Of Athanor: Savage Swords Compiled Tables
Of Athanor: Savage Swords Compiled Tables
of Athanor
Compiled Tables
Charisma Bonus
Charisma Hirelings Loyalty
3–4 1 -2
5–6 2 -2
7–8 3 -1
9–12 4 0
13–15 5 +1
16–17 6 +2
18 7 +2
Fighter Advancement
Level XP HD BHB ST
1 0 1+1 +0 16
2 2,000 2 +1 15
3 4,000 3 +2 14
4 8,000 4 +2 13
5 16,000 5 +3 12
6 32,000 6 +4 11
7 64,000 7 +4 10
8 128,000 8 +5 9
9 256,000 9 +6 8
10 512,000 10 +6 7
Magic-User Advancement
Level XP HD BHB ST
1 0 1 +0 15
2 2,500 1+1 +0 14
3 5,000 2 +0 13
4 10,000 2+1 +0 12
5 20,000 3 +1 11
6 40,000 3+1 +1 10
7 80,000 4 +2 9
8 160,000 4+1 +2 8
9 320,000 5 +3 7
10 640,000 5+1 +3 6
Rogue Advancement
Level Experience HD BHB ST
1 0 1 +0 14
2 1,500 2 +0 13
3 3,500 3 +1 12
4 6,500 3+1 +1 11
5 14,000 4 +2 10
6 30,000 5 +2 9
7 60,000 6 +3 8
8 110,000 6+1 +3 7
x9 165,000 7 +4 6
10 225,000 8 +4 5
Armor
Armor AAC Weight Cost
Chain +4 50 30
Leather +2 25 15
Plate +6 75 50
Shield +1 10 10
Adventuring Gear
Gear Cost
(gp)
Backpack (30 pound capacity) 5
Bottle (wine), glass 1
Case (map or scroll) 3
Crowbar 5
Flint & Steel 5
Grappling Hook 5
Helmet 10
Lantern 10
Mirror (small steel) 5
Oil (lamp), 1 pint 2
Pole, 10 ft 1
Rations, trail (day) 1
Rations, dried (day) 3
Rope, hemp (50 ft) 1
Rope, silk (50 ft) 5
Sack (15 pound capacity) 1
Sack (30 pound capacity) 2
Shovel 5
Spellbook (blank) 100
Spike, iron 1
Tent 20
Torch (bundle of 6) 1
Waterskin 1
Transportation
Type Cost (gp)
Iguanodon 200
Pachycephalosaurus 300
Parasaurolophus 450
Pteranodon 2000
Triceratops 2000
Saddle bags 10
Saddle 25
Basic Howdah 80
Battle Howdah 160
Small Airship 10,000
Large Airship 50,000
Movement Rate
Weight Carried Movement Rate
0–75 lbs 12
76–100 lbs 9
101–150 lbs 6
151–300 lbs 3
Movement Adjustment
Movement Type Adjustment
Careful Half of Average Rate
Normal Average Rate
Running Double Average Rate
Hiring Assistants
Hireling Cost
Non-combatant (servant, torch bearer) 5
General “redshirt” soldier 2
Horseman, Sailor 3
Blacksmith 5
Armorer 25
Ship Captain 75
Animal Trainer, Spy 125
Engineer 200
Alchemist 250
Assassin, Sage 500
Injury
Roll Result
2 Instant, gory death.
3 Fatal wound, die in 2d6 rounds.
4 Severed limb. Will bleed to death in 3d6 rounds unless tourniquet applied,
wound cauterized, or Cure Wounds II spell is cast to stop the bleeding. This
does not heal hit points or restore the lost limb, however.
5 -6 Broken bone, 2d4 + 9 weeks to heal. Cure wounds II can be used to fix bones.
This does not heal hit points.
7-8 Knocked out 2d6 rounds
9 Knocked down and stunned, lose next action.
10 Knocked down
11 Stunned, lose next action.
12 No effect.
Spellcasting Success
Spell Spell Caster Level
Level Effect 1-2 3-4 5-6 7-8 9+
1 I 16+ 14+ 12+ 10+ 8+
D 12+ 10+ 8+ 6+ 4+
N 11- 9- 7- 5- 3-
2 I 18+ 16+ 14+ 12+ 10+
D 14+ 12+ 10+ 8+ 6+
N 13- 11- 9- 7- 5-
3 I 20 18+ 16+ 14+ 12+
D 16+ 14+ 12+ 10+ 8+
N 15- 13- 11- 9- 7-
4 I n/a 20+ 18+ 16+ 14+
D 18+ 16+ 14+ 12+ 10+
N 17- 15- 13- 11- 9-
5 I n/a n/a 20+ 18+ 16+
D 20 18+ 16+ 14+ 12+
N 19- 17- 15- 13- 11-
Magical Mishap
Roll Result
01 – 07 Roll on the minor chaos table.
08 - 10 You are dazed but able to move and defend yourself for one round.
11 – 12 You are stunned and unable to do anything for the next round.
13 – 14 Spell goes wild and strikes random target.
15 – 16 Spell effect is reversed.
17 – 18 You are struck mute for 1d6 rounds.
19 – 20 Your strength is reduced by half for 1d6 hours.
21 – 22 Magical explosion does 1d6 damage to everyone and everything in a 30 foot
radius.
23 – 24 You take 1d6 damage for every level of the spell.
25+ A dimensional vortex opens to the primal chaos. Save vs. magic or be sucked
in. Even if you save, take 3d6 damage.
Minor Chaos
d20 Result
1 The temperature in a 30ft radius becomes unnaturally cold.
2 A wind blows through the area, smelling of sulfur.
3 Plants wilt and milk curdles in a 30ft radius.
4 Ghostly whispering fills the area for 3d6 rounds.
5 Caster's hair turns white for 3d6 days.
6 Animals in a 30ft. radius are spooked, fleeing the area.
7 Caster's eyes glow red (1-3) or lambent green (4-5) for a day.
8 Caster's nose bleeds for 1d6 x 10 minutes.
9 Caster's body covered with sores that go away in 1d3 days.
10 Caster smells of the grave for 1d3 days.
11 Caster takes on pallor of a corpse for 1d3 days.
12 Caster's voice becomes raspy for 1d3 days.
13 Caster's nails turn black for 1d3 days.
14 Caster's hair grows wildly long.
15 Caster's hair falls out.
16 Caster's nails double in length.
17 Caster's veins become visibly dark under his skin.
18 Caster speaks in unfamiliar language for 1d6 rounds.
19 Caster emits slight, unnatural green glow for 2d6 rounds.
20 Referee chooses any effect or makes up his own.
Spells by Level
Level 1 Level 2
• Charm Person • Detect Invisibility
• Cure (Cause) Wounds I • Detect Thoughts
• Detect Magic • Find Traps
• Hold Portal • Hold Person
• Light (Dark) I • Invisibility I
• Purify Food and Drink • Knock
• Read Languages • Levitate
• Read Magic • Light (Dark) II
• Sleep • Locate Object
• Phantasmal Force
• Speak with Animals
• Web
• Wizard Lock
Level 3 Level 4
• Alter Time • Charm Monster
• Crystal Ball • Confusion
• Cure (Cause) Disease • Cure (Cause) Wounds II
• Dark Vision • Dimension Portal
• Dispel Magic • Giant Growth
• Fly • Hallucinatory Terrain
• Hold Person • Neutralize Poison
• Invisibility II • Polymorph
• Locate Object • Remove Curse
• Protection from Normal Missiles • Speak with Plants
• Water Breathing • Wall of Defense I
• Wizard Eye
Level 5
• Animal Growth
• Animate Dead
• Cloudkill
• Conjure Elemental
• Contact Other Plane
• Feeblemind
• Hold Monster
• Insect Plague
• Magic Jar
• Passwall
• Telekinesis
• Teleport
• Transform I
• Wall of Defense II
Confusion Reaction
Roll Reaction
2–5 Attack the caster and his allies
6–8 Stand baffled and inactive
9–12 Attack each other
Monster Creation
HD THB ST XP Given
<1 +0 19 10
1 +1 18 15
2 +2 17 30
3 +3 16 60
4 +4 15 120
5 +5 14 240
6 +6 13 400
7 +7 12 600
8 +8 11 800
9 +9 10 1100
10 +10 9 1400
11 +11 8 1700
12 +12 7 2000
13 +13 6 2300
14 +14 5 2600
15 +15 4 2900
+ level +1 3 +300/HD
Spirit
Element
Spirit
Powers
d%
Element
d%
Powers
01‐20
Air
01‐15
2
lesser
21‐40
Earth
16‐30
1
lesser,
1
greater
41‐60
Fire
31‐80
2
lesser,
1
greater
61‐70
Water
81‐90
3
lesser
71‐80
Metal
91‐00
2
greater
81‐90
Plant/Fungus
91‐95
Light
96‐00
Darkness
Lesser
Powers
d%
Power
01‐10
Charm
Person
1/day
11‐20
Crystal
Ball
3/day
21‐25
Cure
Wounds
I
3/day
26‐35
Inflict
Light
Wounds
3/day
36‐40
Knock
1/day
41‐50
Light
I
or
Dark
I
1/day
51‐60
Move
Objects
3/day
61‐70
Purify
or
Putrefy
Food
and
Drink
1/day
71‐80
Read
Languages
3/day
81‐85
Read
Magic
3/day
86‐90
Speak
with
Animals
3/day
91‐00
Take
physical
form
1
hour/day;
AC
12,
HD
2,
Move
6
Greater
Powers
d%
Power
01‐05
Animate
Dead,
2d6
undead,
1/week
06‐15
Contact
Other
Plane
1/week
16‐20
Cure
Wounds
II
2/day
21‐25
Dimensional
Portal
1/day
26‐30
Dispel
Magic,
1/day
31‐40
Fly
at
speed
12
for
1
hour/day
41‐45
Hold
monster
1/day
46‐50
Invisibility
1/day
51‐60
Levitate,
1
turn
duration,
3/day
61‐70
Phantasmal
Force,
1/day
71‐75
Protection
from
Normal
Missiles
1/day
76‐85
Remove
Curse
1/day
86‐95
Take
physical
form
1
hour/day;
AC
14,
HD
5+2,
Move
6
96‐00
Telekinesis,
100
pounds,
1/day