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Nate's game of S&W
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
AC: 15
Base to-hit: +1
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
AC: 14
Spells per day: 2 1st level, 1 2nd level
Spellbook:
Lvl 1: (2)
Lvl 2: (1)
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.
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.
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 |
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)