Tuesday, January 31, 2023

Preview of the Weekend to Come!

Last week, I got the immobilizer taken away from me. This week, I'm gonna have some fun. I have a couple of ideas for my next couple of posts. As you probably know, I am writing a campaign setting over on Ko-Fi that has sparked the idea of creating my own ruleset

To that end, I have decided that I need to stop cross-posting between Ko-Fi and here. It's super boring for me and I love this stuff. Also, I need to dig deep for ideas and things that make gameplay fun. I would like to thank everyone on MeWe for taking my poll, it was really helpful. 

So, what's happening this week? 



I've never been there, so I can't wait. Hopefully, I can use a light mech like the locus. There is something really fun about a hot rod little mech on the battlefield.

I haven't played Battletech in a hot minute, so I really hope it's Beginner's Night. I hope to do a game report, a review of the Beginner's set, and meet new friends. I really need a night out and pushing mechs and throwing dice sounds great. 



Monday, January 30, 2023

Polling Data In...

I'm doing this thing where I create a new game system. Over on MeWe, I ran a 24-hour poll, polling seems to be the way to collect user data nowadays. Click the link to follow me there. Even WotC tried it right here

It's surprising what you can get from a little consumer feedback. I did two polls, one for my friends on MeWe and a duplicate poll in the Sandbox gaming group. I felt these were the two places to find "generic" gamers, not necessarily system-specific gamers. The Hearts System is created with fantasy gaming in mind but should be pretty adaptable to other genres. So, if swords and blasters are your thing, this could work for you. 

My poll size was rather small with only 32 respondents. The question I asked was about the number and type of dice. As I originally pictured it, The Hearts System would be a single 1d6 game. However, at this point in the planning, I could totally change that. 

The nice thing about the MeWe polling system is it allows for both a choice of responses and comments. That is really helpful. 

Here was the question: "For a quick, easy-to-play RPG, I need to roll... 

The choices were: 

1 six-sided die. 
2 six-sided dice. 
I need more dice. 
You can't roleplay with just one type of die, freak!

Both groups came down pretty heavily on the 2 six-side dice option at 18 of 32 votes. Next up was "I needed more dice" followed by "1 six-sided die" and "freak". 

People were more likely to call me a freak than select "1 six-sided die", but only just barely. 

A full 50% of responders wanted 2d6 and 25% wanted more dice. Based on these responses, I need to retool The Hearts System. This is exactly the time to do so, as nothing to too hard-coded to change. 

Many commenters mentioned that one die is too "swingy". And they are right. The funny part about this is when I hear the word "swingy", I immediately hear this: 


Now for the sales pitch and favor. 

What brought on this impetuous to create a completely new game was my goal of writing a system-agnostic campaign setting called "A Handbook for Travellers on the Peninsula of Plenty". Being ruleset agnostic, theoretically, I can completely ignore the whole OGL Version RND#" debacle. But where I can't is that when you play a game for so long, like I have with D&D, your headspace is locked to certain ideas. To be completely system agnostic, I need to start having new ideas and new ways of thinking about things that have nothing to do with D&D.  Hence, The Hearts System. 

This is tangential to my "A Handbook for Travellers on the Peninsula of Plenty" project, but it would be great if you came over to Ko-Fi and followed me. It would cut down on the number of times a week I'll have to crosspost. It would cut down on the number of things I have to keep track of, social media vs. ko-fi, vs. Blogger. 

You might just get some great ideas for your table over there, too. I have three backing options, but without backers, I am limiting myself to open posting to just followers which is the free option for you.  

I have this wonderful vision of not having to post every blog post to every kind of social media out there. So, go ahead, follow me here on blogger, and over at Ko-Fi, MeWe, and even Mastodon and Dice.Camp if you would be so kind. Go pick a place where you are going to get the content you like, I would really appreciate it. 


Sunday, January 29, 2023

The Hearts System

 In my last post, I spoke about creating a whole new game system. I think I have settled on the name "The Hearts System". At least the abbreviation, THS doesn't spell out something too horrible. 

One of the advantages of B/X games is the speed of character generation. Everything you need is on 4 pages, class on one, equipment on another, saves on the third, and special details someplace else, if even needed. I want an even faster system. 

So here we go: 

Step 1: Lay your cards out. I wanted a simple graphical way of displaying information with a low entry cost. So a standard deck of cards works. As soon as I find my Rider-Rider Deck, I will start using Tarot cards for fun. 

The Aces are your abilities and there are four: Swords (Spades), Shields (Diamonds), Coins (Clubs), and the titular Hearts. At this point, you can probably guess what each means, but you don't need to know. 

(I am also playing fast and loose with the suits, I will probably make my own deck of cards so that doesn't happen.) 

Down the left side, the King, Queen, and Jack represent your class. Ignore that for now, we will just generate a character using the Kings. 

Step 2. Place a King on the matching Ace. 

This is an average starting character, each attribute is two. Every living creature has an attribute of at least one. 

Step 3. Customize. A starting character can only move one card as a choice. In this case, Coins as been reduced by one to increase Swords by one to a total of 3. 

Step 4, (not shown) Record your attributes on the character sheet I have not yet created. 

Step 5. Rally your defenses, place your Shields over your Hearts and add this to your character sheet. (Again, not shown as the sheet hasn't been created.) 

In this case, we have created a warrior. He has 3 Swords which is his attack strength. He has two shields, which is his defense. He has one Coin, which is a measure of starting resources. He has two Hearts, which is how much damage he can take. But we put the Shields over the Hearts meaning that the character can take two more hits than someone with just two Hearts, thanks to the Shields. 

In the next post, we'll talk about the difference between King, Queen, and Jack or your class choices. 

This game is going heavily featured in my new Ko-Fi Project, and there is going to be a time when I stop double posting. Why don't you follow me over there? 

What Makes a Great Game? Return to Star Smuggler

My last post addressed my desire to create a new game system. In order to make great games, you need to know how to play games. This helps create new mechanics that are hopefully fun. So for the past week, I have been quietly playing a lot of games. 

I've also been collecting data from the gang at MeWe.com via a poll. There will probably be more polls over there. It used to be that Blogger had a poll system, but that has been depreciated to unhelpfulness. 

This week, I busted out Battletech, Star Smuggler, and the classic risk game. I have a feeling that my system will use only 1d6, but the question is how many of them. 

During this process, I happened to notice a good tactic for "winning" at Star Smuggler which is very simple. On day one, you start in the Regari system at the Spaceport with 1d6+150 credits (secs. not credits, actually. I hate that abbreviation). One of the highest-priced items with a good rate of return is e37 GM bots. They cost 120 and can be sold for 100, not including multipliers. Yes, you can sell the ship boat for more, but only once. 

Spend the day collecting your GM bots. We are talking 5, max. You just don't have the funds to do more. Next, jet off to Nipna. Nipna has a wealth of 60 which allows for a 10 multiplier. You can offload those bots for 4000 or 5000 creds. 

WARNING: You have a 1 in 6 chance of damaging your ship on the way to Nipna and once that happens, you have another 1 in 6 chance of being forced to turn in the Status Unit in pilotage which is very negative to gameplay, if not impossible to recover. I won't tell you the event number, but it is interesting as it is one of the cases where Duke can patch up the ship like an engineer. 

That takes the bite out of it, assuming he survives the event. The real kick in the pants is the event becomes more difficult if you have a lot of crew, as they could just outright die from it OR subject Duke to death by not piloting his own ship. 

This is not the end, as you just burned 4 of 6 hypercharges getting to Nipna. That is a cost of 2000 to replace cutting into your bottom line. Before we do that, spend some time hopping back and forth from the space station to the colony. You are looking for two interesting events:

e153 Buy High Technology items and 
e198 Disgruntaled Colonists. 

Also, be on the lookout for cheap items that can be resold at a profit. Due to e198, there is a good chance that selling your ship's boat is a good idea because you're going to need the space. 

How I imagine an empty hold looks like on the
Antelope. 
The High Tech Items has a collection of fun items, but the Portable Life Support unit is my favorite. It allows you to provide 50 cu of goods with life support for a month. After that, it takes a week to recharge it with the ship's engines. What is interesting to me is, it doesn't say where you can use this. So, what if you strap it to the side of the ship? You now have a good-sized second hold for goods for 3 weeks a month. 

All of this space plays positively with the Wealth code of 60. You have a 1 in six chance of picking up items at the base price and an equal chance of selling them at 10 times their value. This is helpful no matter what you buy. The lowly repair unit is 1 to buy but you sell it for 10 on this one planet. Heck, even with half of that rate of return, it's well worth doing. Nipna is played as dark and dangerous, but more dark than really dangerous. 

This is where e198 comes in. Once you sell off the boat and add the PLS system, you can carry all of the disgruntled colonists no matter what you roll. The closest destination that meets the criteria is New Karma. You could probably do it without the PLS with a lucky roll. The result of this event scores you 30 creds per colonist, so even 30 of them is almost enough to buy 2 hypercharges at New Karma. 

New Karma is kind of the End Game planet for Star Smuggler and getting there in week 1 or week 2 totally changes the dynamic of the game. It is strongly suggested that once you build your bank account, you should try to take on crewmembers at a low-wealth planet, so you haven't completely abandoned the rest of the Pavonus Sector. 

Saturday, January 28, 2023

Tired Thoughts on Tired OGL

I love posts that start with the Chaos Star
The OGL has attained the maximum cultural entropy. Even my wife has a passing familiarity with OGL, which is impressive as she is a nurse and doesn't do "nerd stuff". She's still pretty hot that our children's collective initials are NPC. 

Anyway, I took on this new project to write a campaign setting. And then I busted my shoulder, leaving me to do everything with one hand tied behind my back... literally. Now that I have the immobilizer off, I can start moving and thinking again. 

Here is the long and short of my thoughts on the OGL. 

I have 6 products on DriveThruRPG: 

  1. Kobold’s Folly Mini Setting
  2. Compass Rose Inn Mini Setting
  3. The Hex Pack
  4. Swashbuckler Character Class for D&D and AD&D
  5. Zero to Hero: Uncommon Heroes
  6. Character Sheet for AD&D
Three of these products have nothing to do with D&D, the OGL or SRD: Kobold’s Folly and Compass Rose Inn Mini Settings plus The Hex Pack. I can ignore these. 

The other three are directly tied to D&D. They are nothing without the original game. If push comes to they are either going to be withdrawn or go to "OGL version whatever". I have some decisions to make, I guess. The Swashbuckler Character class really needs to be burned to the ground and remade or dumped in the historical stupidity bin. I'm ok with either. I'd like to rework Zero to Hero into OSE, so I need to wait and see what Old Games Essentials does. The character sheet is a historical snapshot that assumes the use of a couple of books, I am not sure if it needs to be connected to the SDR or OGL because it is literally nothing but an image of a collection of words and numbers that are very context specific to a certain version of a D&D game.  

I have come to the conclusion that I need to abandon D&D and ignore three of my products linked to the SRD and OGL while reworking the other three into something that doesn't remotely touch the works of Wizards of the Coast. 

I have decided to come up with a completely new game system. One of my own devising. In the best case, I am the next WotC. The worst-case scenario is no one uses it. 

What I know now: 
  • I have the basic idea of a game system. 
  • Playtesting has started.
  • It will be called "Zero to Hero", which I am 99.9% is not a copyrightable name. That's cool, I'll deal with it if I can. 
    EDIT - No, No, this is no longer correct. I think I will call it "The Hearts System". 
  • My first book, "Zero to Hero: Uncommon Commoners" will be worked into this somehow. I don't know how. 
  • I will press on with my new campaign setting and tool it to work with "Zero to Hero". 
  • I need to come up with a better naming convention because if I find too many things referencing "Zero to Hero" I will have to change the name. 
So here we are. 

This is a cross-post with my Ko-Fi project

Sunday, January 22, 2023

Nice 1/22/2023 Update - Email Response from Maverick

UPDATE 1/22/2023. These files are now available at BoardGameGeek and already have 22 downloads for a 40+ year old game. 

Last night, I received an email from The Maverick, the webmaster of dwarfstar.brainiac.com. He granted me permission to post my Star Smuggler tiles, suggesting Boardgamegeek as the best host. 

To be honest, I don't like hosting files myself, so I gave it a shot. There seems to be a turnaround process, so they aren't there yet. So, here is the link to a zip file. (Edit- I hate hosting my own files as I can't tell how many are downloaded from Google Drive.)

The original tiles had a strange quirk. They were labeled A-J with Asteroids. To create planets, you needed to match up two tiles. Invariably, one of those tiles needed to be upside down. In studying them, there was no permutation where you could have left and right tiles labeled A-J without having several flipped. You'd need a left-hand set and a right-hand set. 

Annoying. 

I flipped each tile so that you don't have to have one upside down. This required relabeling all of the text so you didn't have one tile printed in the reverse. 

The process was super annoying, but I got it done. 

Just a reminder, I only have permission to post a link to these files. That is the extent of my ownership. Please download for personal use only and do not redistribute. I've been waiting a long time for this, please don't make me take it down. 

Wednesday, January 18, 2023

Thanks and Updates

First, I would like to thank Patrick for following me over on Ko-Fi. Following me over there is completely free and you'll pick up some insight into what I am working on. 

This evening, I'm working on a map for my upcoming project. I decided to start big and get smaller. This map of the capital is 50 feet per hex. In this view, you probably can't see the hexes. 

Map made using Worldographertm

Obviously, the capital is on the coast and is desperately in need of a name. Worldographer has the ability to generate maps via a seed process and some pretty cool tweaks you can select at the beginning. It will happily layout streets, drop in houses and businesses based on population plus a few other things like foliage. 

To make the process more manageable, I cut the population to 1000 so the area is sparse. As I work through the city, I'll add buildings in neighborhoods flavored by the underlying terrain. 

In this campaign setting, the city has been at peace for decades. They have gotten a bit sloppy with the trees and buildings close to the walls. I plan to remove a lot of the trees as I work, but there needs to be a balance between clearcut areas, the possibility of sloppy care, and being visually pleasing. 

This is a fortified city with the majority of people living outside the walls. Inside, there are garrison houses, towers, and a citadel for defense. I am picturing 40-foot tall walls, and 50-60 foot tall towers. The citadel was built first, before the city. It is ill-suited for its location as the citadel walls are only 30 feet tall. The central tower is 50 feet tall, which is not high enough to see over the walls. 

But the citadel has a magical defense. 

This is a view of the southern gate. Outside the walls is a lonely structure called the Tower of Eyes. This is the citadel's first line of defense. It appears to be a somewhat larger copy of the citadel's central tower. And "copy" is a perfect description. You see, all around the city are several Towers of Eyes which are magical copies. If one stands at the top of the citadel's tower and squints just right, one will see the view from any of the Towers of Eyes around the city. 

While this special vision is an illusion, as are the Towers of Eyes, the defenders can reconnoiter the whole area from a place of safety. While it's impossible to interact physically with the Towers of Eyes or the area it views, it is said that magic users can hurl spells down on to anyplace near the Towers. 

Strange magic, eh? 

Sunday, January 15, 2023

Step One Complete - Most Ads Removed

As promised in my previous post, I have deleted a bunch of ads. Nearly 75 of them. It was an annoying process of hunt and peck. This group was from Rakuten Advertising, a company I never really jelled with. The ads featured images that were good, but the image size was always too large for my website. 

Next up is AbeBooks ads. I have to target the code for the links which is an interesting tactic. 

It's kind of liberating not having to think about ads. 

I have added two more items to the "cut and trim" list. I'm going to kill my Anchor and Locals.com accounts (complete). I really don't need locals and it is very unlikely that I go back to podcasting. It was a COVID Crisis moment. You know the bit where you personally believe you are having some sort of existential crisis but on further reflection, it doesn't exist? 

COVID=Threat or Danger.
I ran out of podcasts in the middle of an epidemic=not worth thinking about.  

You see how that doesn't make sense, so off it goes. 

Maybe... just maybe, I will revisit podcasting someday. 

New Project on Ko-Fi

As you have probably noticed, there have been changes to the front page of These Old Games. Gone are some of the ads and they have been replaced by a Support Me on Ko-Fi

Rather than looking at my blog as a revenue stream, I would like to fund a project that does not yet rise to the level of a Kickstarter while being slightly more developed than These Old Games can support. This project is called: 

I had originally intended it to be D&D campaign book, but in light of the OGL 1.1 disaster, it has been pared back to a rule system agnostic Campaign Handbook. A fictional travel log for adventurers. I have posted sample maps here plus some background information. I am currently in the process of moving that data over to my Ko-Fi project page.  

The benefits of this are two-fold. I have been running ads on These Old Games for years and that has become problematic. First, ads interfere with the reader's enjoyment of the site. Second, ads cannot fund a project of this scale. Most readers are likely to click an ad for DriveThruRPG while ignoring ads for other websites. 

To this end, I will be working to eliminate all Non-DTRPG links. This is a big project in and of itself. I wish I could say "this blog is ad-free," but I am not there. In fact, I think that completely removing all ads including the DTRPG ads might not support the gaming community. I like to push people to great products, which is difficult when DTRPG hosts so many great projects. 

So, what is up with Ko-Fi? 

I guess this is the portion of the blog where I sadly admit that I'm not quitting my day job to produce content. That is not the intent of this project. 

I am using Ko-Fi to get this project off the ground by raising a modest amount of support while being accountable to a community. This is not an exchange of funding for specifically targeted content. It is to keep on track to complete a PDF that will eventually be sold. Ideally, if this project is successful, it could become a Kickstarter for physical books. That is my goal, but it all seems very far away. There is so much content creation between now and then that I have a hard time picturing the end. You are not funding a book, you are funding me to write a book. Or three. 

To that end, I have five-ish different "levels" over on Ko-Fi. Following me is the first step and level. There is no cost to following me on Ko-Fi. You will not see every post, but I hope you see enough to decide to hit that support button. The next level is a one-time tip or donation. This is where you throw some change in the tip jar. Like a follower, it really confers no Ko-Fi benefits beyond knowing you chipped in to make this happen. 

Next are the paid tiers, at $3, $5, and $10. Starting at the bottom, The Southern Tier (yes, a pun), you will be joining my Community and will receive a shout-out here on These Old Games and get Discord access to my little server. In the next level, The Central Tier, you will receive everything The Southern Tier receives plus some behind-the-scenes content. This behind the scene content will be things that probably won't fit in the book, but may be of interest to you as a DM and gamer. The final tier will include everything listed before plus the ability to Direct Message me on Ko-Fi plus a pre-release PDF of sections and chapters that will ultimately end of the book. 

In sharing this post, I would hope that some of you would take a moment to join Ko-Fi and click that free follow me button. 

There is no TL:DR version of this. This new idea is wildly outside my comfort zone. I am creating a fantasy campaign predicated on a time-traveling Elf stealing a nuclear weapon and a cool pair of Raybans to overthrow a god, only to settle on being a travel blogger. That is nuts enough. But the reality of this project is, simultaneously committing to start a community, raise funds, delete a bunch of completed blog posts AND write as many as 3 books. 

That's crazy. The part that makes me most uncomfortable isn't all of the hard work, it's the request for support. I've gotta tell you while getting this project off the ground, I've been hearing this song non-stop. 

And I don't mean in my headphones or on Youtube. I hear it when I'm sleeping, too. 

Thursday, January 12, 2023

#CharacterCreationChallenge - Ruleset D&D 3.5 - Fel Sorcerer

One of my favorite tools is the RedBlade character generator for 3.5. This tool is amazingly simple to use. I was able to cook up a Sorcerer in just a few minutes. The output is in HTML, which makes it easy to post online.

In just a few minutes, I was able to cook up Fel the Sorcerer, a Half-Elf. The software knows exactly how a character is built, so I don't have to track skill points or feats or even languages. It is a thing of beauty. 

Fel character sheet, Redblade 3.5e
Fel    
CHARACTER NAME PLAYER CAMPAIGN
6 Sorcerer Half-Elf Neutral Evil
CLASS AND LEVEL RACE ALIGNMENT EXPERIENCE POINTS
 

ABILITY NAME

ABILITY SCORE ABILITY MODIFIER   TOTAL WOUNDS/CURRENT HP NONLETHAL DAMAGE SPEED

STR
strength

11 +0

HP
hit points

14     30ft.

DEX
dexterity

15 +2

AC
armor class

14 = 10 + 1 + 0 + 2 + 0 + 0 + 1 + 0

CON
constitution

10 +0 TOTAL BASE ARMOR BONUS SHIELD BONUS DEX MODIFIER SIZE MODIFIER NATURAL ARMOR DEFLECT MODIFIER MISC MODIFIER
DAMAGE REDUCTION

INT
intelligence

14 +2

TOUCH
armor class

13

FLAT-FOOTED
armor class

12
SKILLS
  SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
  (cc)Appraise¤§ int 2 = 2 + 0 + 0
  (cc)Balance¤ dex 2 = 2 + 0 + 0
  Bluff¤§ cha 6 = 2 + 4 + 0
  (cc)Climb¤ str 0 = 0 + 0 + 0
  Concentration¤§ con 4 = 0 + 4 + 0
  Craft¤§ int 2 = 2 + 0 + 0
  Decipher Script§ int 4 = 2 + 2 + 0
  (cc)Diplomacy¤§ cha 6 = 2 + 4 + 0
  (cc)Disable Device§ int 2 = 2 + 0 + 0
  (cc)Disguise¤§ cha 2 = 2 + 0 + 0
  (cc)Escape Artist¤ dex 2 = 2 + 0 + 0
  (cc)Forgery¤§ int 2 = 2 + 0 + 0
  (cc)Gather Information¤§ cha 6 = 2 + 4 + 0
  (cc)Handle Animal§ cha 2 = 2 + 0 + 0
  (cc)Heal¤§ wis 2 = 2 + 0 + 0
  (cc)Hide¤ dex 2 = 2 + 0 + 0
  (cc)Intimidate¤§ cha 2 = 2 + 0 + 0
  (cc)Jump¤ str 0 = 0 + 0 + 0
  Knowledge (arcana)§ int 4 = 2 + 2 + 0
  (cc)Knowledge (architecture & engineering)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (dungeoneering)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (geography)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (history)§ int 3 = 2 + 1 + 0
  (cc)Knowledge (local)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (nature)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (nobility and royalty)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (religion)§ int 2 = 2 + 0 + 0
  (cc)Knowledge (the planes)§ int 2 = 2 + 0 + 0

WIS
wisdom

14 +2         TOTAL DEX MODIFIER MISC MODIFIER

CHA
charisma

15 +2

INITIATIVE
modifier

+6 = 2 + 4
SAVING THROWS TOTAL   BASE SAVE   ABILITY MODIFIER   MAGIC MODIFIER   MISC MODIFIER   TEMP. MODIFIER

FORT
constitution

2 = 2 + 0 + 0 + 0 +

REFLEX
dexterity

4 = 2 + 2 + 0 + 0 +

WILL
wisdom

7 = 5 + 2 + 0 + 0 +
BASE ATTACK BONUS 3 SPELL RESISTANCE 0

GRAPPLE
modifier

3 = 3 + 0 + 0 + 0
TOTAL BASE ATT BONUS STRENGTH MODIFIER SIZE MODIFIER MISC MODIFIER
ATTACK ATTACK DAMAGE CRITICAL
Defending Spear +1 4 1d8+1 20/x3
RANGE TYPE NOTES
20   6lb, Med, twohanded wielding,
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
        (cc) crossclass skill
¤ can be used untrained § apply armor penalty
                                   
POSSESSIONS   SKILLS
ITEM PG. LB. ITEM PG. LB.
Defending Spear +1   6 Backpack (empty)   2
Bedroll   5 Bracers of armor +1   0
5 x Candle   0 2 x Case, map or scroll   0
Crowbar   5 Dart   0
2 x Flask   0 Flint and steel   0
Hammer   2 Ink (1 oz. vial)   0
Inkpen   0 7 x Parchment (sheet)   0
Pouch, belt   3 Ring of Protection +1   0
Rope, hemp (50 ft.)   10 Sealing wax   1
Silver Dagger (masterwork)   1 Tent   10
5 x Torch   5  
   
   
   
   
 
  SKILL NAME KEY ABILITY SKILL MODIFIER ABILITY MODIFIER RANKS MISC MODIFIER
  (cc)Listen¤§ wis 3 = 2 + 1 + 0
  (cc)Move Silently¤ dex 2 = 2 + 0 + 0
  (cc)Open Lock§ dex 2 = 2 + 0 + 0
  (cc)Perform¤§ cha 2 = 2 + 0 + 0
  Profession§ wis 2 = 2 + 0 + 0
  (cc)Ride¤§ dex 3 = 2 + 1 + 0
  (cc)Search¤§ int 3 = 2 + 1 + 0
  (cc)Sense Motive¤§ wis 2 = 2 + 0 + 0
  (cc)Sleight of Hand§ dex 3 = 2 + 1 + 0
  (cc)Speak Language§ int 2 = 2 + 0 + 0
  Spellcraft§ int 4 = 2 + 2 + 0
  (cc)Spot¤§ wis 4 = 2 + 2 + 0
  (cc)Survival¤§ wis 3 = 2 + 1 + 0
  (cc)Swim¤§ str 1 = 0 + 1 + 0
  (cc)Tumble dex 2 = 2 + 0 + 0
  (cc)Use Magic Device§ cha 3 = 2 + 1 + 0
        =   +   +  
        =   +   +  
        =   +   +  
        =   +   +  
        =   +   +  
1-38lb. 39-76lb. 77-115lb. 115lb. 230lb. 575lb.   PLATINUM 134
  GOLD 5
LIGHT
LOAD
MEDIUM
LOAD
HEAVY
LOAD

LIFT OVER HEAD
EQUALS MAX LOAD

LIFT OFF GROUND
2x MAX LOAD

PUSH OR DRAG
5x MAX LOAD

SILVER 2
COPPER 4
FEATS, LANGUAGES & ABILITIES
       
Feats Sorcerer abilities    
Brew Potion Summon Familiar    
Combat-Casting      
Improved Initiative Half-Elf abilities    
Simple Weapon Proficiency Low-light vision    
  Elven Blood    
Languages Immunity to sleep spells    
Halfling +2 save vs enchantments    
Goblin      
Common      
Elven      
Sorcerer spells      
Spell Save DC LEVEL SPELLS PER DAY BONUS SPELLS      
12 0 6 0      
13 1st 6 +1      
14 2nd 5 +1      
15 3rd 3 0      
- 4th - -      
- 5th - -      
- 6th - -      
- 7th - -      
- 8th - -      
- 9th - -      
       
Acid Splash      
Arcane Mark      
Detect Magic      
Mage Hand      
Open/Close      
Prestidigitation      
Read Magic      
       
Level 1      
Identify      
Mage Armor      
Magic Weapon      
Sleep      
       
Level 2      
Daylight      
Scorching Ray      
       
Level 3      
Stinking Cloud      
       
       
       
       
       
       
       
       
       
ATTACK ATTACK DAMAGE CRITICAL
Silver Dagger (masterwork) 4 1d4 19-20/x2
RANGE TYPE NOTES
10   1lb, Med,
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
Dart 3 1d4 20/x2
RANGE TYPE NOTES
20   0lb, Med,
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES
     
 
ATTACK ATTACK DAMAGE CRITICAL
       
RANGE TYPE NOTES