Tables + Ref Sheets

Mgtremaine's World of Tybor PBP

Moderator: mgtremaine

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Joined: Thu Sep 05, 2013 1:17 am
Location: San Diego, Ca

Post by mgtremaine » Sun Sep 29, 2013 8:36 pm

Tables + Ref Sheets

Class Tables:
======================================================================= Fighter Progression ======================================================================== Experience S a v i n g T h r o w V e r s u s Fighter Points Hit Wands Paralysis Breath Level Required Dice Poison Rays Petrification Weapon Spells ------------------------------------------------------------------------ 1 0 1+2 12 13 14 15 16 2 2,000 2+1 12 13 14 15 16 3 4,000 3 10 11 12 15 14 4 8,000 4 10 11 12 12 14 5 16,000 5 10 11 12 12 14 6 32,000 6 8 9 10 12 12 7 65,000 7 8 9 10 12 12 8 130,000 8+1 8 9 10 9 12 9 240,000 9+2 6 7 8 9 10 10 360,000 10 6 7 8 9 10 11 480,000 10+2 6 7 8 9 10 12 600,000 11 4 5 6 6 8 ------------------------------------------------------------------------ A fighter requires 240,000 experience points per level beyond the 12th. A fighter adds one hit die per 2 levels beyond the 9th.



======================================================================== Magic-User Progression ======================================================================== Magic- Experience S a v i n g T h r o w V e r s u s User Points Hit Wands Paralysis Breath Level Required Dice Poison Rays Petrification Weapon Spells ------------------------------------------------------------------------ 1 0 1 13 14 13 16 15 2 2,500 1+1 12 13 12 15 15 3 5,000 2 12 13 12 15 15 4 10,000 3 11 12 11 14 12 5 20,000 3+1 11 12 11 14 12 6 35,000 4 10 11 10 13 12 7 60,000 5 10 11 10 13 12 8 100,000 5+1 9 10 9 12 9 9 200,000 6 9 10 9 12 9 10 300,000 7 8 9 8 11 9 11 400,000 7+1 8 9 8 11 9 12 500,000 7+2 7 8 7 10 6 ------------------------------------------------------------------------ A magic-user requires 200,000 experience points per level beyond the 12th. A magic-user adds one hit die per 4 levels beyond the 10th.

========================================== Magic-User Spells ========================================== Magic- Spells Memorized per Day User B y S p e l l L e v e l Level 1 2 3 4 5 6 ------------------------------------------ 1 1 . . . . . 2 2 . . . . . 3 3 1 . . . . 4 4 2 . . . . 5 4 2 1 . . . 6 4 3 2 . . . 7 4 3 2 1 . . 8 4 3 3 2 . . 9 4 4 3 2 1 . 10 4 4 3 3 2 . 11 4 4 4 3 2 1 12 4 4 4 3 3 2 -------------------------------------------

=========================================================================== Magic-User Spells by Spell Level =========================================================================== 1st 2nd 3rd --------------------------------------------------------------------------- Alter Self Continuous Light Circle of Invisibility Charm Person Darkvision Circle of Protection from Evil Color Spray Detect Invisibility Clairvoyance Comprehend Languages Invisibility Dispel Magic Detect Magic Knock Fireball Fog Wall Levitate Fly Gazeback Locate Object Haste* Hold Portal Phantasm Hold Person Light Protection from Missiles Lightning Bolt Protection from Evil Sixth Sense Plant Growth Read Magic Web Slow* Sleep Witch Lock Water Breathing --------------------------------------------------------------------------- 4th 5th 6th --------------------------------------------------------------------------- Animal Growth Baleful Polymorph Anti-Magic Shield Animate Dead Cloudkill Control Water Charm Monster Contact Other Plane Control Weather Confusion Feeblemind Disintegrate Dimension Door Hold Monster Geas Fear Invoke Elemental Invoke Stalker Hallucinatory Terrain Magic Jar Move Earth Polymorph Passwall Project Image Remove Curse Telekinesis Reincarnate Wall of Fire Teleport Slaying Spell Wall of Ice Transmute Rock to Mud* Stone to Flesh* Witch Eye Wall of Stone Wall of Iron --------------------------------------------------------------------------- * Reversible form exists as a separate spell

======================================================================== Cleric Progression ======================================================================== Experience S a v i n g T h r o w V e r s u s Cleric Points Hit Wands Paralysis Breath Level Required Dice Poison Rays Petrification Weapon Spells ------------------------------------------------------------------------ 1 0 1 11 12 14 16 15 2 1,500 2 10 11 13 15 14 3 3,000 2+1 10 11 13 15 14 4 6,000 3 9 10 12 14 13 5 12,000 4 9 10 12 14 13 6 25,000 5 8 9 11 13 12 7 50,000 5+1 8 9 11 13 12 8 95,000 6 7 8 10 12 11 9 160,000 7 7 8 10 12 11 10 240,000 7+1 6 7 9 11 10 11 320,000 7+2 6 7 9 11 10 12 400,000 8 5 6 8 10 9 ------------------------------------------------------------------------ A cleric requires 160,000 experience points per level beyond the 12th. A cleric adds one hit die per 3 levels beyond the 9th.

======================================== Cleric Spells ======================================== Spells Memorized per Day Cleric B y S p e l l L e v e l Level 1 2 3 4 5 ---------------------------------------- 1 . . . . . 2 1 . . . . 3 2 . . . . 4 2 1 . . . 5 2 2 . . . 6 2 2 1 . . 7 2 2 1 1 . 8 2 2 2 1 1 9 3 3 2 2 1 10 3 3 3 2 2 11 4 4 3 3 2 12 4 4 4 3 3 -----------------------------------------

=========================================================================== Cleric Spells by Spell Level =========================================================================== 1st 2nd 3rd --------------------------------------------------------------------------- Cure Light Wounds* Bless* Circle of Protection from Evil* Detect Evil Continuous Light* Cure Serious Wounds* Detect Magic Find Traps Enervate Dead* Light* Hold Person Locate Object Protection from Evil* Remove Disease* Remove Curse* Purify Food and Drink* Speak with Animals Speak with Dead --------------------------------------------------------------------------- 4th 5th --------------------------------------------------------------------------- Control Water Commune Create Food and Water Dispel Evil* Cure Critical Wounds* Insect Plague Hold Monster Quest Neutralize Poison Raise Dead* Speak with Plants True Seeing --------------------------------------------------------------------------- * This spell includes the reverse form

============================================================================== Turning the Undead ============================================================================== Undead | Cleric Level HD Example | 1 2 3 4 5 6 7 8 9 10 11 12 ------------------+----------------------------------------------------------- Up to 1 Skeleton | 7 5 t d d d d d d d d d 1+ Zombie | 9 7 5 t d d d d d d d d 2 Ghoul | 11 9 7 5 t d d d d d d d 3 Wight | . 11 9 7 5 t d d d d d d 4 Wraith | . . 11 9 7 5 t d d d d d 5 Mummy | . . . 11 9 7 5 t d d d d 6 Spectre | . . . . 11 9 7 5 t d d d 7 | . . . . . 11 9 7 5 t d d 8 Vampire | . . . . . . 11 9 7 5 t d 9 | . . . . . . . 11 9 7 5 t 10 | . . . . . . . . 11 9 7 5 11 | . . . . . . . . . 11 9 7 12 | . . . . . . . . . . 11 9 13 | . . . . . . . . . . . 11 ------------------+----------------------------------------------------------- t 2-12 monsters of this type are turned away d 2-12 monsters of this type are destroyed utterly
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow[/f]
[f=47]Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 5 Hp 12) Leather+Shield+Dagger, Sling[/f]
[f=59]Tass Purrfoot (Agile Hobbet Varlet, MV 9′′, AC 7, HD 2, hp 8, FC 2 men, SV T7, N)[/f]

Posts: 2042
Joined: Thu Sep 05, 2013 1:17 am
Location: San Diego, Ca

Post by mgtremaine » Sun Sep 29, 2013 8:43 pm

Equipment List [CL 3]

Equipment List for Alu on the Downs
and most Commerce Level 3 towns.
====================================== Arms ====================================== Item Cost Weight -------------------------------------- Battle axe 13 gp 10 lb Dagger 3 gp 1 lb Flail 8 gp 10 lb Hand axe 4 gp 5 lb Mace 6 gp 5 lb Morning star 7 gp 10 lb Short sword 12 gp 5 lb Spear 5 gp 5 lb Staff 2 gp 5 lb Sword 15 gp 10 lb War hammer 11 gp 10 lb --------------------------------------

====================================== Armor ====================================== Item Cost Weight -------------------------------------- Leather armor 10 gp 25 lb Mail armor 35 gp 50 lb Shield 15 gp 15 lb Helmet 10 gp 5 lb --------------------------------------


======================================= Supplies ======================================= Item Cost Weight --------------------------------------- Backpack, leather 4 gp 30 lb* Belladonna, bunch 10 gp . Candles, dozen 2 gp 5 lb Cloak, traveling 3 gp 5 lb Cross, silver 40 gp 1 lb Cross, wooden 5 gp 1 lb Crowbar 5 gp 5 lb Garlic, string 5 gp . Hammer 2 gp 1 lb Holy water, flask 25 gp 5 lb Iron spikes, half dozen 1 gp 5 lb Lantern 10 gp 5 lb Mirror, steel 5 gp 1 lb Oil, flask 2 gp 5 lb Pole, 10ft 1 gp 10 lb Rations, iron, week 15 gp 7 lb Rations, week 7 gp 15 lb Rope, 100ft 2 gp 15 lb Sack, large 2 gp 30 lb* Sack, small 1 gp 10 lb* Spade or shovel 5 gp 10 lb Stakes, wooden, pair 1 gp 1 lb Tinderbox 2 gp . Torches, half dozen 1 gp 5 lb Water skin 1 gp 5 lb Wine, flask 2 gp 5 lb Wolvesbane, bunch 10 gp . --------------------------------------- * Backpacks and large sacks can carry 30 lb, small sacks can carry 10 lb.
====================================================================== Missile Weapons ====================================================================== Shooting Range Max Item Cost Weight Short Medium Long Range ---------------------------------------------------------------------- Arrows, 20 5 gp 5 lb . . . . Arrows, quiver of 20 10 gp 5 lb . . . . Bolts, 30 5 gp 5 lb . . . . Bolts, case of 30 10 gp 5 lb . . . . Shortbow 25 gp 5 lb 50ft 100ft 150ft 150yd Sling 1 gp 1 lb 40ft 80ft 120ft 120yd --- Dagger (thrown) 3 gp 1 lb . 30ft . . Hand axe (thrown) 4 gp 5 lb . 30ft . . Oil (thrown) 2 gp 5 lb . 30ft . . Spear (thrown) 5 gp 5 lb . 60ft . . ----------------------------------------------------------------------
======================================= Livestock & Transportation ======================================= Item Cost Weight --------------------------------------- Dog, guard or hunting 25 gp . Mule 20 gp . Draft horse 60 gp . Riding horse 80 gp . --- Saddle & harness 15 gp 25 lb Saddle bags 4 gp 30 lb* Cart 15 gp . --------------------------------------- * Saddle bags can carry 30 lb.
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow[/f]
[f=47]Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 5 Hp 12) Leather+Shield+Dagger, Sling[/f]
[f=59]Tass Purrfoot (Agile Hobbet Varlet, MV 9′′, AC 7, HD 2, hp 8, FC 2 men, SV T7, N)[/f]

Posts: 2042
Joined: Thu Sep 05, 2013 1:17 am
Location: San Diego, Ca

Post by mgtremaine » Mon Sep 30, 2013 9:09 pm

Attribute Bonuses

====================== Experience Earned ====================== Prime Experience Requisite Adjustment ---------------------- 3-5 –20% 6-8 –10% 9-12 . 13-15 +5% 16-18 +10% ----------------------

=============================================================== Strength Adjustments =============================================================== Strength Damage Open Movement Rates Allowed by Load Score Adjustment Doors 12" 9" 6" 3" --------------------------------------------------------------- 3-6 . 6 50lb 75lb 100lb 150lb 7-14 . 5-6 75lb 100lb 150lb 225lb 15-18 +1 5-6 100lb 150lb 200lb 300lb ---------------------------------------------------------------

========================= Languages Known ========================= Higher of Number of Intelligence Languages or Wisdom Known ------------------------- 3-10 2 11 3 12 4 13 5 14 6 15 7 16 8 17 9 18 10 -------------------------

===================================== Dexterity Adjustments ===================================== Dexterity Initiative To Hit Adj. Score Adjustment with Missiles ------------------------------------- 3-6 –1 –1 7-8 . –1 9-12 . . 13-14 . +1 15-18 +1 +1 -------------------------------------

=================================== Constitution Adjustments =================================== Constitution Hit Points Shock Score per Die Survival ----------------------------------- 3-6 –1* 20% 7-8 . 40% 9 . 60% 10 . 70% 11 . 80% 12 . 90% 13-14 . Always 15-18 +1 Always ----------------------------------- * Minimum 1 hit point per die.

============================================ Retainers, Loyalty, & Reaction ============================================ Charisma Maximum Loyalty Reaction Score Retainers Adjustment Adjustment -------------------------------------------- 3 1 –2 –1 4 2 –1 –1 5 2 –1 –1 6 3 . –1 7-8 3 . . 9-12 4 . . 13-14 6 +1 . 15 6 +1 +1 16 8 +2 +1 17 8 +2 +1 18 10 +4 +1 --------------------------------------------
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow[/f]
[f=47]Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 5 Hp 12) Leather+Shield+Dagger, Sling[/f]
[f=59]Tass Purrfoot (Agile Hobbet Varlet, MV 9′′, AC 7, HD 2, hp 8, FC 2 men, SV T7, N)[/f]

Posts: 2042
Joined: Thu Sep 05, 2013 1:17 am
Location: San Diego, Ca

Post by mgtremaine » Fri Oct 11, 2013 12:49 am

Combat Tables

Combat Tables


======================================================================================= Referee's Attack Matrix ======================================================================================= Character Level | Monster | 20-Sided Roll Required Magic- Clerics, | Hit | To Hit Armor Class Users Thieves Fighters | Dice | 9 8 7 6 5 4 3 2 1 0 --------------------------+---------+-------------------------------------------------- 1-2 1 . | Up to 1 | 11 12 13 14 15 16 17 18 19 20 3-4 2-3 1-2 | 1+ | 10 11 12 13 14 15 16 17 18 19 5-6 4-5 3-4 | 2 | 9 10 11 12 13 14 15 16 17 18 7-8 6-7 5 | 3 | 8 9 10 11 12 13 14 15 16 17 9-10 8 6 | 4 | 7 8 9 10 11 12 13 14 15 16 11-12 9 7 | 5 | 6 7 8 9 10 11 12 13 14 15 13-14 10-11 8 | 6 | 5 6 7 8 9 10 11 12 13 14 15-16 12-13 9-10 | 7 | 4 5 6 7 8 9 10 11 12 13 17-18 14-15 11 | 8 | 3 4 5 6 7 8 9 10 11 12 19-20 16-17 12-13 | 9 | 2 3 4 5 6 7 8 9 10 11 21-22 18-19 14 | 10 | 2 2 3 4 5 6 7 8 9 10 23-24 20 15 | 11 | 2 2 2 3 4 5 6 7 8 9 25-26 21 16 | 12 | 2 2 2 2 3 4 5 6 7 8 --------------------------+---------+--------------------------------------------------


Attack Rolls
Performance throughout the combat turn is usually determined with a single attack roll; a throw of one twenty-sided die. However, against enemies with fewer than 3 hit dice, monsters and fighters instead throw one attack roll for each of their own hit dice.

When a single attack roll is used the attacker strikes according to his level (for characters) or number of hit dice (for monsters) on the attack matrix. When multiple attack rolls are used the attacker strikes as a 1 hit die monster, regardless of how many levels or hit dice he actually has.

In either case attack rolls are adjusted for tactical factors, spells, magic weaponry, and so on, and the result compared to the target's armor class on the attack matrix. A total equal to or greater than the required figure indicates a "hit" (an effective turn of action). Anything less indicates a "miss" (an ineffective turn of action).
[f=4]Wen the Pale, Elf Hero/Spellbinder (MV 12", AC 9, HD 4/2, hp 11/11, FC Hero, L) helm, bow[/f]
[f=47]Kiplyn Sorefoot, Hobbet Thief (Lv: 4 AC: 5 Hp 12) Leather+Shield+Dagger, Sling[/f]
[f=59]Tass Purrfoot (Agile Hobbet Varlet, MV 9′′, AC 7, HD 2, hp 8, FC 2 men, SV T7, N)[/f]

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