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Tuesday, 10 January 2017

Barbarian (PC Class) Level 1-8

LEVEL 1

ST 16 DE 15 CO 14 IN 13 WI 9 CH 10
PB +2
AC 16 (+2 DEX +2 CON +2 shield) HP 14
Battleaxe ATT +5 dam d8+5 rage
4 javelins ATT +5 dam d6+3
2 hand axes ATT +5 dam d6+5 rage (d6+2 off-hand raging)
SA: Rage 2/day, 1/2 dmg and do +2 melee dmg. Unarmoured Defence +2 AC

LEVEL 2

ST 16 DE 15 CO 14 IN 13 WI 9 CH 10
PB +2
AC 16 (+2 DEX +2 CON +2 shield) HP 23
Battleaxe ATT +5 dam d8+5 rage
4 javelins ATT +5 dam d6+3
2 hand axes ATT +5 dam d6+5 rage (d6+2 off-hand raging)
SA: Rage 2/day, 1/2 dmg and do +2 melee dmg.
Reckless Attack, Danger Sense advtg on DEX saves vs visible

LEVEL 3

ST 16 DE 15 CO 14 IN 13 WI 9 CH 10
PB +2
AC 16 (+2 DEX +2 CON +2 shield) HP 32
Battleaxe ATT +5 dam d8+5 rage
4 javelins ATT +5 dam d6+3
2 hand axes ATT +5 dam d6+5 rage (d6+2 off-hand raging)
SA: Rage 3/day, 1/2 dmg and do +2 melee dmg.
Reckless Attack, Danger Sense advtg on DEX saves vs visible
Bear Totem -raging half all dmg but psychic


LEVEL 4

ST 18 DE 15 CO 14 IN 13 WI 9 CH 10
PB +2
AC 16 (+2 DEX +2 CON +2 shield) HP 41
Battleaxe ATT +6 dam d8+6 rage
4 javelins ATT +6 dam d6+4
2 hand axes ATT +6 dam d6+6 rage (d6+2 off-hand raging)
SA: Rage 3/day, 1/2 dmg and do +2 melee dmg.
Reckless Attack, Danger Sense advtg on DEX saves vs visible
Bear Totem -raging half all dmg but psychic


LEVEL 5

ST 18 DE 15 CO 14 IN 13 WI 9 CH 10
PB +3
AC 16 (+2 DEX +2 CON +2 shield) HP 50
2 attacks per attack action
Battleaxe ATT +7 dam d8+6 rage
4 javelins ATT +7 dam d6+4
2 hand axes ATT +7 dam d6+6 rage (d6+2 off-hand raging)
SA: Rage 3/day, 1/2 dmg and do +2 melee dmg.
Reckless Attack, Danger Sense advtg on DEX saves vs visible
Bear Totem -raging half all dmg but psychic
Fast movement 40'


LEVEL 6

ST 18 DE 15 CO 14 IN 13 WI 9 CH 10
PB +3
AC 16 (+2 DEX +2 CON +2 shield) HP 59
2 attacks per attack action
Battleaxe ATT +7 dam d8+6 rage
4 javelins ATT +7 dam d6+4
2 hand axes ATT +7 dam d6+6 rage (d6+2 off-hand raging)
SA: Rage 4/day, 1/2 dmg and do +2 melee dmg.
Reckless Attack, Danger Sense advtg on DEX saves vs visible
Bear Totem -raging half all dmg but psychic
Fast movement 40'
Bear totem - x2 carrying, advtg on STR checks to push/pull/lift/break objects


LEVEL 7

ST 18 DE 15 CO 14 IN 13 WI 9 CH 10
PB +3
AC 16 (+2 DEX +2 CON +2 shield) HP 68
2 attacks per attack action
Battleaxe ATT +7 dam d8+6 rage
4 javelins ATT +7 dam d6+4
2 hand axes ATT +7 dam d6+6 rage (d6+2 off-hand raging)
SA: Rage 4/day, 1/2 dmg and do +2 melee dmg.
Reckless Attack, Danger Sense advtg on DEX saves vs visible
Bear Totem -raging half all dmg but psychic
Fast movement 40'
Bear totem - x2 carrying, advtg on STR checks to push/pull/lift/break objects
Advtg on Init checks, can act when surprised if rage

LEVEL 8

ST 20 DE 15 CO 14 IN 13 WI 9 CH 10
PB +3
AC 16 (+2 DEX +2 CON +2 shield) HP 77
2 attacks per attack action
Battleaxe ATT +8 dam d8+7 rage
4 javelins ATT +8 dam d6+5
2 hand axes ATT +8 dam d6+7 rage (d6+2 off-hand raging)
SA: Rage 4/day, 1/2 dmg and do +2 melee dmg.
Reckless Attack, Danger Sense advtg on DEX saves vs visible
Bear Totem -raging half all dmg but psychic
Fast movement 40'
Bear totem - x2 carrying, advtg on STR checks to push/pull/lift/break objects
Advtg on Init checks, can act when surprised if rage




Female Champion Fighter (PC Class) stats Level 1-8

FIGHTER (CHAMPION)
Human Female

LEVEL 1

ST 13 DE 16 CO 14 IN 10 WI 9 CH 15
PB +2
AC 17 (+2 chain bikini +3 DEX +2 shield) HP 12
Silver Rapier ATT +5 dam d8+5 (Duelist)
Shortbow ATT +5 dam d6+3
Dagger ATT +5 dam d4+5 melee, d4+3 thrown
SA: Second Wind, recover d10+1 hp 1/short rest.

LEVEL 2

ST 13 DE 16 CO 14 IN 10 WI 9 CH 15
PB +2
AC 17 (+2 chain bikini +3 DEX +2 shield) HP 20
Silver Rapier ATT +5 dam d8+5 (Duelist)
Shortbow ATT +5 dam d6+3
Dagger ATT +5 dam d4+5 melee, d4+3 thrown
SA: Second Wind, recover d10+2 hp 1/short rest.
Action Surge, extra action 1/short rest


LEVEL 3

ST 13 DE 16 CO 14 IN 10 WI 9 CH 15
PB +2
AC 17 (+2 chain bikini +3 DEX +2 shield) HP 28
Silver Rapier ATT +5 dam d8+5 (Duelist)
Shortbow ATT +5 dam d6+3
Dagger ATT +5 dam d4+5 melee, d4+3 thrown
SA: Second Wind, recover d10+3 hp 1/short rest.
Action Surge, extra action 1/short rest
Champion - critical hit on 19-20

LEVEL 4

ST 13 DE 18 CO 14 IN 10 WI 9 CH 15
PB +2
AC 18 (+2 chain bikini +4 DEX +2 shield) HP 36
Silver Rapier ATT +6 dam d8+6 (Duelist)
Shortbow ATT +6 dam d6+4
Dagger ATT +6 dam d4+6 melee, d4+4 thrown
SA: Second Wind, recover d10+4 hp 1/short rest.
Action Surge, extra action 1/short rest
Champion - critical hit on 19-20

LEVEL 5

ST 13 DE 18 CO 14 IN 10 WI 9 CH 15
PB +3
AC 18 (+2 chain bikini +4 DEX +2 shield) HP 44
2 attacks per attack action
Silver Rapier ATT +7 dam d8+6 (Duelist)
Shortbow ATT +7 dam d6+4
Dagger ATT +7 dam d4+6 melee, d4+4 thrown
SA: Second Wind, recover d10+5 hp 1/short rest.
Action Surge, extra action 1/short rest
Champion - critical hit on 19-20

LEVEL 6

ST 13 DE 20 CO 14 IN 10 WI 9 CH 15
PB +3
AC 19 (+2 chain bikini +5 DEX +2 shield) HP 52
2 attacks per attack action
Silver Rapier ATT +8 dam d8+7 (Duelist)
Shortbow ATT +8 dam d6+5
Dagger ATT +8 dam d4+5 melee, d4+5 thrown
SA: Second Wind, recover d10+6 hp 1/short rest.
Action Surge, extra action 1/short rest
Champion - critical hit on 19-20

LEVEL 7

ST 13 DE 20 CO 14 IN 10 WI 9 CH 15
Init +6
PB +3
AC 19 (+2 chain bikini +5 DEX +2 shield) HP 60
2 attacks per attack action
Silver Rapier ATT +8 dam d8+7 (Duelist)
Shortbow ATT +8 dam d6+5
Dagger ATT +8 dam d4+5 melee, d4+5 thrown
SA: Second Wind, recover d10+7 hp 1/short rest.
Action Surge, extra action 1/short rest
Champion - critical hit on 19-20
Athlete: +1 to all STR DEX & CON checks (inc Init), jump +1'

LEVEL 8

ST 13 DE 20 CO 16 IN 10 WI 9 CH 15
Init +6
PB +3
AC 19 (+2 chain bikini +5 DEX +2 shield) HP 76
2 attacks per attack action
Silver Rapier ATT +8 dam d8+7 (Duelist)
Shortbow ATT +8 dam d6+5
Dagger ATT +8 dam d4+5 melee, d4+5 thrown
SA: Second Wind, recover d10+7 hp 1/short rest.
Action Surge, extra action 1/short rest
Champion - critical hit on 19-20
Athlete: +1 to all STR DEX & CON checks (inc Init), jump +1'

Saturday, 7 January 2017

Mass Battle Rules - Adapted from 'Dragon Pass' board game

Each Unit of 100 warriors has a Combat Rating (CR) and Move (MV). Move is calculated in 15 mile hexes per week, 8 mile hexes per 3 days, or 24 mile hexes per 10 days.
Units combine to form a Battlegroup. Maximum force ratio for determining attacks is 8:1 (8 attacking units per 1 defender).  In larger battles 3 Battlegroups can fight on Centre, Left Flank, and Right Flank, with additional forces held in Reserve Battlegroups.

Add up CRs in Battlegroup then roll d6 to determine enemy casualties as a ratio of attacking CR:

d6 Result
1:   1/6
2:   1/4
3:   1/3
4:   1/2
5:   3/4
6:   1/1

Casualties (lowest CRs first, select randomly amongst equal CRs) are removed (routed) - defeated units normally reform at base at half CR strength (rounding down) at least 1 week later. 2 defeated units can reform into 1 full unit. If all enemies in a Battlegroup are routed, the attacker Battlegroup may advance into their position to engage reserve battlegroups, excess damage is then immediately applied to any reserve units.

Each side must choose a Tactical Stance:
Attack - no benefit from terrain modifiers. Attacks first (or simultaneous if the other side also Attacks).
Defend - benefits from terrain defensive modifiers. Attacks last (or no battle if other side also Defends), doubling the CR of surviving units for the purpose of determining enemy losses.

Unit Stats
Peasant Levy Infantry CR 2 MV 3
Regular Infantry CR 3 MV 3
Heavy Foot CR 4 MV 3
Elite Pike Infantry CR 5 MV 3
Hobilars CR 2 MV 5
Light Cavalry CR 3 MV 5
Heavy Cavalry CR 4 MV 5
Knightly Cavalry CR 5 MV 5

Barbarian Altanis Unit Stats
Altanian Horde: CR 4 MV 4
Nerath or Ghinoran Foot Infantry Company: CR 3  MV 3
Nerath Cavalry Company: CR 3 MV 5
Nerath Veteran Cavalry Company CR 5 MV 5
Ghinoran Veteran Phalanx CR 5 MV 3
Nerath Orc Auxiliary: CR 4 MV 3

Karameikos Unit Stats
Order of the Griffon Heavy Infantry CR 4 MV 3
Ducal Guard CR 5 MV 3
Elvenguard CR 7 MV 5
Black Eagle Guard CR 6 MV 5
Traldar Light Infantry CR 3 MV 4
Alphatian Navy Skyship CR 10 (immune to ground troops & level 1-4 spells) MV 40 (no terrain modifiers)
Heldannic Warbird CR 5 (immune to ground troops) MV 40 (no terrain modifiers)

Monster Unit Stats
Goblin Wolfriders CR 4 MV 5
Goblin Infantry CR 2 MV 3
Orc Infantry CR 3 MV 3
Hobgoblin Infantry CR 4 MV 3
Dwarf Infantry CR 4 MV 3
Gnolls CR 5 MV 3
Bugbears CR 6 MV 4
Ogres CR 7 MV 4
Trolls CR 9 MV 4, CR x 1.5 (14) for taking casualties
Hill Giants CR 10 MV 4
Stone Giants CR 12 MV 5
Frost Giants CR 13 MV 5
Fire Giants CR 14 MV 5

Combat Example: An army of 600 Altanian Horde CR 4x6=24 attacks an Army of 300 Nerath Infantry plus 100 Nerath Veteran Cavalry, CR 3x3=9 + 5 = 14, on open ground. The Nerath commander opts to Defend. The Altanian commander rolls first d6 and gets a 5: 3/4 of 24 = 18 enemy CR destroyed. The Nerath are overrun and wiped out before they can prepare a defence.

Terrain Modifiers
Open Ground - 1 MV to enter.
Forest/Jungle - 2 MV to enter. Increases CR by 1/2 when selecting casualties.
Marsh/Swanp - 2 MV to enter. Increases CR by 1/2 when selecting casualties.
Hill - 1 MV to enter. Increases CR by 1/2 when selecting casualties.
Hill/Forest - 2 MV to enter. Doubles CR when selecting casualties.
Mountain - 3 MV to enter pass, otherwise impassable. Doubles CR when selecting casualties
River - Costs 1 MV to cross river. Halves CR of unit attacking across river.
Ford - as open ground.

Fortress/Town - 1 MV to enter. Doubles CR when selecting casualties. Fortification. Maximum 10 units may be inside a town. Maximum 3 units may be inside a fortress.
Stockade/Village/Temple - 1 MV to enter. Increases CR by 1/2 when selecting casualties. Fortification. Maximum 3 units may be inside a stockade or village. Maximum 2 units may be inside a temple.
Ridge - 1 MV to cross upslope. Halves CR of units attacking upslope.
Road - costs 0.5 MV to move along road.
Track - costs 1 MV to move along track. For each 2 hexes (30 miles) travelled along track the next hex can be entered at no cost.

Hero Modifier: A unit accompanied by a Hero (5e level 11-16, Classic Level 15-25) gains +1 to CR. A unit accompanied by a Legendary Hero (5e level 17-20, Classic Level 26-36) gains +2 to CR. One Hero or Legendary Hero may accompany & give bonus to any one unit. Thieves/Rogues do not count as Heroes for this purpose (but may be used for spying, assassination etc).

Hero Parties: Up to 10 Heroes may form an independent unit. Calculate CR as follows, rounding all fractions down.
Per Lesser Hero (5e level 5-10, Classic Level 7-14): 0.25
Per Hero: +0.5 CR
Per Legendary Hero: +1 CR

Hero Party Example: A party of 4 Legendary Heroes (1x4=4) and 6 Heroes (0.5x6=3) has a total CR of 7, making it stronger than 200 regular infantry (CR 6) or 100 veteran cavalry (CR 5).

Hero Survival
Heroes in a defeated unit roll d6 to see if they survive. Otherwise they are killed/captured.
Lesser Hero: Roll 4+ accompanying Unit, 5+ in Hero Party
Hero: Roll 3+ accompanying Unit, 4+ in Hero Party
Legendary Hero: Roll 2+ accompanying Unit, 3+ in Hero Party
PC Heroes who fail their Survival role are either captured or left for dead on the battlefield, normally with a permanent injury or other loss (exception - certain undead enemies will always kill Heroes).

Dragons as Heroes (Classic Rules)
HD 1-7: Lesser Hero
HD 8-14: Hero
HD 15+: Legendary Hero

Dragons as Heroes (5e Rules)
Young: Lesser Hero
Adult: Hero
Ancient: Legendary Hero

Dragons double their CR for attack purposes only. Eg a Legendary Hero Dragon accompanying a unit gives +4 CR to a unit attack, or adds +2 CR to a Hero Party's attack.

Friday, 6 January 2017

Angelica of Soderfjord (RIP M9 1025 AC), widow of Jarl Sunne Thorsson, 5e 14th level caster


The Jarl-Regent Angelica, the Enchantress of Soderfjord (Mystara)
Armor Class 16 (13 without mage armor) (10/13, +2 DEX +1 ring of protection)
Hit Points 69 (14d8+14)
Proficiency +4
Speed 30 ft.
STR 8 (−1) DEX 14 (+2) CON 12 (+1) INT 16 (+3) WIS 9 (-1) CHA 20 (+5)
Saving Throws Wisdom +3 (4) Charisma +9 (10), +1 to all with ring
Skills Arcana +10 (Expertise), Persuasion +13 (Expertise), Perception +3.
Senses passive Perception 13
Challenge 9

Spellcasting. She is a 14th level spellcaster, spellcasting ability is Charisma (spell save DC 17, +9 to hit with spell attacks).

Cantrips (4): friends, light, mage hand, mending

Spells
She knows the following spells:
1st level (4 slots): Icy Hands (as Burning Hands but cold), Detect Magic, Mage Armor, Magic Missile
2nd level (3 slots): Detect Thoughts, Suggestion, Mirror Image
3rd level (3 slots): Counterspell, Dispel Magic, Fly
4th level (3 slots): Compulsion, Ice Storm, Wall of Ice
5th level (2 slots):  Scrying, Slay Living
6th level (1 slot) Mass Suggestion, Globe of Invulnerability
7th level (1 slot) Plane Shift, Teleport

MI: d4+4 potions of healing, Ring of Protection +1 AC & Saves, Staff of Frost c. 16, Scrying Pool

Following the death of her husband Jarl Sunne Thorsson M8 1021 AC following a short illness, and the mysterious disappearance of his 16 year old son Sandor M9 1021 AC (rumoured to be while in flagrante with his stepmom), the Lady Angelica seized power in the Jarldom of Soderfjord, Mystara.
Angelica is rumoured to have Fey blood, she appears to be in her early 30s but may well be older.
She has two young children of her own by Sunne, twins age 14 - Ragnar the Stout and Lyneth Goldenhair. Ragnar is a fat jovial youth who takes after his father, Lyneth is beautiful but has an eldritch quality and favours her mother.





Classic D&D - 5e D&D Level Conversion chart

Classic D&D Level > 5e D&D Level

LOW LEVEL
1     >   1
2     >   2
3     >   3
4     >   4

MID/EXPERT LEVEL
5     >   5
6     >   6
7     >   7
8     >   8
9    >    9
10  >   10

HIGH/EXPERT LEVEL
11-12 > 11
13-14 > 12

PARAGON/COMPANION LEVEL
15-16 > 13
17-18 > 14
19-20 > 15
21-24 > 16

EPIC/MASTER LEVEL
25-28 > 17
29-32 > 18
33-35 > 19
36      > 20