor, Can also be thrown d6 7 gp Sword (Short sword) +1 to-hit vs. Leather Armor d8 / d8+1 11 gp Longsword (Bastard sword, 1H / 2H) +1 to-hit vs. Leather Armor d10 11 gp Great-sword (Executioner’s Sword, 2H) +1 to-hit vs. Leather Armor Axes: d6 4 gp Hand Axe +1 to-hit vs. Mail, Can also be thrown d8 / d8+1 5 gp Battle Axe (1H / 2H) +1 to-hit vs. Mail d10 6 gp Great-axe (Halberd, 2H) +1 to-hit vs. Mail Pole Arms: d6 / d6+1 4 gp Spear (1H / 2H) Can also be thrown d8+1 8 gp Pike (2H) d10 10 gp Pole Arm (2H) Strange Cases: d4 7 gp Spike +2 to-hit vs. Mail / Plate d4 / d4+1 11 gp Flail (1H / 2H) +2 to-hit vs. Mail / Plate, Ignores opponent’s shield d6 4 gp Staff (2H) +1 to-hit (as per two-weapon fighting)