Thursday, February 27, 2014

2nd Edition AD&D Wizard Spells - Level 2

It's throwback Thursday again. Today, more AD&D spells. Once again, I make no promises on editing. I wrote the spells between 1988 and 1992.

Detect Secret Doors (divination)

Level: 2
Range: 10 yds/level
Components: VSM
Duration: 5 rounds/level
Casting Time: 2
Area of Effect: 10' path


This spell detects secret doors within range of this spell (a path 30' long and 10' wide).  The caster will see them glowing about their edges.  This spell will not reveal how to open the door.
The spell effective shows all secret door, hatches, compartments, pockets, or other hiding method.  A non-detection spell will prevent detection of secret doors.

Detect Secret Doors (divination)

Level: 2
Range: 10 yds/level
Components: VSM Duration: 5 rounds/level
Casting Time: 2
Area of Effect: 10' path


This spell detects secret doors within range of this spell (a path 30' long and 10' wide).  The caster will see them glowing about their edges.  This spell will not reveal how to open the door.
The spell effective shows all secret door, hatches, compartments, pockets, or other hiding method.  A non-detection spell will prevent detection of secret doors.

Paralysis Touch (enchantment)

Level: 2
Components: V,S,M
Range: touch
Casting Time: 2 seg
Duration: 4 rnds+1rnd/level  
Save: full
Area of Effect: touch


After the spell has been cast, the magic user can paralyze any creature under 5+ HD by scoring a hit and touching them.  The creature is entitled to a save vs paralyzation.  For each level of spell the caster can use beyond second, they can effect another HD of creature.  Thus a magic user who use 9th level spells can effect up to 12 HD creatures.  The material component is the fingernail of a ghoul.

Partial Impact Field (conjuration/summoning)

Level: 2
Components: V,S
Range: none  
Casting Time: 1 seg
Duration: 4 rounds + 1rnd/2 lev  
Save: none
Area of Effect: caster


When the caster performs the spell, he sets up a momentum buffer about himself.  This buffer will absorb 1/2 of any weapon damage inflicted upon the caster, unless the field is unable to withstand the force of 1/2 the imapact.  The field can withstand 3hp + 1hp/level in any given round.  All excess damage above the field strength is taken by the caster without adjustment.  Drop all fractions
Thus, a fighter swinging a sword hits the magic user for 4 hp of damage.  The magic user take 2 hp of damage and the field absorbs 2 hp.  If the fighter had hit for 10 hp, and the field could withstand 3 hp, the caster would take 5 hp plus the field would have been overloaded, so of it's five damage, three would have been absorbed, 2 would have been in excess.  The magic user would have taken 2 + 5 = 7 hp of damage total.

Phantom Key (conjuration/summoning)

Level: 2
Range: see below
Components: VSM
Duration: 1 hour/level
Casting Time: 2
Area of Effect: 1 lock
Save: None


This spell creates a magical key which will unlock any lock it is put into.  It will unlock only one lock.  It will not breach a wizard lock.  It may be  given to another person to use.
The material component is a wrought iron key still black from the forge.

Wall of Paper (evocation)

Level: 2
Range: 10 yds/level
Components: VSM
Duration: Permanent
Casting Time: 2
Area of Effect: 20' square/level
Save: None


When cast, this spell brings forth a wall of paper, about the thickness of card stock, and places it where the caster wills.  The placement follows the usual rules for placing magical walls.  It must be anchored on opposite sides.  It may be place horizontally, vertically, or at an angle.  Its surface area may be doubled by halving it's thickness.  It's thickness may be halved twice.  Half thickness is like writing paper, quarter thickness is like tissue paper.
The wall can stand little to no physical damage.  It will block spells that can't penetrate non-living matter (like magic missiles).  It will detonate contact spells (like fireballs, flaming arrows, or Melf's acid arrow).  It will block a cone of cold.
In general, the wall is opaque and be any color the caster wishes.  The material component is a piece of paper.

Wednesday, February 26, 2014

Secrets of Creating Characters in Written Fiction (Part 9)

Types of Characters

There are many types of characters in a story. We can break down these characters into two artificially simple categories: major characters and secondary characters. We could call them functional characters and artistic characters, or superficial characters and deep characters. The only real separation between them is how we use these characters in the story.

Secondary Characters

Secondary characters are primarily functional characters. They serve an identifiable purpose in the story. We could also call them superficial characters because they do not have an inner life to display. These secondary characters can be as simple as an usher, the protagonist’s idea-prone mother, or the family dog.

Secondary characters give your story all sorts of things while demanding nothing. They are there for your major characters to function against. They work best when they are underdeveloped.

The human mechanism behind secondary characters is very interesting. In our everyday lives, we meet many people with whom we are not familiar with, yet we must interact with them in some predictable manner, so rather than interact with them according to their personality, you interact with them according to their roles. For example, one person is a customer and the other is a shopkeeper. Both sides of that interaction assume predictable roles. This artificial shallowing greatly facilitates the business of buying and selling.

Because the roles provide so much weight to the character, it only takes a few words to make a secondary character seem more real than she really is. Just by being a florist, the role gives that secondary character predictability and purpose. The reader instantly brings all their own expectations of “florist” to the character, thereby loading out the character. Tack on one or two descriptions, such as “new age crank”, and the character seems far more real.

Major Characters

If there’s any simple touchstone to identify a major character, it’s that major characters require many cheap tricks to make our audience believe in them. Because our readers spend so much time with these characters, readers look upon our major characters as other human beings, which means that our readers bring their massive human brains to bear on the characters. If there are problems with our major characters, our readers will find them.

Major characters have three traits that should be met. They must be consistent, persistent, and predictable.

By consistent, I mean that most facts and traits belonging to the character should remain consistent throughout the work. Most characters won’t have changing back stories, shifting personalities, and wildly changing social situations. During the stories any or all of these may alter, but such alterations must make sense in context of the story. Given any lack of overt change, nothing should change.

By persistent, I mean that throughout the changing tensions of a story, a character’s unique personality keeps asserting itself. If necessary, the character may step back from his personality sometimes, but sooner rather than later, will his own personality come back to the forefront.

By predictable, I mean that your audience should be able to reasonably predict the general actions of your character into some ordinary future. When characters deviate, and they do deviate, the deviations should make situational sense to the reader.

If you fail at upholding any of the above traits, then your audience gets annoyed.

Cut Characters

Strategically leaving characters out is a smart idea in many genres. If a character imposes too many logical problems in your story, then cutting the character, never mentioning them, and ignoring the logical hole you created often works wonders. Don’t worry about your readers noticing. Most of the time, they will be so busy that they won’t notice. Some will, of course, but a reader will always find something that doesn't quite jibe, so don’t worry too much about it.

In many adventure books, the hero is a bachelor with no noteworthy family connections. If there is family, they are different. The author efficiently removes any such characters from the work where logically such characters would normally exist. In fact, in any person's life, there are so many people that covering them in a work of fiction becomes unwieldy and unsustainable, so you just put in a few friends and family.

Monday, February 24, 2014

Ivory RPG - Planning

Planning is where the player PvP and PvE hits the fan. Make no mistake about it, this is where the real conflict happens.

Planning relies upon many inputs:

  • Goal
  • Assumptions
  • Information
  • Budget
  • Politics
  • Unknowns

Right here, what we really need to acknowledge is that there are many inputs which must be brought into agreement if the expedition is to succeed. The conflict embedded into these inputs is more than enough to provide considerable emergent conflict, and where there is conflict, there is a game.

What I like about planning is that people never agree, even if all the presented information has no conflict. For example, get a bunch of people to order pizza, and you will get a variety of negotiating techniques. Who likes what and doesn't like what? If you get that much mileage out of pizza, just imagine how much mileage you'll get out of organizing an expedition.

Leave it to the players to work out their own planning. That's the entire purpose of the game. Let them do this planning in whatever manners best suits them and the environment the players find themselves in. If they are modern and space age, let teleconferencing reign. If they are steampunkers, let them write letters to each other.

Post 1: Ivory RPG

Saturday, February 22, 2014

D&D/d20 NPC Short-Cut Tables

d20 NPC Short-Cut Tables

When good enough is good enough.

[Note: I wrote this article before the publication of D&D 4th Edition.]

Need NPCs fast? Use these tables! Get level appropriate encounters together in minutes rather than hours.

The tables are easy to use. For an encounter, pick your enemy's level, read off the numbers, and off you go! To get a little fancier, assign your NPCs a few unique abilities. That's it!

Creating an Short-Cut NPC

Basic Rule: Ignore everything about character creation unless otherwise noted.

Class: NPC Fighter, NPC Sneak, or NPC Spellcaster.

Abilities: These NPCs assume a 14 in the class's primary ability and a 14 in Con. All other abilities are 10's.

Vital Numbers: Each table already has all appropriate bonuses applied.

Equipment: NPCs have the equipment necessary to perform their role. Use the generic numbers presented.

Feats: These NPCs gain all the feats necessary to fill their intended role. Add the 2-4 feats that you think are most necessary. Do not pick feats which only add numbers.

Skills: Approximate these.

Good Skill: Level + 5
Moderate Skill: Level
Poor Skill: Level - 5

Special Abilities: These NPCs gain any special ability necessary to fulfill their role. These may be innate abilities or one-shot abilities. Spellcasters get spells as their special abilities.

Treasure: Assign these NPCs treasure as you think appropriate. They usually get little to no treasure.

Playtesting

I hated creating NPCs. They were not worth the work. I developed these tables and created these design cheats for my own game. Once I had these tables at my game session, inventing NPC encounters became trivial.

Bonus Schedule

The characters that follow use the bonuses from the following table. These bonuses are based on the "Magic Items by Level" tables found in the Magic Item Compendium. These numbers may look too good, but they compare well with similar CRs.

LEVEL
TOTALS
BONUSES
1st
No bonuses
No bonuses.
4th
+2 AC
+1 All Saves
+1 armor enhancement
+1 shield enhancement
+1 enhancement to all saves
6th
+1 Attack/Damage
+4 AC
+1 All Saves
+1 armor enhancement
+1 shield enhancement
+1 deflection
+1 natural armor class
+1 enhancement to all saves
+1 weapon enhancement
8th
+2 Ability Enhancements
+6 AC
+2 All Saves
+1 Attack/Damage
+2 enhancement to one ability and Con
+2 armor enhancement
+2 shield enhancement
+1 deflection
+1 natural armor class
+2 enhancement to all saves
+1 weapon enhancement
12th
+2 Ability Enhancements
+10 AC
+3 All Saves
+2 Attack/Damage
+2 enhancement to one ability and Con
+3 armor enhancement
+3 shield enhancement
+2 deflection
+2 natural armor class
+3 enhancement to all saves
+2 weapon enhancement
14th
+4 Ability Enhancements
+14 AC
+4 All Saves
+3 Attack/Damage
+4 enhancement to one ability and Con
+4 armor enhancement
+4 shield enhancement
+3 deflection
+3 natural armor class
+4 enhancement to all saves
+3 weapon enhancement
15th
+4 Ability Enhancements
+16 AC
+5 All Saves
+3 Attack/Damage
+4 enhancement to one ability and Con
+5 armor enhancement
+5 shield enhancement
+3 deflection
+3 natural armor class
+5 enhancement to all saves
+3 weapon enhancement
16th
+6 Ability Enhancements
+18 AC
+5 All Saves
+4 Attack/Damage
+6 enhancement to one ability and Con
+5 armor enhancement
+5 shield enhancement
+4 deflection
+4 natural armor class
+5 enhancement to all saves
+4 weapon enhancement
18th
+6 Ability Enhancements
+20 AC
+5 All Saves
+5 Attack/Damage
+6 enhancement to one ability and Con
+5 armor enhancement
+5 shield enhancement
+5 deflection
+5 natural armor class
+5 enhancement to all saves
+5 weapon enhancement


Weapon and Shield Fighter


Level
HP
Armor
Class
Touch
AC
Flat
AC
Str/
Con
Melee
Attack
Melee
Damage
Ranged
Attack
Ranged
Damage
Fort
Refl
Will
1st 12 19 11 18 14 +3 1d8+2 +2 1d8+2 +4 +1 +1
2nd 19 19 11 18 14 +4 1d8+2 +3 1d8+2 +5 +1 +1
3rd 27 19 11 18 14 +5 1d8+2 +4 1d8+2 +5 +2 +2
4th 34 22 11 21 14 +7 1d8+3 +5 1d8+3 +6 +3 +3
5th 42 22 11 21 14 +8 1d8+3 +6 1d8+3 +6 +3 +3
6th 49 22 11 21 14 +9 1d8+3 +7 1d8+3 +8 +4 +4
7th 57 23 11 22 14 +11 1d8+4 +8 1d8+4 +8 +4 +4
8th 72 27 12 26 16 +13 1d8+5 +10 1d8+5 +11 +5 +5
9th 81 27 12 26 16 +14 1d8+5 +11 1d8+5 +11 +6 +6
10th 89 27 12 26 16 +15 1d8+5 +12 1d8+5 +12 +6 +6
11th 98 29 13 28 16 +17 1d8+6 +14 1d8+6 +12 +6 +6
12th 106 31 13 30 16 +19 1d8+7 +15 1d8+7 +14 +8 +8
13th 115 31 13 30 16 +21 1d8+8 +16 1d8+8 +14 +8 +8
14th 137 35 14 34 18 +23 1d8+9 +18 1d8+9 +17 +9 +9
15th 147 35 14 34 18 +25 1d8+10 +19 1d8+10 +17 +10 +10
16th 172 39 15 38 18 +27 1d8+11 +21 1d8+11 +20 +11 +11
17th 183 39 15 38 19 +28 1d8+11 +22 1d8+11 +20 +11 +11
18th 193 41 16 40 21 +30 1d8+12 +24 1d8+12 +21 +12 +12
19th 204 41 16 40 22 +31 1d8+12 +25 1d8+12 +21 +12 +12
20th 214 41 16 40 23 +33 1d8+13 +26 1d8+13 +22 +12 +12

Weapons: 1d8 (x3 or x2/19-20)
Good Skill: Level + 5

Two-Handed Fighter


Level
HP
Armor
Class
Touch
AC
Flat
AC
Str/
Con
Melee
Attack
Melee
Damage
Ranged
Attack
Ranged
Damage
Fort
Refl
Will
1st 12 16 11 18 14 +3 2d6+3 +2 1d8+2 +4 +1 +1
2nd 19 16 11 18 14 +4 2d6+3 +3 1d8+2 +5 +1 +1
3rd 27 17 11 18 14 +5 2d6+3 +4 1d8+2 +5 +2 +2
4th 34 18 11 21 14 +7 2d6+4 +5 1d8+3 +6 +3 +3
5th 42 19 11 21 14 +8 2d6+4 +6 1d8+3 +6 +3 +3
6th 49 19 11 21 14 +9 2d6+4 +7 1d8+3 +8 +4 +4
7th 57 19 11 22 14 +11 2d6+6 +8 1d8+4 +8 +4 +4
8th 72 22 12 26 16 +13 2d6+7 +10 1d8+5 +11 +5 +5
9th 81 22 12 26 16 +14 2d6+7 +11 1d8+5 +11 +6 +6
10th 89 22 12 26 16 +15 2d6+7 +12 1d8+5 +12 +6 +6
11th 98 24 13 28 16 +17 2d6+8 +14 1d8+6 +12 +6 +6
12th 106 25 13 30 16 +19 2d6+9 +15 1d8+7 +14 +8 +8
13th 115 25 13 30 16 +21 2d6+11 +16 1d8+8 +14 +8 +8
14th 137 28 14 34 18 +23 2d6+12 +18 1d8+9 +17 +9 +9
15th 147 28 14 34 18 +25 2d6+13 +19 1d8+10 +17 +10 +10
16th 172 31 15 38 18 +27 2d6+16 +21 1d8+11 +20 +11 +11
17th 183 31 15 38 19 +28 2d6+16 +22 1d8+11 +20 +11 +11
18th 193 33 16 40 21 +30 2d6+17 +24 1d8+12 +21 +12 +12
19th 204 33 16 40 22 +31 2d6+17 +25 1d8+12 +21 +12 +12
20th 214 33 16 40 23 +33 2d6+17 +26 1d8+13 +22 +12 +12

Weapons: 2d6 (x3 or x2/19-20)
Good Skill: Level + 5

Ranged Fighter


Level
HP
Armor
Class
Touch
AC
Flat
AC
Dex/
Con
Melee
Attack
Melee
Damage
Ranged
Attack
Ranged
Damage
Fort
Refl
Will
1st 12 18 12 16 14 +3 1d6+1 +3 1d8+3 +4 +2 +1
2nd 19 18 12 16 14 +4 1d6+1 +4 1d8+3 +5 +2 +1
3rd 27 19 12 17 14 +5 1d6+1 +5 1d8+3 +5 +3 +2
4th 34 20 12 18 14 +7 1d6+1 +7 1d8+4 +6 +5 +3
5th 42 21 12 19 14 +8 1d6+1 +8 1d8+4 +6 +5 +3
6th 49 21 12 19 14 +9 1d6+1 +9 1d8+4 +8 +6 +4
7th 57 21 12 19 14 +11 1d6+1 +11 1d8+5 +8 +7 +4
8th 72 24 13 22 16 +13 1d6+2 +13 1d8+6 +11 +8 +5
9th 81 24 13 22 16 +14 1d6+2 +14 1d8+6 +11 +9 +6
10th 89 24 13 22 16 +15 1d6+2 +15 1d8+6 +12 +9 +6
11th 98 26 14 24 16 +17 1d6+3 +17 1d8+7 +12 +9 +6
12th 106 27 14 25 16 +19 1d6+3 +19 1d8+8 +14 +12 +8
13th 115 27 14 25 16 +21 1d6+3 +21 1d8+9 +14 +13 +8
14th 137 30 15 28 18 +23 1d6+4 +23 1d8+10 +17 +14 +9
15th 147 30 15 28 18 +25 1d6+4 +25 1d8+11 +17 +16 +10
16th 172 33 16 31 18 +27 1d6+5 +27 1d8+12 +20 +17 +11
17th 183 33 16 31 19 +28 1d6+5 +28 1d8+12 +20 +17 +11
18th 193 35 17 33 21 +30 1d6+6 +30 1d8+13 +21 +18 +12
19th 204 35 17 33 22 +31 1d6+6 +31 1d8+13 +21 +18 +12
20th 214 35 17 33 23 +33 1d6+6 +33 1d8+14 +22 +19 +12

Weapons: 1d8 (x3 or x2/19-20)
Good Skill: Level + 5

Sneak


Level
HP
Armor
Class
Touch
AC
Flat
AC
Dex/
Con
Melee
Attack
Melee
Damage
Ranged
Attack
Ranged
Damage
Sneak
Attack
Fort
Refl
Will
1st 8 14 12 12 14 +2 1d6 +2 1d8 +1d6 +2 +4 +1
2nd 13 14 12 12 14 +3 1d6 +3 1d8 +1d6 +2 +5 +1
3rd 19 14 12 12 14 +4 1d6 +4 1d8 +1d6 +3 +5 +2
4th 24 16 13 13 14 +6 1d6 +6 1d8 +2d6 +4 +8 +3
5th 30 18 13 15 14 +6 1d6 +6 1d8 +2d6 +4 +8 +3
6th 35 18 13 15 14 +7 1d6 +7 1d8 +2d6 +5 +9 +4
7th 41 19 14 15 14 +9 1d6 +9 1d8 +3d6 +5 +10 +4
8th 54 22 15 18 16 +11 1d6+1 +11 1d8+1 +3d6 +7 +12 +5
9th 61 22 15 18 16 +11 1d6+1 +11 1d8+1 +3d6 +8 +12 +6
10th 67 22 15 18 16 +12 1d6+1 +12 1d8+1 +4d6 +8 +13 +6
11th 74 24 16 20 16 +14 1d6+2 +14 1d8+2 +4d6 +8 +13 +6
12th 80 26 17 21 16 +16 1d6+2 +16 1d8+2 +4d6 +10 +16 +8
13th 87 27 18 21 16 +17 1d6+2 +17 1d8+2 +5d6 +10 +17 +8
14th 107 30 19 24 18 +19 1d6+3 +19 1d8+3 +5d6 +12 +19 +9
15th 115 30 19 24 18 +21 1d6+3 +21 1d8+3 +5d6 +13 +20 +10
16th 138 33 20 27 18 +23 1d6+4 +23 1d8+4 +6d6 +15 +22 +11
17th 147 33 20 27 19 +23 1d6+4 +23 1d8+4 +6d6 +15 +22 +11
18th 155 35 21 29 21 +25 1d6+5 +25 1d8+5 +6d6 +16 +23 +12
19th 164 35 21 29 22 +26 1d6+5 +26 1d8+5 +7d6 +16 +23 +12
20th 172 35 21 29 23 +28 1d6+5 +28 1d8+5 +7d6 +16 +23 +12

Weapons: 1d6 (x2)
Good Skill: Level + 5

Spellcaster (Arcane)



Level
HP
Armor
Class
Touch
AC
Flat
AC
Melee
Attack
Melee
Damage
Ray
Attack
Ray
Damage
Spell
Level
DC
Fort
Refl
Will
1st 5 10 11 11 +0 1d4 +0 1d3 1st 13 +1 +1 +4
2nd 9 10 11 11 +1 1d4 +1 1d3 1st 13 +1 +1 +5
3rd 12 11 11 11 +1 1d4 +1 1d3 2nd 14 +2 +2 +5
4th 16 12 11 11 +2 1d4 +2 1d4 2nd 15 +3 +3 +6
5th 19 13 11 11 +2 1d4 +2 1d4 3rd 16 +3 +3 +6
6th 26 16 11 11 +3 1d4 +3 1d4 3rd 16 +4 +4 +8
7th 28 17 11 11 +3 1d4 +3 1d6 4th 17 +4 +4 +8
8th 36 18 12 12 +4 1d4+1 +4 1d6 4th 18 +5 +5 +11
9th 42 19 12 12 +4 1d4+1 +4 1d6 5th 19 +6 +6 +11
10th 47 19 12 12 +5 1d4+1 +5 1d8 5th 19 +6 +6 +12
11th 51 21 13 13 +5 1d4+2 +5 1d8 6th 20 +6 +6 +12
12th 56 22 13 13 +6 1d4+2 +6 1d8 6th 21 +8 +8 +14
13th 60 22 13 13 +6 1d4+2 +6 1d10 7th 22 +8 +8 +14
14th 79 25 14 14 +7 1d4+3 +7 1d10 7th 23 +9 +9 +17
15th 84 26 14 14 +7 1d4+3 +7 1d10 8th 24 +10 +10 +17
16th 90 28 15 15 +8 1d4+4 +8 2d6 8th 24 +11 +11 +20
17th 112 28 15 15 +8 1d4+4 +8 2d6 9th 27 +11 +11 +20
18th 119 30 16 16 +9 1d4+5 +9 2d6 9th 27 +12 +12 +21
19th 125 30 16 16 +9 1d4+5 +9 2d8 9th 28 +12 +12 +21
20th 132 30 16 16 +10 1d4+5 +10 2d8 9th 30 +12 +12 +22

Weapons: 1d4 (x2)
Good Skill: Level + 5
As arcane spellcasters no longer have low level spells, arcane spellcasters gain an elemental ray attack. Each casters gets the same element. This attack is a standard action.
Cheating with Spells: A spellcaster gains one spell at their maximum spell level and four other spells. Spellcasters also gain one FUDGE spell. This spell is an appropriate solution for one thing that the PC's have done.

Spellcaster (Divine)


Level
HP
Armor
Class
Touch
AC
Flat
AC
Melee
Attack
Melee
Damage
Ranged
Attack
Ranged
Damage
Spell
Level
DC
Fort
Refl
Will
1st 9 19 11 18 +2 1d8 +2 1d6+2 1st 13 +4 +1 +4
2nd 15 19 11 18 +3 1d8 +3 1d6+2 1st 13 +5 +1 +5
3rd 20 19 11 18 +4 1d8 +4 1d6+2 2nd 14 +5 +2 +5
4th 26 22 11 21 +6 1d8 +5 1d6+3 2nd 15 +6 +3 +6
5th 31 22 11 21 +6 1d8 +6 1d6+3 3rd 16 +6 +3 +6
6th 37 22 11 21 +7 1d8 +7 1d6+3 3rd 16 +8 +4 +8
7th 42 23 11 22 +9 1d8 +8 1d6+4 4th 17 +8 +4 +8
8th 56 27 12 26 +11 1d8+1 +10 1d6+5 4th 18 +11 +5 +11
9th 62 27 12 26 +11 1d8+1 +11 1d6+5 5th 19 +11 +6 +11
10th 69 27 12 26 +12 1d8+1 +12 1d6+5 5th 19 +12 +6 +12
11th 75 29 13 28 +14 1d8+2 +14 1d6+6 6th 20 +12 +6 +12
12th 82 31 13 30 +16 1d8+2 +15 1d6+7 6th 21 +14 +8 +14
13th 88 31 13 30 +17 1d8+2 +16 1d6+8 7th 22 +14 +8 +14
14th 109 35 14 34 +19 1d8+3 +18 1d6+9 7th 23 +17 +9 +17
15th 116 35 14 34 +21 1d8+3 +19 1d6+10 8th 24 +17 +10 +17
16th 124 39 15 38 +23 1d8+4 +21 1d6+11 8th 24 +20 +11 +20
17th 148 39 15 38 +23 1d8+4 +22 1d6+11 9th 27 +20 +11 +20
18th 157 41 16 40 +25 1d8+5 +24 1d6+12 9th 27 +21 +12 +21
19th 165 41 16 40 +26 1d8+5 +25 1d6+12 9th 28 +21 +12 +21
20th 174 41 16 40 +28 1d8+5 +26 1d6+13 9th 30 +22 +12 +22

Weapons: 1d8 (x2)
Good Skill: Level + 5
Cheating and Spells: A spellcaster gains one spell at their maximum spell level and four other spells. Spellcasters also gain one FUDGE spell. This spell is an appropriate solution for one thing that the PC's have done.