Apr 23, 2023 10:16 pm
This link will take you to the Swords & Wizardry SRD.
Human: Humans are the default race for Swords & Wizardry, and thus they receive no specific bonuses or penalties as do the other races.
Darkvision: Elves can see in the dark to a range of 60 feet.
Find Secret Doors: Elves have a 1-in-6 chance to notice a secret door automatically and have a 4-in-6 chance to find secret doors when actively searching, unlike the other races, which have only a 2-in-6 chance.
Defenses: Elves cannot be paralyzed by ghouls.
Darkvision: Half-elves can see in the dark to a range of 60 feet.
Find Secret Doors: Half-elves have a 4-in-6 chance to find secret doors when actively searching.
Defenses: The player-character Dwarf has a +4 on saving throws against any magic.
Stone Sense: Dwarfs easily takes note of certain features of stonework: sloping corridors, moving walls, and traps made of stone – in particular: falling blocks, rigged ceilings, and tiny arrow slits designed to release poison gas or darts. They can also identify whether stonework is recent or not. There is no established die roll or rule for using these abilities; exactly what a Dwarf does or does not perceive is up to the Referee.
Darkvision: Dwarfs can see in the dark to a limit of 60 feet.
Defenses: Halflings gain a +4 on saving throws against magic
Attack Bonuses: Halflings have a +1 bonus when using missile weapons.
Defenses: Gnomes gain +2 save vs. all magic and a +3 vs. Illusion magic.
Darkvision: Gnomes can see in the dark (darkvision) to a range of 60 feet.
Find Secret Doors: 4-in-6 chance to find secret doors when searching.
In their home surroundings, a Gnome can’t be tracked.
Multiple Attacks: A Fighter may make one attack per Fighter level he possesses each round against creatures with 1 HD or less.
Parry: Fighters with a Dexterity score of 14 or better can fight on the defensive, parrying enemy blows and dodging attacks.
Penalty to Enemy Attacks:
Strength Bonuses: Unlike most other classes, Fighters with a high Strength score can have bonuses to hit and on damage.
Establish Stronghold (9th): At 9th level, a Fighter may establish a stronghold and attract a body of men-at-arms who will swear their loyalty to the character as their liege Lord (or Lady). Most likely, the castle will attract peasants seeking safe places to establish homes, and the Fighter will become more powerful and influential as the number of such followers increases. The stronghold will likely be a small territory carved from the wilderness, held as a freehold by the self-ennobled character.
Spell Casting: Clerics cast "divine" spells from a specific list, with numbers as per Table: Cleric Advancement. Clerics of specific deities might have different lists of available spells, designed by the Referee. Each day, the Cleric selects and prays for a particular set of spells, choosing any spells from the standard list. Once a spell is cast it cannot be cast again until the next day, unless the Cleric has prepared (prayed for) the spell more than once.
Saving Throw Bonuses: Clerics gain a +2 bonus on saving throws against being paralyzed or poisoned.
Establish Religious Stronghold: At 9th level, a Cleric may establish a stronghold and attract a body of men at arms who will swear fealty to the character as loyal (or perhaps even fanatical) soldiers and retainers.
Turn Undead: Clerics have the ability to turn undead, causing them to flee or even outright destroying them. When a turning attempt is made, roll a d20 and consult Table: Turning Undead for the result. If the number rolled is equal to or greater than the number shown on the table, all undead creatures of the targeted type are turned and will flee for 3d6 rounds, or will cower helplessly if they cannot flee. If the table indicates "T", all undead creatures of the targeted type are automatically turned and will flee for 3d6 rounds, or cower helplessly if they cannot flee. For Lawful or Good Clerics, if the table indicates "D", the undead creature is automatically destroyed and will crumble to dust. For Chaotic or Evil Clerics, a result of "D" indicates that the undead are forced into the Cleric’s command for a period of 24 hours.
Turning Undead Table
*Vampires appear more than once on the table because they can be of varying power.
Turning the Undead: Lawful Clerics have the ability to "turn" the undead, causing the foul creatures to flee or even destroying them outright. When a Lawful Cleric attempts a turning, the player should roll 2d10 and consult the Turning Undead table for the result.
If the number on the dice is equal to or greater than the number shown on the table, 2d6 creatures of the targeted type are turned and will depart, not returning for 3d6 rounds. If the table indicates "T," 2d6 undead creatures of the targeted type are automatically turned and will depart for 3d6 rounds. If the table indicates "D," 2d6 of the undead creatures are automatically destroyed and will crumble to dust.
Flee Before the Power of LAW, Foul Undead Things of Chaos!: Chaotic clerics cannot turn the undead, for turning back the undead is a power of Law. As an optional rule, Chaotic Clerics might have some Chaos-based power corresponding to the Lawful power to turn the undead. Non-player Clerics of Chaos may have whatever additional powers the Referee assigns, of course, without reference to the rules for player characters.
Backstab: When attacking with surprise, from behind, the Thief gains +4 to hit and inflicts damage.
Saving Throw Bonuses: Thieves gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices.
Read Normal Languages: Thieves of 3rd level and above can figure out the gist of most written languages, and have an 80% chance to comprehend treasure maps or written documents. This does not mean they can automatically decipher codes or solve riddles, although it would allow them to understand what a riddle says, for example.
Read Magical Writings: At 9th level, a Thief has gained enough knowledge to decipher magical writings (although not the "divine" writings of Clerics), but their understanding is not perfect when the magic is complicated (that is, for spells higher than sixth level). Thieves can cast Magic-User spells from scrolls, but for the high level spells they have a 10% chance to get a dangerously unpredictable result, usually the reverse of the intended effect.
Thieving Skills: Thieves possess a wide range of special skills which make them very useful in dungeons and other areas. Some races are better at some skills.
Thief Skills Table
Dwarf Thief Skills Table
Elf Thief Skills Table
Halfling Thief Skills Table
Spell Casting: Unlike the Cleric, a Magic-User owns a book of spells, which does not necessarily include all of the spells on the standard lists. Reading from this book, Magic-Users force selected spell formulae into their minds, "preparing" as many spells as the Magic-User can mentally sustain. (It is possible to prepare a spell multiple times using the available "slots" in the Magic-User’s memory and mental capability.) Once a prepared spell is cast, it disappears from the Magic-User’s ability to cast, until it is prepared again. If a Magic-User finds scrolls of spells while adventuring, these spells can be added to the Magic-User’s spellbook.
Spells Known: A beginning Magic-User’s spellbook contains as many of the eight basic first level spells as the neophyte character can know. Check each spell to see if the Magic-User can learn and know it, using the "Learn Spells" column on the table in the description of the Intelligence attribute. Each time the magician gains a level (if the Referee permits) he or she may re-check the spells not understood before, to see if increased experience has granted new understanding – although the Maximum Number of Basic Spells Understandable (from the Intelligence Table) is still the upper limit. A Magic-User would also still need to find and copy these new spells into his or her spellbook. The same procedure applies to each higher spell level; a wizard must find the higher-level spells in dungeons or musty libraries and copy them into a spellbook, or trade copies with other Magic-Users. New and unusual spells outside the basic lists are not part of the "maximum number" of knowable spells, although they still require a roll to see if a Magic-User can understand one. (Such spells are rare and seldom traded.) New spells that a wizard researches and creates personally are also not subject to the maximum allowable number of regular spells.
Saving Throw Bonuses: Magic-Users gain a bonus of +2 on all saving throw rolls against spells, including spells from magic wands and staffs.
Establish Wizard’s Tower: At 11th level, a Magic-User gains the title of "wizard," and can build a stronghold to contain the necessary libraries and laboratories of a high level mage. Such a powerful sorcerer will attract a mixed bag of mercenaries, strange servants (some with odd abilities and deformities), and perhaps even a few monsters. This colorful crew will swear fealty and serve the wizard with considerable (but not unlimited) loyalty. In general, such a freehold will encompass a small territory around the tower as well – whatever quantity of wilderness the Magic-User chooses to tame and protect
Disguise Self: Assassins can disguise themselves with great skill, allowing them to blend into other groups without causing suspicion. A person of average intelligence and wisdom (both scores averaging about 10) has only a 5% chance to see through such a disguise, unless it involves considerable fakery such as posing as a member of the opposite sex. In these cases the base chance to detect the disguise is 10%. These chances will be modified by the Referee to take the observer’s intelligence into account. As a rough guideline, if the observer had the brutish intelligence of an orc or a particularly foolish human, the chance to detect the disguise might drop by 1% or 2%. If the observer were a captain of guards, a Cleric, a Magic-User, or were otherwise of greater than average mental capacity, the chance to detect such a disguise would increase by 1% to 3%. The Assassin’s disguise is more than just a matter of costume; it encompasses mimicry of speech and behavior as well. However, if the character is impersonating a specific individual, the disguise can only make the Assassin look vaguely similar – anyone at all familiar with the original would spot the imposture immediately. Disguises are more about blending in, mimicking a different social class, and – especially – not being recognized afterwards.
Can Use Thief Magic Items: Assassins can use any magic items usable by Thieves, plus any magic weapons, armor (leather only), and shields.
Poison Use: Assassins are able to use poison on their weapons without the risk of making basic errors. Fighters who coat their swords with poison might – just might – make the mistake of absentmindedly rubbing their eyes before remembering to wash the deadly toxin from their hands; Assassins are trained not to fall prey to such basic errors when using poison. Assassins are not, however, trained at concocting poisons; most guilds employ an alchemist for such purposes.
Thieving Skills: Assassins have skills similar to those of Thieves, but comparable to a Thief two levels lower than the Assassin character.
Thief Skills Table
Backstab: Assassins may attack from behind with a to-hit bonus of +4, and inflicts damage.
Establish Assassins Guild (14th): At 14th level, the Assassin may establish (or take over) a guild of Assassins. The guild need not be located in a large city, and can even be established as a barony in the wilderness. However, if the new guild is within the territory of an existing guild, there will unquestionably be a battle to the death between them. Assassins’ Guilds do not – ever – share their territory. An existing guild of Assassins will generally not accept the leadership of a new Guildmaster who does not claim that rank by killing the former Guildmaster.
Prime Attribute: Strength, Dexterity and Constitution all at 13+ (+5% experience bonus).
Hit Dice: d10
Armor/Shield Permitted: No armor, shield allowed.
Weapons Permitted: All.
Race: Only humans may be Barbarians.
Saving Throw Penalty: Barbarians fear magic and sorcerous dealings for good reasons. They receive a penalty of -4 on all saving throw rolls against spells, including spells from magic wands and staffs.
Strength Bonus: Barbarians have access to the higher strength bonuses like Fighters do.
Magic Items: The only magic items they can use are weapons and shields, not even potions as they refuse to ingest the thing.
Followers: Barbarians may not hire or accept followers of any kind, not even lantern-bearers or servants.
Follow Through: When a Barbarian kills an enemy in melee combat, he can make another attack at another enemy in melee range. If that enemy dies, the pattern continues.
Alertness: A Barbarian is unlikely to be surprised, with only a 1 in 6 chance.
Outdoor Tracking: Barbarians are good at tracking their preys or foes deep in the wilderness. The details of how the ability works are left to the Referee.
Healing: On any day, a Barbarian regain 1 hit point whether or not he took a day of rest. Note that the Barbarian still needs to sleep.
Improving Armor Class: Due to his speed, agility and survival instincts, a Barbarian's armor class improves by one when he reaches a new level, and equals
Travel Speed: A Barbarian's Movement Rate improves by one when he reaches a new level. Also outdoor, a Barbarian can endure a forced march rhythm without the need for a forced march check.
Weapon/Armor Restrictions: Bards may use any one-handed weapon, any ranged weapon, and the staff. They may wear leather and chainmail and use a shield.
Lore : Whenever a bard encounters a magical item, he may examine it in order to discern its history. The referee rolls 1d6 and if the roll is equal to or below the bard's rating in their Lore ability, the bard can recall some information regarding the item's history or use. This may or may not reveal specific magical properties of that item, at the referee's discretion.
Spell Casting: Beginning at second level a Bard may cast spells exactly like a magic user does.
Charmer: Anytime a bard cases a charm spell the target suffers a -2 to it's savings throw.
Inspiring Performer: The bard may attempt to inspire his allies in battle instead of casting a spell or attacking. The bard must be able to speak, and in most cases makes use of a musical instrument to use this ability. While using this ability, all of the bard's allies within thirty feet of the bard receive a +1 bonus to their Base Hit Bonus and any saving throws they attempt. This bonus remains in effect for as long as the bard is performing.
Bardic Thievery: Bards have skills similar to those of Thieves, but comparable to a Thief three levels lower than the Bard character.
Thief Skills Table
Spell Casting: Druids cast spells from a specific list, with numbers as per Table: Druid Advancement. Each day, the Druid selects and prays for a particular set of spells, choosing any spells from the standard Druid spell list. Once a spell is cast, it cannot be cast again until the next day, unless the Druid has prepared (prayed for) the spell more than once.
Saving Throw Bonus vs. Fire: Druids gain a +2 bonus on saving throws against fire.
Mysteries: At 2nd level a Druid learns the "First Mysteries." These grant a variety of abilities to the character. The second level Druid can determine whether water is pure; identify any type of normal plant by sight, smell, or taste; and move easily through non-magical undergrowth, including thorns or heavy vines.
Shape Change (5th): At fifth level, a Druid can change shape into the form of an animal. The animal’s size can range from that of a crow to that of a black bear (but not a huge bear such as a grizzly or polar bear). The druid can change into as many as three different animal forms per day – one from each category of reptile, mammal, and bird – but only once for each form within a single day. When the Druid shapeshifts, 1d6 x10% of any lost hit points are cured in the transformation.
Immune to Fey Charms (5th): At 5th level, a Druid becomes completely immune to the charms of dryads, naiads, satyrs, and other such fey creatures of the wild woods and rivers.
May Use Cleric Magic Items: Druids are able to use any magical item Clerics can, with the exception of Clerical-spell scrolls.
Secret Language: The druidic hierarchy speaks a secret language known to all true (neutral) Druids.
Establish Druidic Stronghold (11th): Upon reaching 11th level, a Druid may build a stronghold in the wilderness, usually comprised of a stone circle and/or other megaliths, one or more groves, and a fortress redoubt of some kind to protect the area. Such isolated strongholds often serve as informal academies for aspirant Druids in training, or as fortresses sited to defend wilderness areas threatened by Law or Chaos. A Druid who establishes such a stronghold will gather supporters and followers, although many of these will not be human.
Persistent Illusion: At 1st level any illusion the illusionist casts with a duration of "concentration" persists for a number of rounds equal to her level after she stops concentrating.
Pierce the Veil: At 1st level illusionists gain a bonus of +2 on all saving throw rolls against illusions.
Skills: Illusionists are very knowledgeable regarding magical lore, legerdemain, lying, smooth-talking, tale-telling, and yarn-spinning. When faced with such tasks they may attempt roll a d20. If the result of the roll is equal to or greater than the character's saving throw number the check succeeds.
Spell Casting: Illusionists are practitioners of arcane magic, which means they learn their spells and magical abilities through long hours of study and research. They keep spellbooks and prepare spells just as magic-users do.
Spells Known: Beginning illusionists know 1d4 + the Minimum Number of Basic Spells Understandable Per Level given under Intelligence in the Swords & Wizardry rules, to a maximum of eight spells. The player and Referee can determine which spells might possibly be known and available; the number of spells given here is far greater than would be available to any beginning spellcaster, and many arch-illusionists. No spell is guaranteed or absolutely necessary; an illusionist can always read their own spellbook without aid; the read magic spell allows them to read scrolls or other spellbooks.
Face in the Crowd: At 3rd level the illusionist can cause herself to appear so normal, mundane, and unexceptional that she blends into her surroundings. All creatures in the area treat her as if she belonged there, effectively ignoring her. Creatures that directly interact with the illusionist make a save to disbelieve the illusion, and mindless creatures are not affected by it. The illusionist can do this for one round per level per day, in increments of one round. The illusion does not turn her invisible or allow her to disguise herself as a specific individual or type of person. She retains her general shape and appearance. At 7th level the illusionist can extend this ability to include any companions within 30’ of her.
Sense Deception: By 5th level, an illusionist has developed a keen sense of what is real and true, and what is not. She gains a knack for sensing illusions, lies, and trickery. This knack does not necessarily indicate what is an illusion or what is a lie, merely the presence of one. It does not replace a saving throw.
Mirror: At 9th level, the illusionist can appear exactly as another individual of roughly the same body type, and no more than twice as tall or half as high. The illusionist looks, feels, smells, and sounds just like the target creature. The effect requires the illusionist to have a portion of the target creature (a hair, drop of blood, a tooth) or significant item ( a scepter or crown, an amulet, a personal weapon). This item is incorporated into the illusion in its true form, and the effect ends if it is separated from the illusionist. This effect does not confer any special knowledge or abilities on the illusionist, but the duplication is otherwise seamless. Creatures that interact with the illusionist do not gain a save to disbelieve. The illusionist’s actions, or lack of specific knowledge, can cast doubt on her identity, but her true identity cannot be discerned without magical aid. Mirror lasts for one hour. The illusionist can extend the duration beyond an hour by making a saving throw, with success indicating the effect lasts for another hour, and failure ending the effect.
Permanent Illusion: At 11th level the illusionist can cause one illusion to become permanent. The caster can attempt to make as many permanent illusions as she wants, but doing so requires a saving throw for each additional permanent illusion. A failed save means all the illusions end.
Thieving Skills: Monks are proficient in some skills similar to a thief.
Thief Skills Table
Weapon Damage Bonus: Monks inflict an additional points of damage when using weapons.
Deadly Strike: When the Monk’s attack roll is 5 higher than the required to hit number, the target has a 75% chance to be stunned by the blow for 2d6 rounds. Moreover, the mystic perfection of the blow also has a 25% chance to kill the opponent, provided the opponent’s hit dice are no more than 1 higher than the Monk’s.
Multiple Attacks: When fighting without weapons, the Monk gains additional attacks during a single melee round. At , a monk may make up to weaponless attacks each round.
Alertness: Monks are not easily attacked by surprise. A party containing a Monk is unlikely to be surprised, with only a 1 in 6 chance.
Deflect Missiles: The Monk can deflect arrows and magic missile spells with a successful saving throw.
Slow Falling: Starting at fifth level, Monks can fall up to with no damage if they can touch a wall. This distance increases to 40 feet at eighth level and any distance at eleventh level.
Saving Throw Bonus vs. Paralysis and Poison: Monks gain a +2 bonus against paralysis and poisons.
Speak with Animals: At 4th level a Monk can speak with normal animals, in a manner similar to the spell of the same name.
Mastery of Silence: At 5th level a Monk can enter a state of perfect catatonia, stopping his or her own heart to simulate death. The character can maintain this state for 1d6 x minutes.
Mastery of Mind: At 6th level a Monk's thoughts become so serene and placid that any attempt at mind reading has a 90% chance of failure. The failure chance increases by 1% per monk’s level above sixth, rising to 100% at level 16, when the Monk’s mind is completely at one with the surrounding environment.
Mastery of Body: At 7th level a Monk can heal himself by 1d6+ hit points once per day.
Mastery of Self: At 8th level a Monk is not subject to mental control of any kind, including charm spells and hypnosis. The only exceptions are the geas and quest spells.
Oneness with Self: At 10th level a Monk is not subject to geas or quest spells.
Establish Monastery: At 11th level, a Monk may establish an isolated monastery for the purposes of peaceful contemplation, and for teaching disciples and students.
Harmonic Touch: At 13th level a Monk can touch any creature of equal or lesser hit dice, and create an attunement by which the creature will die instantly when the Monk gives a mental command for its heart to stop. (The creature must have a heart or other organ that can be stopped.) The creature’s bodily vibrations remain attuned to the Monk for a period of one day per level of the Monk, and if the Monk does not mentally command the creature to die within this period of time, the death will not occur.
Divine Favor: Although Paladins do not receive a class-based saving throw bonus, they have better saving throw chances than any other character class due to the divine influence of Law. If the Referee is using an alternate saving throw system, it is important to take this into account: Paladins should generally have base saving throw "target numbers" 2 points better than those of a regular Fighter.
Lay on Hands: A Paladin can "lay on hands" once per day to cure others of 2 hit points of damage per level of the Paladin, or to cure disease. If the other person is afflicted by more than one disease, only one of these will be affected per five levels the Paladin has attained.
Immune to Disease: Paladins are immune to all diseases.
Warhorse: At any level, the character may summon a warhorse that will arrive from the wilderness to serve as the Paladin’s steed. This warhorse will be unusually intelligent and extremely strong (5 HD). However, if the horse is killed, the Paladin may not summon another within a period of ten game-years.
Dispel Evil: Starting at 8th level, the Paladin can dispel evil, as per the Clerical spell.
Detect Evil: Starting at 8th level, the Paladin can detect evil as per the Clerical spell, at a range of 60 feet.
Establish Stronghold: At 9th level, the Paladin may build a stronghold, a small castle from which to attack the forces of Chaos and support the often-embattled defenders of Law. A Paladin’s castle may not be built as a sprawling fortress; it must be no greater than is necessary to house the paladin’s retainers and one or two hundred soldiers at the maximum,
Track: Rangers are able to track down other creatures in the wild, in cities, and even through underground passages.
Outdoor Tracking
Outdoors, the basic chance for successful tracking (on a day-to-day basis) is 90%, modified by a –10% for each day old the tracks are, and modified by –10% (for the entire effort thereafter) for each day of rain (or snow) that has fallen on the trail.
Underground and City Tracking
Tracking in the city (any urban or populated area) or underground ,makes it considerably harder to find and follow a trail. First, the beginning of the trail must be no more than an hour old. The base chance to track is still 90%, but each time the trail changes (as described below), there is a chance for the Ranger to lose the trail and be unable to track it further; that is, the Ranger cannot pick up the trail even by circling the area where the trail was lost.
The circumstances under which the prey can "lose" the Ranger are as follows:
Turns down a side passage: 25% chance to lose trail.
Goes through a door: 35% chance to lose trail.
Goes up or down through a trap door or ladder: 40% chance to lose trail.
Climbs a wall up or down (including pits and shafts): 50% chance to lose trail.
Alertness: A party containing a Ranger is unlikely to be surprised, with only a 1 in 6 chance.
May Use Fighter Magic Items: Rangers can use any magic items that can normally be used by Fighters.
Bonus Damage vs. Giants and Goblin-Types: Rangers are well trained to deal with giants, trolls, ogres, orcs, goblins, and kobolds. Against any of these sorts of monsters, Rangers gain + damage with a successful to-hit roll.
Scholar of Healing Magic: At 8th level, a Ranger’s scholarship allows the character to use certain magic items not normally usable by fighter-types. Rangers of this level can employ Clerical healing scrolls and any other magic items which heal damage or disease. Note that if the item has other abilities in addition to healing, the Ranger cannot employ these other powers unless the item is normally usable by Fighters.
Scholar of Scrying Magic: At 9th level, a Ranger can use any and all magic items, including spells from scrolls, that involve scrying magic. Examples would be the clairvoyance spell, or crystal balls.
Scholar of Travel Magic: Also at 9th level, a Ranger may employ any and all magic items, including spells from scrolls, that use magic involving teleportation, dimensional travel, or passing through objects. Examples would be a passwall or a passplant scroll).
Establish Fortress: At 9th level, the Ranger may build a fortress in the wilderness in order to house the character’s growing number of loyal retainers. When the fortress (which may be small or quite large, depending on the Ranger’s purposes) is completed, the Ranger’s reputation will draw a number of new followers, as well as peasants seeking a safe place to settle. Roll 2d12 to determine the number of followers. Determine the class of each in this order: Half of the total will be Fighters, a quarter of them will be Clerics, one-fifth of them will be Magic-Users, and if there are over 20 followers, one of them will be a Neutral-aligned Thief. The followers will be at least second level; for each there is a 25% chance to add 1d4 to the base second level. Also, for each of these followers, there is a 2% chance that the follower is actually a highly unusual type instead of whatever the dice originally indicated. Roll 1d6 as follows: 1 or 2 - another Ranger (level 1d6+1); 3 or 4 - a lycanthrope (werebear or wereboar); 5 - a mated pair of unicorns; 6 - a pegasus.
Step 1: Generate Ability Scores
You will generate a set of six ability scores using 3d6 six times. The easiest way to do so is to use "3d6,3d6,3d6,3d6,3d6,3d6" in the roll prompt. You will use a wheel to determine where these stats belong by choosing the starting position and direction; the numbers will remain in order otherwise. See below for a visual. These should be input into your character sheet. I may offer a reroll if I find your stats altogether too low. Do not ask for this.
Step 2: Choose a Character Race
At this point, you should have an idea of what type of character you would like to play. With the four allowed classes, please note that playing a demihuman means your selection is limited.Once you have selected a character race, click the pen icon in the character sheet and delete the other entries, and then remove the spoiler tags.
Step 3: Choose a Character Class
In the beginning of this module, you will only be able to select from the four basic classes. Once you have selected a character class, click the pen icon in the character sheet and delete the other entries, and then remove the spoiler tags. For Thieves, also delete the Thieving Abilities that do not belong to your character race. Your character class will also determine your hit die, which you will roll for hit points.
Your class also determines your attack bonus (note, everyone starts with +0) and your Saving Throw. Record these.
Step 4: Choose an Alignment
At this point, your character should be coming along quite nicely. Please select an alignment from Lawful, Neutral, or Chaotic. Please note that you are not choosing from the Good or Evil axis, only Lawful to Chaotic. It is recommended you select either Lawful or Neutral, as Chaotic characters will likely butt heads with Lawful and Neutral characters, and can create a less fun gaming experience.
Step 5: Choose an Background
For flavor purposes we will be selecting (either randomly of specifically) backgrounds from a list below. These will not have numerical or statistical bonuses or penalties, but will help determine what your character may know or be able to accomplish outside of what your class describes. If you have a 15 in your classes primary attribute, then you can start with two backgrounds- this is to reflect that it was easier for you to learn the skills and take up more careers. This is also not an exhaustive list, but pulled from OSE. If you think another background would be appropriate, let me know!
Step 6: Purchase Equipment
Each character starts with 3d6x10 gold pieces (gp), which can be used to purchase equipment. When purchasing weapons or armor, don't forget to consult the character class to see if there are any restrictions. If you are playing a Human or a Halfling, you will want some form of light. And all characters will want food to eat while deep in the dungeons. I am also electing to use an optional rule that allows spears and polearms to be used from the second row in combat.
Step 7: Calculate Armor Class
Because the game gives me the option, we will be using ascending armor class. That means your character starts at AC 10 while standing cold and naked, and it only improves when you don armor.
Step 8: Calculate Weight and Movement
Unlike other OSR games, S&W has done away with various walking speeds for characters. Instead, all characters begin with a base speed of 12 which decreases based on the amount of weight your character is bearing. Your strength will modify your carrying capacity. Your combat speed is your current speed based on weight - divide by 3 - multiply by 10. So an encumbered speed of 9 is divided by 3 into 3, multiplied by 10 gives you 30ft.
Step 9: Determine Starting Spells
Magic-Users, I'm singling you out here! You will roll your chance to learn spells (from your Int) down the list to see which spell you start with. Your character will have a minimum and maximum number of spells per spell tier (I loathe saying Spell Level) based on your Int. If you don't succeed on enough spells to meet your minimum, start back at the top and roll for those you failed at until you make your minimum!
Step 10: You died, so do it again!
Once your character has died and your party decided to return to town, you can create a new character using the same rules! However, depending on where you are, there may be new races or classes available. Do not count on this, but let me know if you have a concept to explore.
[ +- ] Swords & Wizardry Character Sheet
Create character
Character Statistics
Alignment:
Background:
Languages:
Race:
Character Level: 1
Character Class:
Hit Points: /
Armor Class:
Attack Bonus:
Saving Throw:
Experience Points: /
Wounds:
Background:
Languages:
Race:
Character Level: 1
Character Class:
Hit Points: /
Armor Class:
Attack Bonus:
Saving Throw:
Experience Points: /
Wounds:
Ability | Score |
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Intelligence | |
Wisdom | |
Dexterity | |
Constitution | |
Charisma |
Bonuses | Score |
Bonus to Hit | |
Open Doors | |
Damage Bonus | |
Carry Modifier | |
Armor Bonus | |
Bonus to Missiles | |
HP Point Bonus | |
Raise Dead Survival | |
Additional Languages | |
Max Spell Level | |
Max No. of Henchmen |
Equipment
Gold:
Silver:
Copper:
Click the ink bottle above to edit
Separate items on the table go on separate lines, with a | separating the item name, gold value, and weights
Silver:
Copper:
Melee Weapon | Hands | Damage |
| ||
Ranged Weapon | Damage | Rate of Fire | Range |
| |||
Item Name | Gold Value | Weight |
Total Weight |
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Separate items on the table go on separate lines, with a | separating the item name, gold value, and weights
Encumbrance | Base Movement | Combat Speed |
0- | 12 | 40ft |
- | 9 | 30ft |
- | 6 | 20ft |
- | 3 | 10ft |
+ | 0 | 0ft |
Racial Features
[ +- ] Human
Human: Humans are the default race for Swords & Wizardry, and thus they receive no specific bonuses or penalties as do the other races.
[ +- ] Elf
Darkvision: Elves can see in the dark to a range of 60 feet.
Find Secret Doors: Elves have a 1-in-6 chance to notice a secret door automatically and have a 4-in-6 chance to find secret doors when actively searching, unlike the other races, which have only a 2-in-6 chance.
Defenses: Elves cannot be paralyzed by ghouls.
[ +- ] Half-Elf
Darkvision: Half-elves can see in the dark to a range of 60 feet.
Find Secret Doors: Half-elves have a 4-in-6 chance to find secret doors when actively searching.
[ +- ] Dwarf
Defenses: The player-character Dwarf has a +4 on saving throws against any magic.
Stone Sense: Dwarfs easily takes note of certain features of stonework: sloping corridors, moving walls, and traps made of stone – in particular: falling blocks, rigged ceilings, and tiny arrow slits designed to release poison gas or darts. They can also identify whether stonework is recent or not. There is no established die roll or rule for using these abilities; exactly what a Dwarf does or does not perceive is up to the Referee.
Darkvision: Dwarfs can see in the dark to a limit of 60 feet.
[ +- ] Halfling
Defenses: Halflings gain a +4 on saving throws against magic
Attack Bonuses: Halflings have a +1 bonus when using missile weapons.
[ +- ] Gnome
Defenses: Gnomes gain +2 save vs. all magic and a +3 vs. Illusion magic.
Darkvision: Gnomes can see in the dark (darkvision) to a range of 60 feet.
Find Secret Doors: 4-in-6 chance to find secret doors when searching.
In their home surroundings, a Gnome can’t be tracked.
Class Features
[ +- ] Fighter
Multiple Attacks: A Fighter may make one attack per Fighter level he possesses each round against creatures with 1 HD or less.
Parry: Fighters with a Dexterity score of 14 or better can fight on the defensive, parrying enemy blows and dodging attacks.
Penalty to Enemy Attacks:
Strength Bonuses: Unlike most other classes, Fighters with a high Strength score can have bonuses to hit and on damage.
Establish Stronghold (9th): At 9th level, a Fighter may establish a stronghold and attract a body of men-at-arms who will swear their loyalty to the character as their liege Lord (or Lady). Most likely, the castle will attract peasants seeking safe places to establish homes, and the Fighter will become more powerful and influential as the number of such followers increases. The stronghold will likely be a small territory carved from the wilderness, held as a freehold by the self-ennobled character.
[ +- ] Cleric
Spell Casting: Clerics cast "divine" spells from a specific list, with numbers as per Table: Cleric Advancement. Clerics of specific deities might have different lists of available spells, designed by the Referee. Each day, the Cleric selects and prays for a particular set of spells, choosing any spells from the standard list. Once a spell is cast it cannot be cast again until the next day, unless the Cleric has prepared (prayed for) the spell more than once.
Saving Throw Bonuses: Clerics gain a +2 bonus on saving throws against being paralyzed or poisoned.
Establish Religious Stronghold: At 9th level, a Cleric may establish a stronghold and attract a body of men at arms who will swear fealty to the character as loyal (or perhaps even fanatical) soldiers and retainers.
Turn Undead: Clerics have the ability to turn undead, causing them to flee or even outright destroying them. When a turning attempt is made, roll a d20 and consult Table: Turning Undead for the result. If the number rolled is equal to or greater than the number shown on the table, all undead creatures of the targeted type are turned and will flee for 3d6 rounds, or will cower helplessly if they cannot flee. If the table indicates "T", all undead creatures of the targeted type are automatically turned and will flee for 3d6 rounds, or cower helplessly if they cannot flee. For Lawful or Good Clerics, if the table indicates "D", the undead creature is automatically destroyed and will crumble to dust. For Chaotic or Evil Clerics, a result of "D" indicates that the undead are forced into the Cleric’s command for a period of 24 hours.
Turning Undead Table
Challenge Level | Type of Undead | Score |
1 | Skeleton | |
2 | Zombie | |
3 | Ghoul | |
4 | Shadow | |
5 | Wight | |
6 | Wraith | |
7 | Mummy | |
8 | | |
9 | Spectre | |
10 | Vampire* | |
11 | Vampire* | |
12 | | |
13 | Demon |
Turning the Undead: Lawful Clerics have the ability to "turn" the undead, causing the foul creatures to flee or even destroying them outright. When a Lawful Cleric attempts a turning, the player should roll 2d10 and consult the Turning Undead table for the result.
If the number on the dice is equal to or greater than the number shown on the table, 2d6 creatures of the targeted type are turned and will depart, not returning for 3d6 rounds. If the table indicates "T," 2d6 undead creatures of the targeted type are automatically turned and will depart for 3d6 rounds. If the table indicates "D," 2d6 of the undead creatures are automatically destroyed and will crumble to dust.
Flee Before the Power of LAW, Foul Undead Things of Chaos!: Chaotic clerics cannot turn the undead, for turning back the undead is a power of Law. As an optional rule, Chaotic Clerics might have some Chaos-based power corresponding to the Lawful power to turn the undead. Non-player Clerics of Chaos may have whatever additional powers the Referee assigns, of course, without reference to the rules for player characters.
[ +- ] Thief
Backstab: When attacking with surprise, from behind, the Thief gains +4 to hit and inflicts damage.
Saving Throw Bonuses: Thieves gain a +2 bonus on saving throws against devices, including traps, magical wands or staffs, and other magical devices.
Read Normal Languages: Thieves of 3rd level and above can figure out the gist of most written languages, and have an 80% chance to comprehend treasure maps or written documents. This does not mean they can automatically decipher codes or solve riddles, although it would allow them to understand what a riddle says, for example.
Read Magical Writings: At 9th level, a Thief has gained enough knowledge to decipher magical writings (although not the "divine" writings of Clerics), but their understanding is not perfect when the magic is complicated (that is, for spells higher than sixth level). Thieves can cast Magic-User spells from scrolls, but for the high level spells they have a 10% chance to get a dangerously unpredictable result, usually the reverse of the intended effect.
Thieving Skills: Thieves possess a wide range of special skills which make them very useful in dungeons and other areas. Some races are better at some skills.
Thief Skills Table
Skill | Score |
Climb Walls | |
Delicate Tasks | |
Hear Sounds | |
Hide in Shadows | |
Move Silently | |
Open Locks |
Dwarf Thief Skills Table
Skill | Score |
Climb Walls | |
Delicate Tasks | |
Hear Sounds | |
Hide in Shadows | |
Move Silently | |
Open Locks |
Elf Thief Skills Table
Skill | Score |
Climb Walls | |
Delicate Tasks | |
Hear Sounds | |
Hide in Shadows | |
Move Silently | |
Open Locks |
Halfling Thief Skills Table
Skill | Score |
Climb Walls | |
Delicate Tasks | |
Hear Sounds | |
Hide in Shadows | |
Move Silently | |
Open Locks |
[ +- ] Magic-User
Spell Casting: Unlike the Cleric, a Magic-User owns a book of spells, which does not necessarily include all of the spells on the standard lists. Reading from this book, Magic-Users force selected spell formulae into their minds, "preparing" as many spells as the Magic-User can mentally sustain. (It is possible to prepare a spell multiple times using the available "slots" in the Magic-User’s memory and mental capability.) Once a prepared spell is cast, it disappears from the Magic-User’s ability to cast, until it is prepared again. If a Magic-User finds scrolls of spells while adventuring, these spells can be added to the Magic-User’s spellbook.
Spells Known: A beginning Magic-User’s spellbook contains as many of the eight basic first level spells as the neophyte character can know. Check each spell to see if the Magic-User can learn and know it, using the "Learn Spells" column on the table in the description of the Intelligence attribute. Each time the magician gains a level (if the Referee permits) he or she may re-check the spells not understood before, to see if increased experience has granted new understanding – although the Maximum Number of Basic Spells Understandable (from the Intelligence Table) is still the upper limit. A Magic-User would also still need to find and copy these new spells into his or her spellbook. The same procedure applies to each higher spell level; a wizard must find the higher-level spells in dungeons or musty libraries and copy them into a spellbook, or trade copies with other Magic-Users. New and unusual spells outside the basic lists are not part of the "maximum number" of knowable spells, although they still require a roll to see if a Magic-User can understand one. (Such spells are rare and seldom traded.) New spells that a wizard researches and creates personally are also not subject to the maximum allowable number of regular spells.
Saving Throw Bonuses: Magic-Users gain a bonus of +2 on all saving throw rolls against spells, including spells from magic wands and staffs.
Establish Wizard’s Tower: At 11th level, a Magic-User gains the title of "wizard," and can build a stronghold to contain the necessary libraries and laboratories of a high level mage. Such a powerful sorcerer will attract a mixed bag of mercenaries, strange servants (some with odd abilities and deformities), and perhaps even a few monsters. This colorful crew will swear fealty and serve the wizard with considerable (but not unlimited) loyalty. In general, such a freehold will encompass a small territory around the tower as well – whatever quantity of wilderness the Magic-User chooses to tame and protect
[ +- ] Assassin
Disguise Self: Assassins can disguise themselves with great skill, allowing them to blend into other groups without causing suspicion. A person of average intelligence and wisdom (both scores averaging about 10) has only a 5% chance to see through such a disguise, unless it involves considerable fakery such as posing as a member of the opposite sex. In these cases the base chance to detect the disguise is 10%. These chances will be modified by the Referee to take the observer’s intelligence into account. As a rough guideline, if the observer had the brutish intelligence of an orc or a particularly foolish human, the chance to detect the disguise might drop by 1% or 2%. If the observer were a captain of guards, a Cleric, a Magic-User, or were otherwise of greater than average mental capacity, the chance to detect such a disguise would increase by 1% to 3%. The Assassin’s disguise is more than just a matter of costume; it encompasses mimicry of speech and behavior as well. However, if the character is impersonating a specific individual, the disguise can only make the Assassin look vaguely similar – anyone at all familiar with the original would spot the imposture immediately. Disguises are more about blending in, mimicking a different social class, and – especially – not being recognized afterwards.
Can Use Thief Magic Items: Assassins can use any magic items usable by Thieves, plus any magic weapons, armor (leather only), and shields.
Poison Use: Assassins are able to use poison on their weapons without the risk of making basic errors. Fighters who coat their swords with poison might – just might – make the mistake of absentmindedly rubbing their eyes before remembering to wash the deadly toxin from their hands; Assassins are trained not to fall prey to such basic errors when using poison. Assassins are not, however, trained at concocting poisons; most guilds employ an alchemist for such purposes.
Thieving Skills: Assassins have skills similar to those of Thieves, but comparable to a Thief two levels lower than the Assassin character.
Thief Skills Table
Skill | Score |
Climb Walls | |
Delicate Tasks | |
Hear Sounds | |
Hide in Shadows | |
Move Silently | |
Open Locks |
Backstab: Assassins may attack from behind with a to-hit bonus of +4, and inflicts damage.
Establish Assassins Guild (14th): At 14th level, the Assassin may establish (or take over) a guild of Assassins. The guild need not be located in a large city, and can even be established as a barony in the wilderness. However, if the new guild is within the territory of an existing guild, there will unquestionably be a battle to the death between them. Assassins’ Guilds do not – ever – share their territory. An existing guild of Assassins will generally not accept the leadership of a new Guildmaster who does not claim that rank by killing the former Guildmaster.
[ +- ] Barbarian
Prime Attribute: Strength, Dexterity and Constitution all at 13+ (+5% experience bonus).
Hit Dice: d10
Armor/Shield Permitted: No armor, shield allowed.
Weapons Permitted: All.
Race: Only humans may be Barbarians.
Saving Throw Penalty: Barbarians fear magic and sorcerous dealings for good reasons. They receive a penalty of -4 on all saving throw rolls against spells, including spells from magic wands and staffs.
Strength Bonus: Barbarians have access to the higher strength bonuses like Fighters do.
Magic Items: The only magic items they can use are weapons and shields, not even potions as they refuse to ingest the thing.
Followers: Barbarians may not hire or accept followers of any kind, not even lantern-bearers or servants.
Follow Through: When a Barbarian kills an enemy in melee combat, he can make another attack at another enemy in melee range. If that enemy dies, the pattern continues.
Alertness: A Barbarian is unlikely to be surprised, with only a 1 in 6 chance.
Outdoor Tracking: Barbarians are good at tracking their preys or foes deep in the wilderness. The details of how the ability works are left to the Referee.
Healing: On any day, a Barbarian regain 1 hit point whether or not he took a day of rest. Note that the Barbarian still needs to sleep.
Improving Armor Class: Due to his speed, agility and survival instincts, a Barbarian's armor class improves by one when he reaches a new level, and equals
Travel Speed: A Barbarian's Movement Rate improves by one when he reaches a new level. Also outdoor, a Barbarian can endure a forced march rhythm without the need for a forced march check.
[ +- ] Bard
Weapon/Armor Restrictions: Bards may use any one-handed weapon, any ranged weapon, and the staff. They may wear leather and chainmail and use a shield.
Lore : Whenever a bard encounters a magical item, he may examine it in order to discern its history. The referee rolls 1d6 and if the roll is equal to or below the bard's rating in their Lore ability, the bard can recall some information regarding the item's history or use. This may or may not reveal specific magical properties of that item, at the referee's discretion.
Spell Casting: Beginning at second level a Bard may cast spells exactly like a magic user does.
Charmer: Anytime a bard cases a charm spell the target suffers a -2 to it's savings throw.
Inspiring Performer: The bard may attempt to inspire his allies in battle instead of casting a spell or attacking. The bard must be able to speak, and in most cases makes use of a musical instrument to use this ability. While using this ability, all of the bard's allies within thirty feet of the bard receive a +1 bonus to their Base Hit Bonus and any saving throws they attempt. This bonus remains in effect for as long as the bard is performing.
Bardic Thievery: Bards have skills similar to those of Thieves, but comparable to a Thief three levels lower than the Bard character.
Thief Skills Table
Skill | Score |
Climb Walls | |
Delicate Tasks | |
Hear Sounds | |
Hide in Shadows | |
Move Silently | |
Open Locks |
[ +- ] Druid
Spell Casting: Druids cast spells from a specific list, with numbers as per Table: Druid Advancement. Each day, the Druid selects and prays for a particular set of spells, choosing any spells from the standard Druid spell list. Once a spell is cast, it cannot be cast again until the next day, unless the Druid has prepared (prayed for) the spell more than once.
Saving Throw Bonus vs. Fire: Druids gain a +2 bonus on saving throws against fire.
Mysteries: At 2nd level a Druid learns the "First Mysteries." These grant a variety of abilities to the character. The second level Druid can determine whether water is pure; identify any type of normal plant by sight, smell, or taste; and move easily through non-magical undergrowth, including thorns or heavy vines.
Shape Change (5th): At fifth level, a Druid can change shape into the form of an animal. The animal’s size can range from that of a crow to that of a black bear (but not a huge bear such as a grizzly or polar bear). The druid can change into as many as three different animal forms per day – one from each category of reptile, mammal, and bird – but only once for each form within a single day. When the Druid shapeshifts, 1d6 x10% of any lost hit points are cured in the transformation.
Immune to Fey Charms (5th): At 5th level, a Druid becomes completely immune to the charms of dryads, naiads, satyrs, and other such fey creatures of the wild woods and rivers.
May Use Cleric Magic Items: Druids are able to use any magical item Clerics can, with the exception of Clerical-spell scrolls.
Secret Language: The druidic hierarchy speaks a secret language known to all true (neutral) Druids.
Establish Druidic Stronghold (11th): Upon reaching 11th level, a Druid may build a stronghold in the wilderness, usually comprised of a stone circle and/or other megaliths, one or more groves, and a fortress redoubt of some kind to protect the area. Such isolated strongholds often serve as informal academies for aspirant Druids in training, or as fortresses sited to defend wilderness areas threatened by Law or Chaos. A Druid who establishes such a stronghold will gather supporters and followers, although many of these will not be human.
[ +- ] Illusionist
Persistent Illusion: At 1st level any illusion the illusionist casts with a duration of "concentration" persists for a number of rounds equal to her level after she stops concentrating.
Pierce the Veil: At 1st level illusionists gain a bonus of +2 on all saving throw rolls against illusions.
Skills: Illusionists are very knowledgeable regarding magical lore, legerdemain, lying, smooth-talking, tale-telling, and yarn-spinning. When faced with such tasks they may attempt roll a d20. If the result of the roll is equal to or greater than the character's saving throw number the check succeeds.
Spell Casting: Illusionists are practitioners of arcane magic, which means they learn their spells and magical abilities through long hours of study and research. They keep spellbooks and prepare spells just as magic-users do.
Spells Known: Beginning illusionists know 1d4 + the Minimum Number of Basic Spells Understandable Per Level given under Intelligence in the Swords & Wizardry rules, to a maximum of eight spells. The player and Referee can determine which spells might possibly be known and available; the number of spells given here is far greater than would be available to any beginning spellcaster, and many arch-illusionists. No spell is guaranteed or absolutely necessary; an illusionist can always read their own spellbook without aid; the read magic spell allows them to read scrolls or other spellbooks.
Face in the Crowd: At 3rd level the illusionist can cause herself to appear so normal, mundane, and unexceptional that she blends into her surroundings. All creatures in the area treat her as if she belonged there, effectively ignoring her. Creatures that directly interact with the illusionist make a save to disbelieve the illusion, and mindless creatures are not affected by it. The illusionist can do this for one round per level per day, in increments of one round. The illusion does not turn her invisible or allow her to disguise herself as a specific individual or type of person. She retains her general shape and appearance. At 7th level the illusionist can extend this ability to include any companions within 30’ of her.
Sense Deception: By 5th level, an illusionist has developed a keen sense of what is real and true, and what is not. She gains a knack for sensing illusions, lies, and trickery. This knack does not necessarily indicate what is an illusion or what is a lie, merely the presence of one. It does not replace a saving throw.
Mirror: At 9th level, the illusionist can appear exactly as another individual of roughly the same body type, and no more than twice as tall or half as high. The illusionist looks, feels, smells, and sounds just like the target creature. The effect requires the illusionist to have a portion of the target creature (a hair, drop of blood, a tooth) or significant item ( a scepter or crown, an amulet, a personal weapon). This item is incorporated into the illusion in its true form, and the effect ends if it is separated from the illusionist. This effect does not confer any special knowledge or abilities on the illusionist, but the duplication is otherwise seamless. Creatures that interact with the illusionist do not gain a save to disbelieve. The illusionist’s actions, or lack of specific knowledge, can cast doubt on her identity, but her true identity cannot be discerned without magical aid. Mirror lasts for one hour. The illusionist can extend the duration beyond an hour by making a saving throw, with success indicating the effect lasts for another hour, and failure ending the effect.
Permanent Illusion: At 11th level the illusionist can cause one illusion to become permanent. The caster can attempt to make as many permanent illusions as she wants, but doing so requires a saving throw for each additional permanent illusion. A failed save means all the illusions end.
[ +- ] Monk
Thieving Skills: Monks are proficient in some skills similar to a thief.
Thief Skills Table
Skill | Score |
Climb Walls | |
Delicate Tasks | |
Hear Sounds | |
Hide in Shadows | |
Move Silently | |
Open Locks |
Weapon Damage Bonus: Monks inflict an additional points of damage when using weapons.
Deadly Strike: When the Monk’s attack roll is 5 higher than the required to hit number, the target has a 75% chance to be stunned by the blow for 2d6 rounds. Moreover, the mystic perfection of the blow also has a 25% chance to kill the opponent, provided the opponent’s hit dice are no more than 1 higher than the Monk’s.
Multiple Attacks: When fighting without weapons, the Monk gains additional attacks during a single melee round. At , a monk may make up to weaponless attacks each round.
Alertness: Monks are not easily attacked by surprise. A party containing a Monk is unlikely to be surprised, with only a 1 in 6 chance.
Deflect Missiles: The Monk can deflect arrows and magic missile spells with a successful saving throw.
Slow Falling: Starting at fifth level, Monks can fall up to with no damage if they can touch a wall. This distance increases to 40 feet at eighth level and any distance at eleventh level.
Saving Throw Bonus vs. Paralysis and Poison: Monks gain a +2 bonus against paralysis and poisons.
Speak with Animals: At 4th level a Monk can speak with normal animals, in a manner similar to the spell of the same name.
Mastery of Silence: At 5th level a Monk can enter a state of perfect catatonia, stopping his or her own heart to simulate death. The character can maintain this state for 1d6 x minutes.
Mastery of Mind: At 6th level a Monk's thoughts become so serene and placid that any attempt at mind reading has a 90% chance of failure. The failure chance increases by 1% per monk’s level above sixth, rising to 100% at level 16, when the Monk’s mind is completely at one with the surrounding environment.
Mastery of Body: At 7th level a Monk can heal himself by 1d6+ hit points once per day.
Mastery of Self: At 8th level a Monk is not subject to mental control of any kind, including charm spells and hypnosis. The only exceptions are the geas and quest spells.
Oneness with Self: At 10th level a Monk is not subject to geas or quest spells.
Establish Monastery: At 11th level, a Monk may establish an isolated monastery for the purposes of peaceful contemplation, and for teaching disciples and students.
Harmonic Touch: At 13th level a Monk can touch any creature of equal or lesser hit dice, and create an attunement by which the creature will die instantly when the Monk gives a mental command for its heart to stop. (The creature must have a heart or other organ that can be stopped.) The creature’s bodily vibrations remain attuned to the Monk for a period of one day per level of the Monk, and if the Monk does not mentally command the creature to die within this period of time, the death will not occur.
[ +- ] Paladin
Divine Favor: Although Paladins do not receive a class-based saving throw bonus, they have better saving throw chances than any other character class due to the divine influence of Law. If the Referee is using an alternate saving throw system, it is important to take this into account: Paladins should generally have base saving throw "target numbers" 2 points better than those of a regular Fighter.
Lay on Hands: A Paladin can "lay on hands" once per day to cure others of 2 hit points of damage per level of the Paladin, or to cure disease. If the other person is afflicted by more than one disease, only one of these will be affected per five levels the Paladin has attained.
Immune to Disease: Paladins are immune to all diseases.
Warhorse: At any level, the character may summon a warhorse that will arrive from the wilderness to serve as the Paladin’s steed. This warhorse will be unusually intelligent and extremely strong (5 HD). However, if the horse is killed, the Paladin may not summon another within a period of ten game-years.
Dispel Evil: Starting at 8th level, the Paladin can dispel evil, as per the Clerical spell.
Detect Evil: Starting at 8th level, the Paladin can detect evil as per the Clerical spell, at a range of 60 feet.
Establish Stronghold: At 9th level, the Paladin may build a stronghold, a small castle from which to attack the forces of Chaos and support the often-embattled defenders of Law. A Paladin’s castle may not be built as a sprawling fortress; it must be no greater than is necessary to house the paladin’s retainers and one or two hundred soldiers at the maximum,
[ +- ] Ranger
Track: Rangers are able to track down other creatures in the wild, in cities, and even through underground passages.
Outdoor Tracking
Outdoors, the basic chance for successful tracking (on a day-to-day basis) is 90%, modified by a –10% for each day old the tracks are, and modified by –10% (for the entire effort thereafter) for each day of rain (or snow) that has fallen on the trail.
Underground and City Tracking
Tracking in the city (any urban or populated area) or underground ,makes it considerably harder to find and follow a trail. First, the beginning of the trail must be no more than an hour old. The base chance to track is still 90%, but each time the trail changes (as described below), there is a chance for the Ranger to lose the trail and be unable to track it further; that is, the Ranger cannot pick up the trail even by circling the area where the trail was lost.
The circumstances under which the prey can "lose" the Ranger are as follows:
Turns down a side passage: 25% chance to lose trail.
Goes through a door: 35% chance to lose trail.
Goes up or down through a trap door or ladder: 40% chance to lose trail.
Climbs a wall up or down (including pits and shafts): 50% chance to lose trail.
Alertness: A party containing a Ranger is unlikely to be surprised, with only a 1 in 6 chance.
May Use Fighter Magic Items: Rangers can use any magic items that can normally be used by Fighters.
Bonus Damage vs. Giants and Goblin-Types: Rangers are well trained to deal with giants, trolls, ogres, orcs, goblins, and kobolds. Against any of these sorts of monsters, Rangers gain + damage with a successful to-hit roll.
Scholar of Healing Magic: At 8th level, a Ranger’s scholarship allows the character to use certain magic items not normally usable by fighter-types. Rangers of this level can employ Clerical healing scrolls and any other magic items which heal damage or disease. Note that if the item has other abilities in addition to healing, the Ranger cannot employ these other powers unless the item is normally usable by Fighters.
Scholar of Scrying Magic: At 9th level, a Ranger can use any and all magic items, including spells from scrolls, that involve scrying magic. Examples would be the clairvoyance spell, or crystal balls.
Scholar of Travel Magic: Also at 9th level, a Ranger may employ any and all magic items, including spells from scrolls, that use magic involving teleportation, dimensional travel, or passing through objects. Examples would be a passwall or a passplant scroll).
Establish Fortress: At 9th level, the Ranger may build a fortress in the wilderness in order to house the character’s growing number of loyal retainers. When the fortress (which may be small or quite large, depending on the Ranger’s purposes) is completed, the Ranger’s reputation will draw a number of new followers, as well as peasants seeking a safe place to settle. Roll 2d12 to determine the number of followers. Determine the class of each in this order: Half of the total will be Fighters, a quarter of them will be Clerics, one-fifth of them will be Magic-Users, and if there are over 20 followers, one of them will be a Neutral-aligned Thief. The followers will be at least second level; for each there is a 25% chance to add 1d4 to the base second level. Also, for each of these followers, there is a 2% chance that the follower is actually a highly unusual type instead of whatever the dice originally indicated. Roll 1d6 as follows: 1 or 2 - another Ranger (level 1d6+1); 3 or 4 - a lycanthrope (werebear or wereboar); 5 - a mated pair of unicorns; 6 - a pegasus.
You will generate a set of six ability scores using 3d6 six times. The easiest way to do so is to use "3d6,3d6,3d6,3d6,3d6,3d6" in the roll prompt. You will use a wheel to determine where these stats belong by choosing the starting position and direction; the numbers will remain in order otherwise. See below for a visual. These should be input into your character sheet. I may offer a reroll if I find your stats altogether too low. Do not ask for this.
[ +- ] Stat Wheel
Step 2: Choose a Character Race
At this point, you should have an idea of what type of character you would like to play. With the four allowed classes, please note that playing a demihuman means your selection is limited.
[ +- ] Human
Humans may be any class, and have the option to dual-class from Fighter, Thief, Cleric, or Magic-User later in their careers.
[ +- ] Dwarf
Dwarves may be Fighters, Fighter/Clerics, or Fighter/Thieves.
[ +- ] Elf
Elves may be Fighter/Magic-Users, Thieves, or Fighter/Magic-User/Thieves.
[ +- ] Half-Elf
Half-Elves may be Thieves, Fighter/Magic-Users, or Fighter/Magic-User/Clerics.
[ +- ] Halfling
Halflings may be Fighters, or Thieves.
[ +- ] Gnome
Gnomes may be Thieves, Cleric/Thieves, Magic-User/Thieves.
Step 3: Choose a Character Class
In the beginning of this module, you will only be able to select from the four basic classes. Once you have selected a character class, click the pen icon in the character sheet and delete the other entries, and then remove the spoiler tags. For Thieves, also delete the Thieving Abilities that do not belong to your character race. Your character class will also determine your hit die, which you will roll for hit points.
Your class also determines your attack bonus (note, everyone starts with +0) and your Saving Throw. Record these.
Step 4: Choose an Alignment
At this point, your character should be coming along quite nicely. Please select an alignment from Lawful, Neutral, or Chaotic. Please note that you are not choosing from the Good or Evil axis, only Lawful to Chaotic. It is recommended you select either Lawful or Neutral, as Chaotic characters will likely butt heads with Lawful and Neutral characters, and can create a less fun gaming experience.
Step 5: Choose an Background
For flavor purposes we will be selecting (either randomly of specifically) backgrounds from a list below. These will not have numerical or statistical bonuses or penalties, but will help determine what your character may know or be able to accomplish outside of what your class describes. If you have a 15 in your classes primary attribute, then you can start with two backgrounds- this is to reflect that it was easier for you to learn the skills and take up more careers. This is also not an exhaustive list, but pulled from OSE. If you think another background would be appropriate, let me know!
[ +- ] Background Table
Roll | Background |
01–03 | Animal trainer |
04–05 | Armourer |
06–09 | Baker |
10–12 | Blacksmith |
13 | Bookbinder |
14–16 | Bowyer / fletcher |
17–20 | Brewer |
21–23 | Butcher |
24–26 | Carpenter |
27–28 | Chandler |
29–33 | Cooper |
34–35 | Coppersmith |
36–46 | Farmer |
47–50 | Fisher |
51–54 | Furrier |
55 | Glassblower |
56–59 | Huntsman |
60–62 | Lapidary / jeweller |
63–66 | Lorimer |
67 | Mapmaker |
68–69 | Mason |
70–73 | Miner |
74–76 | Potter |
77–78 | Roper |
79–81 | Seafarer |
82–84 | Shipwright |
85–87 | Tailor |
88–90 | Tanner |
91–93 | Thatcher / roofer |
94–96 | Woodcutter |
97–98 | Vintner |
99–00 | Roll for two skills |
Step 6: Purchase Equipment
Each character starts with 3d6x10 gold pieces (gp), which can be used to purchase equipment. When purchasing weapons or armor, don't forget to consult the character class to see if there are any restrictions. If you are playing a Human or a Halfling, you will want some form of light. And all characters will want food to eat while deep in the dungeons. I am also electing to use an optional rule that allows spears and polearms to be used from the second row in combat.
Step 7: Calculate Armor Class
Because the game gives me the option, we will be using ascending armor class. That means your character starts at AC 10 while standing cold and naked, and it only improves when you don armor.
Step 8: Calculate Weight and Movement
Unlike other OSR games, S&W has done away with various walking speeds for characters. Instead, all characters begin with a base speed of 12 which decreases based on the amount of weight your character is bearing. Your strength will modify your carrying capacity. Your combat speed is your current speed based on weight - divide by 3 - multiply by 10. So an encumbered speed of 9 is divided by 3 into 3, multiplied by 10 gives you 30ft.
Step 9: Determine Starting Spells
Magic-Users, I'm singling you out here! You will roll your chance to learn spells (from your Int) down the list to see which spell you start with. Your character will have a minimum and maximum number of spells per spell tier (I loathe saying Spell Level) based on your Int. If you don't succeed on enough spells to meet your minimum, start back at the top and roll for those you failed at until you make your minimum!
Step 10: You died, so do it again!
Once your character has died and your party decided to return to town, you can create a new character using the same rules! However, depending on where you are, there may be new races or classes available. Do not count on this, but let me know if you have a concept to explore.