Compiled Tables

July 22, 2017 | Author: Mister_Doug | Category: Weaponry, Armed Conflict, Nature, Leisure
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Short Description

Compiled Tables fro the Swords of Athanor set....

Description

Savage Swords

of Athanor Compiled Tables

Charisma Bonus

Charisma 3–4 5–6 7–8 9–12 13–15 16–17 18

Hirelings 1 2 3 4 5 6 7

Loyalty -2 -2 -1 0 +1 +2 +2

Universal Attribute Bonus

Attribute Roll 3–6 7–14 15–18

Description Below Average Average Above Average

Bonus -1 (or 5%) – +1 (or 5%)

Fighter Advancement

Level 1 2 3 4 5 6 7 8 9 10

XP 0 2,000 4,000 8,000 16,000 32,000 64,000 128,000 256,000 512,000

HD 1+1 2 3 4 5 6 7 8 9 10

BHB +0 +1 +2 +2 +3 +4 +4 +5 +6 +6

ST 16 15 14 13 12 11 10 9 8 7

XP 0 2,500 5,000 10,000 20,000 40,000 80,000 160,000 320,000 640,000

HD 1 1+1 2 2+1 3 3+1 4 4+1 5 5+1

BHB +0 +0 +0 +0 +1 +1 +2 +2 +3 +3

ST 15 14 13 12 11 10 9 8 7 6

Magic-User Advancement

Level 1 2 3 4 5 6 7 8 9 10

Rogue Advancement

Level 1 2 3 4 5 6 7 8 x9 10

Experience 0 1,500 3,500 6,500 14,000 30,000 60,000 110,000 165,000 225,000

HD 1 2 3 3+1 4 5 6 6+1 7 8

BHB +0 +0 +1 +1 +2 +2 +3 +3 +4 +4

ST 14 13 12 11 10 9 8 7 6 5

Magic-user Spell Advancement

Level 1 2 3 4 5 6 7 8 9 10

1 1 2 3 4 4 4 4 4 4 4

2 – – 1 2 2 2 3 3 3 4

Spell Level 3 – – – – 1 2 2 3 3 3

4 – – – – – – 1 2 2 2

5 – – – – – – – – 1 2

Rogue Spell Advancement

Level 1 2 3 4 5 6 7 8 9 10

1st 0 1 2 2 2 2 3 3 3 3

2nd 0 0 1 1 1 2 2 2 3 3

3rd 0 0 0 0 1 1 1 2 2 2

Skill Groups

Group I

Group II Blacksmith Bowyer/Fletcher Farmer/Gardener Gambler Gunsmith Leatherworker/Tanner Locksmith Mason Minstrel Navigator Sailor (Airship)

Alchemist Aristocrat Assassin Merchant Priest Scholar Thief Tracker

Acquiring Additional Background Skills

Skill Type Group I Group II

G.P.Cost 2000 10000

Time 4 Months 6 Months

Armor

Armor Chain Leather Plate Shield

AAC +4 +2 +6 +1

Weight 50 25 75 10

Cost 30 15 50 10

Table 1: Melee Weapons

Weapon Damage Axe, Battle1 1d6+1 Club 1d6 Dagger 1d6-1 Flail 1d6 Axe, Hand 1d6 Halberd / Pole Arm1 1d6+1 Mace / Warhammer 1d6 Morning Star 1d6 Spear2 1d6 Staff1 1d6 Sword 1d6 Sword, Short 1d6-1 Sword, Two-handed1 1d6+1 1 Two-handed weapon 2 Reaches 1 rank forward if used two-handed

Weight 15 10 2 15 10 15 10 15 10 10 10 5 15

Cost 7 – 3 8 3 7 5 6 2 1 10 8 15

Table 2: Missile Weapons

Weapon Bow Quiver1 Arrows (20) Sling Pistol Rifle Powder and Shots (20) Cannon 1 shot and powder Grenade 1 20 arrow capacity 2 -2 “to-hit” per increment 3 In a 5 foot radius

Damage 1d6-1 – – 1d6 1d6+1 1d6+2 3d62 – 2d62

RoF 2

Range 50ft

1 1/2 1/2

30ft 50ft 100ft

1/3

500ft

1

20ft

Weight 5 – 1 1 2 5 2 50 5

Cost 25 5 5 2 40 50 10 300 7

Adventuring Gear Gear Backpack (30 pound capacity) Bottle (wine), glass Case (map or scroll) Crowbar Flint & Steel Grappling Hook Helmet Lantern Mirror (small steel) Oil (lamp), 1 pint Pole, 10 ft Rations, trail (day) Rations, dried (day) Rope, hemp (50 ft) Rope, silk (50 ft) Sack (15 pound capacity) Sack (30 pound capacity) Shovel Spellbook (blank) Spike, iron Tent Torch (bundle of 6) Waterskin

Cost (gp) 5 1 3 5 5 5 10 10 5 2 1 1 3 1 5 1 2 5 100 1 20 1 1

Transportation

Type Iguanodon Pachycephalosaurus Parasaurolophus Pteranodon Triceratops Saddle bags Saddle Basic Howdah Battle Howdah Small Airship Large Airship

Cost (gp) 200 300 450 2000 2000 10 25 80 160 10,000 50,000

Movement Rate

Weight Carried 0–75 lbs 76–100 lbs 101–150 lbs 151–300 lbs

Movement Rate 12 9 6 3

Movement Adjustment

Movement Type Careful Normal Running

Adjustment Half of Average Rate Average Rate Double Average Rate

Hiring Assistants

Hireling Non-combatant (servant, torch bearer) General “redshirt” soldier Horseman, Sailor Blacksmith Armorer Ship Captain Animal Trainer, Spy Engineer Alchemist Assassin, Sage

Cost 5 2 3 5 25 75 125 200 250 500

Injury

Roll 2 3 4 5 -6 7-8 9 10 11 12

Result Instant, gory death. Fatal wound, die in 2d6 rounds. Severed limb. Will bleed to death in 3d6 rounds unless tourniquet applied, wound cauterized, or Cure Wounds II spell is cast to stop the bleeding. This does not heal hit points or restore the lost limb, however. Broken bone, 2d4 + 9 weeks to heal. Cure wounds II can be used to fix bones. This does not heal hit points. Knocked out 2d6 rounds Knocked down and stunned, lose next action. Knocked down Stunned, lose next action. No effect.

Spellcasting Success

Spell Level 1 2 3 4 5

Spell Effect I D N I D N I D N I D N I D N

1-2 16+ 12+ 1118+ 14+ 1320 16+ 15n/a 18+ 17n/a 20 19-

3-4 14+ 10+ 916+ 12+ 1118+ 14+ 1320+ 16+ 15n/a 18+ 17-

Caster Level 5-6 12+ 8+ 714+ 10+ 916+ 12+ 1118+ 14+ 1320+ 16+ 15-

7-8 10+ 6+ 512+ 8+ 714+ 10+ 916+ 12+ 1118+ 14+ 13-

9+ 8+ 4+ 310+ 6+ 512+ 8+ 714+ 10+ 916+ 12+ 11-

Magical Mishap

Roll 01 – 07 08 - 10 11 – 12 13 – 14 15 – 16 17 – 18 19 – 20 21 – 22 23 – 24 25+

Result Roll on the minor chaos table. You are dazed but able to move and defend yourself for one round. You are stunned and unable to do anything for the next round. Spell goes wild and strikes random target. Spell effect is reversed. You are struck mute for 1d6 rounds. Your strength is reduced by half for 1d6 hours. Magical explosion does 1d6 damage to everyone and everything in a 30 foot radius. You take 1d6 damage for every level of the spell. A dimensional vortex opens to the primal chaos. Save vs. magic or be sucked in. Even if you save, take 3d6 damage.

Minor Chaos d20 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20

Result The temperature in a 30ft radius becomes unnaturally cold. A wind blows through the area, smelling of sulfur. Plants wilt and milk curdles in a 30ft radius. Ghostly whispering fills the area for 3d6 rounds. Caster's hair turns white for 3d6 days. Animals in a 30ft. radius are spooked, fleeing the area. Caster's eyes glow red (1-3) or lambent green (4-5) for a day. Caster's nose bleeds for 1d6 x 10 minutes. Caster's body covered with sores that go away in 1d3 days. Caster smells of the grave for 1d3 days. Caster takes on pallor of a corpse for 1d3 days. Caster's voice becomes raspy for 1d3 days. Caster's nails turn black for 1d3 days. Caster's hair grows wildly long. Caster's hair falls out. Caster's nails double in length. Caster's veins become visibly dark under his skin. Caster speaks in unfamiliar language for 1d6 rounds. Caster emits slight, unnatural green glow for 2d6 rounds. Referee chooses any effect or makes up his own.

Spells by Level Level 1 • • • • • • • • •

Charm Person Cure (Cause) Wounds I Detect Magic Hold Portal Light (Dark) I Purify Food and Drink Read Languages Read Magic Sleep

Level 3 • • • • • • • • • • •

Alter Time Crystal Ball Cure (Cause) Disease Dark Vision Dispel Magic Fly Hold Person Invisibility II Locate Object Protection from Normal Missiles Water Breathing

Level 5 • • • • • • • • • • • • • •

Animal Growth Animate Dead Cloudkill Conjure Elemental Contact Other Plane Feeblemind Hold Monster Insect Plague Magic Jar Passwall Telekinesis Teleport Transform I Wall of Defense II

Level 2 • • • • • • • • • • • • • Level 4 • • • • • • • • • • • •

Detect Invisibility Detect Thoughts Find Traps Hold Person Invisibility I Knock Levitate Light (Dark) II Locate Object Phantasmal Force Speak with Animals Web Wizard Lock Charm Monster Confusion Cure (Cause) Wounds II Dimension Portal Giant Growth Hallucinatory Terrain Neutralize Poison Polymorph Remove Curse Speak with Plants Wall of Defense I Wizard Eye

Confusion Reaction

Roll 2–5 6–8 9–12

Reaction Attack the caster and his allies Stand baffled and inactive Attack each other

Contact Other Plane

Plane1 Insane2 Wrong3 Right 1 1-2 3-11 12-2 2 1-4 4-13 14-20 3 1-6 7-16 16-20 4 1-8 9-17 18-20 5 1-10 11-18 19-20 6 1-12 13-19 20 1 Planes are the “depth” that he chooses to seek truth, also the number of Yes/No questions asked. 2 Temporary insanity lasts for as many weeks as the “number” of the plane where the caster’s sanity failed. 3 This is the chance of receiving a misinterpreted or “wrong” answer. Darkvision Range

Roll 1–2 3–4 5–6

Affected by Sleep

Range of Vision 40 ft 50 ft 60 ft

Victim’s HD Less than 1 to 1+ 1+ to 2 3+ to 4+1

No. Affected 2d6+3 2d6 1d6

Monster Creation

HD
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