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Showing posts with label SnW. Show all posts
Showing posts with label SnW. Show all posts

Wednesday, April 17, 2013

Swords & Wizardry Appreciation Day

I'm sick as heck, or I'd have written up something new for S&W Day. Instead, I'll just be lame and provide a link to a bunch of stuff here on this blog that I've already written for the game (usually the White Box variant).

My S&W Stuff

Please feel free to use any and all of this stuff, and take the time to read all of the other S&W-related blogs out there (most are in my Other Blogs section).

Here's a LINK to Tenkar's Tavern, who actually got this whole thing going.

Friday, March 15, 2013

minor changes to Witch Hunter

I forgot to add prices for the greatcoat and a RPGSite forum-goer suggested I add a breastplate, which is a great idea.

Greatcoat  AC +2   Cost: 20 gp
A greatcoat is a leather trenchcoat that reaches down past the knees.

 
Breastplate  AC +4   Cost: 35 gp

A breastplate is a solid piece of metal armor covering the chest and back.



Witch Hunter for S&W Whitebox

Witch Hunter

You are a witch hunter, trained in rooting out evil mages and defeating their terrible minions. You have seen horrors that would drive a normal man insane, yet you continue your righteous quest to protect mankind from the demons of the Underworld. Some may even think that your near single-minded devotion to this task is a form of insanity itself, but you know better. You are also well aware that the servants of darkness are the first to cast doubts upon your character, and target these foes swiftly and relentlessly.

Despite your zeal, you are not stupid. You know that evil men may spread lies about innocent people in an effort to have you remove their enemies. You try your best to find the truth in any situation, because if you allow gossip to direct your actions, you will become a tool of the demons yourself.

Hit Dice: as Cleric.
XP/ Level: as Cleric.
Saving Throws/Level: as Cleric.
Armor/Shield Permitted: Greatcoat, Leather.
Weapons Permitted: Longsword, pistol, dagger, torch.

Witch Hunter Class Abilities
Smite Evil: When fighting undead, demons, witches, or other supernatural evil creatures, Witch Hunters deal an extra 1d6 points of damage per successful attack. In addition, Witch Hunters can hit monsters normally only struck by magic, silver, or other exotic materials.

Detect Evil: Witch Hunters can determine if someone is an evil witch or other supernatural creature after speaking with them, unless the creature makes a saving throw. Note that hedge witches who just help the local peasants or Good-aligned magical creatures will not show up as evil. Only those who use magic for evil purposes will be revealed with this power.

Resolute: Witch Hunters routinely deal with truly horrific monsters and receive a +2 bonus on all saving throws vs. fear or magic.

Temporal Authority: Witch Hunters have the authority to conduct trials and execute witches and other sources of supernatural evil. They must be very careful when they deal with nobles or clergy, as more than one overzealous Witch Hunter has disappeared after angering the wrong person.

Attract Followers: At 9th level, a Witch Hunter can attract a body of loyal followers who will swear fealty to him. These followers may include soldiers, peasants, priests, and apprentice witch hunters. 


New Items 

Greatcoat: AC +2 
A greatcoat is a leather trenchcoat that reaches down past the knees.

Pistol: Damage 1d6+1, Range 20 ft., Rate of Fire ½, Weight 1, Cost 40. 
Pistols can be used as a club in melee. They ignore 1 point of armor. 

Torch: Damage 1d6 + special 
Witch Hunters can use a torch as a club. In addition, if they hit an opponent with a natural 20, the opponent catches fire and takes 1d6 fire damage each round thereafter, until they can put the fire out. 

Wednesday, October 12, 2011

S&W WhiteBox - Animate Dead (revised)

I don't see a good reason to prevent low level mages from casting Animate Dead. They will just not be very good at it. So I've made a new version of the spell, which improves as the caster levels.

Animate Dead
Spell Level: Cleric, Magic-user, 1st Level
Range: Referee’s Discretion
Duration: Permanent

This spell animates undead from dead bodies. The caster must have corpses available to use this spell. He can use animal corpses if necessary, though small animals are limited to being skeletons or zombies. Mummies must be made from a humanoid creature.

The undead remain until destroyed, and will follow the caster’s commands. Wights and mummies can make a saving throw to escape the caster’s control when they are first created. If they succeed, they can either attack the caster or flee to terrorize the countryside. Only truly mercenary or evil spellcasters will use this spell.

One HD of undead are animated per level of the caster.

Casters are limited in what types of undead they can raise:
1st level: skeletons
2nd level: zombies
3rd level: ghouls
5th level: wights
8th level: mummies

Saturday, October 1, 2011

False Guardian

The False Guardian appears to be a wooden manikin with a pull cord on it's chest. When the cord is pulled, an illusion covers the manikin so that it appears like a soldier of the race that activated it. So, if a dwarf pulls the cord, it looks like an armored dwarf. If a goblin pulls the cord, it looks like an armored goblin.

The illusion will appear as if it is standing still, but blinking or maybe twitching a shoulder. Enough that it looks real. It won't move, though.

If the Guardian is attacked, whether by weapon or spell, it will immediately let out loud clanging noises and start flashing brightly. Anyone standing near it must save vs. spells or be stunned for 1d4 rounds.

Any creatures within sight or hearing distance will immediately be alerted to the attack. Wandering monsters may be attracted to it, along with the whoever posted the guardian in the first place.

False guardians are mainly used by military forces to cover areas of minor importance. They don't have to waste a soldier's time, and any stealthy attackers will assume the sentry is real and will probably attempt to eliminate it, with disastrous consequences. Smart commanders also place it in areas that are more exposed to special operations attacks, so that a guard isn't endangered.

Wednesday, September 21, 2011

Templar for S&W: WhiteBox


This is a sorta-paladin for WhiteBox.

Templar
Templars are armored priests. Most Templars have a patron deity or serve a particular religion. Feel free to make up the details, if your Referee doesn’t use a particular mythology for the campaign you’re playing in. Regardless of the details, you are a champion of your faith and moral alignment. You might be a sinister witch-hunter, an exorcist of demons, or a shining knight of the faith. Because most of a Templar’s abilities are oriented toward healing and protecting, Templars tend to play a support role during combat, backing up the front line, but able to stand shoulder to shoulder with the party’s Fighters if need be—at least for a while. As a Templar grows in power and reputation, he might establish a stronghold for his faith: a fortified monastery, a soaring cathedral in the wilderness, or whatever strikes him as the best way to protect and serve his flock of acolytes and peasant followers.

Hit Dice: 1d6/level.
Armor/Shield Permitted: Any.
Weapons Permitted: Any melee weapons. No missile weapons, other than oil.

Templar Class Abilities

Cure Disease: Beginning at seventh level, once per day Templars can cure disease on one individual.

Healing Hands: Templars can cure themselves or an ally up to three times per day. Each use of this ability heals 1d6 + level hit points. For example, a fourth level Templar would heal 1d6+4 hp each time he uses this ability.

Holy Aura: Templars have an aura of holiness that affects undead, demons, and other supernatural evil creatures. These creatures suffer a -1 penalty to hit and to save while within 10 feet of the Templar.

Immune to Disease: Beginning at third level, Templars are immune to all diseases.

Immune to Poison: Beginning at fifth level, Templars are immune to all poisons.

Smite Evil: When fighting undead, demons, or other supernatural evil creatures, Templars deal an extra 1d6 damage per successful attack. This damage affects monsters immune to normal weapon damage.

Religious Stronghold (9th level): At ninth level, a Templar character may establish a stronghold and attract a body of loyal (or perhaps even fanatic) men-at-arms who will swear fealty to him.

Templar Advancement

Level

Experience

Hit Dice

Saving Throw

1

0

1

14

2

1,500

2

13

3

3,500

3

12

4

6,500

4

11

5

14,000

5

10

6

30,000

6

9

7

60,000

7

8

8

110,000

8

7

9

165,000

9

6

10

225,000

10

5