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Showing posts with the label Swords of the Inner Sea: Players and Characters

ZANG

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ZANG

Current EQUIPMENT LIST. Starting gold is 3d6x10 GP

Current EQUIPMENT LIST. Starting gold is 3d6x10 GP ENCUMBRANCE : Armor: Hand: Right: Left: Pack: 1. 2. 3. 4. Non-Encumbering Items: Bandolier: 1. 2. 3. Non-Encumbering Items: Belt: 1. 2. 3. Non-Encumbering Items: https://docs.google.com/document/d/1dwX1G_oX6R7WnCi_oo-UoBXfcQzH63BHzNPnVipgU44/edit?usp=sharing

KRUL PHB:

KRUL PHB: https://drive.google.com/file/d/0B5ybp5RJnid6UVV2SDQ3TWRmNDZ3ZFliWkRmcmMxb3NiaWRR/view?usp=sharing https://drive.google.com/file/d/0B5ybp5RJnid6UVV2SDQ3TWRmNDZ3ZFliWkRmcmMxb3NiaWRR/view?usp=sharing
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EDIT : New EQUIPMENT post here:

EDIT : New EQUIPMENT post here: https://plus.google.com/u/0/103931249482133015172/posts/L2MMbZxE7Xc You have 3d6x10 GP. Basic Equpment & Fast-Packs: WEAPONS Weapon/Price/Damage/Weight Axe, battle* 6 gp  1d8  2 Axe, hand 1 gp  1d6  1 Club 3 gp  1d4  1 Dagger  3 gp  1d4  – Flail 3 gp  1d6  1 Lance 7 gp  1d6  3 Mace 5 gp  1d6  1 Pole Arm* 7 gp  1d10  3 Quarterstaff* 2 gp  1d6  2 Spear  3 gp  1d6  3 Sword, long 10 gp  1d8  2 Sword, short  7 gp  1d6   * Two-Handed Composite Bow 40gp 1d6 1 Longbow 7gp 1d6 1 Shortbow 3gp 1d6 1 Quiver with 20 Arrows 1gp x 1 1 Silver-Tipped Arrow  5gp x 1 Sling with 30 Sling Bullets 2gp 1d4 1 Javelin (3)  3gp 1d6 1 2gp  ARMOR PIECES (Warriors may wear up to 3; Wearing more than 2 reduces movement) Bracerss 25 GP Breastplate (Counts as 2) 40 GP Greaves 30 GP "He-Man" Armored Harness 30 GP Armored Belt & Codpiece (40 GP) Shoulder Pieces 30 GP Helmet (25) GP Shield (10 GP) (Does not count toward movement) FAST PACKS Fast Pack A (37 GP) Backpack /...

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MAGICIANS Require INT 9, WIS 9 Hit Dice : d4 (Start with 4) Base AC : 9 Thac0 19 Saving Throw 15 (+2 bonus vs. Spells) Weapons wielded by magicians incur Disadvantage to damage rolls. They are not trained in the use of armor. May cast 1 First-level spell at WiS 9;  2 as WIS 13, 3 at WIS 14 Spells are randomly assigned. Inform the DM of your INT and WIS to recieve a spell selection. Effective Caster level is modified by INT WIS Chance of Spell Failure (d20) 9 1-4 10 1-3 11 1-2 12 1 Spells are wasted on a roll of 1; otherwise the caster may try again. At WIS 13 or higher, a spell merely delays by its casting time on a 1. Backgrounds: Add 1d3 to the listed stat; this bonus will not raise the stat above 17 (18 must be 'natural.') (More Magician backgrounds to come) (d6) 1 Scholar (Int) 2 Sorcerer's Apprentice (INT) 3 Priest (WIS)* 4 Hermit (WIS) 5 Spirit Medium (CHA) 6 Charlatan (CHA) *for the time being, re-roll results of "Priest" Experience  Level  Hit Dice (1d4) S...

WARRIORS

WARRIORS Prime Requisite : STR Hit Dice : d8 (Start with 8) Base AC : 5 ThAC0 19 Saving Throw 14 Standard ability bonuses 3 -3 4-5 -2 6-8 -1 9-12 0 13-15 +1 16-17 +2 18 +3 Backgrounds: Add 1d3 to the listed stat; this bonus will not raise the stat above 17 (18 must be 'natural.') (3d6) 3 Noble Savage (CON) 4 Tribal Hunter (CON) 5 Barbarian (STR) 6 Horse Nomad (DEX) 7 Desert Nomad (CON) 8 Pirate (DEX) 9 Thief (DEX) 10 Thug (STR) 11 Soldier (Infantry) (STR) 12 Soldier (Scout) (DEX) 13 Soldier (Cavalry) (STR) 14  Scoundrel (CHA) 15 Beggar (CON) 16 Explorer (WIS) 17 Noble (CHA)  18 Failed Sorcerer's Apprentice* (INT) * May use magical scrolls at 1/2 level. Exp  Level  Hit Dice (1d8) (SV)  THAC0  MB Dmg 0  1  1  14  19  2,035  2  2  13  19  1d2 4,065  3  3  12  18  8,125  4  4  11  17  1d3 16,251  5  5  10  16  32,501  6  6  9  15  1d4 65,001  7  7  8  14  120,001  8  8  7  14  1d5 240,001  9  9  6  13  360,001  10  +2 hp *  5  12  1d6 480,001  11  +4 hp *  4  12  600,001  12 ...