From 15d51f4e1ebd72c1d9d5f66b53da841038b46dce Mon Sep 17 00:00:00 2001 From: Eric Woodward Date: Sat, 5 Apr 2025 19:47:36 -0400 Subject: [PATCH] moar updates --- deploy.sh | 15 + .../fragments/bestiary/draugr/base-info.md | 2 + .../fragments/bestiary/draugr/life-drain.md | 6 + .../fragments/bestiary/mummies/base-info.md | 3 + .../fragments/bestiary/mummies/disease.md | 11 + .../bestiary/mummies/paralyzing-fear.md | 5 + .../fragments/bestiary/sharks/frenzy.md | 8 + .../fragments/deities/spell-list-phoris.md | 76 +++ .../fragments/magic-items/decapitation.md | 8 + .../weapons/battle-axe-properties.md | 5 + .../fragments/weapons/mace-properties.md | 3 + .../fragments/weapons/polearm-properties.md | 5 + .../fragments/weapons/whip-properties.md | 4 + src/assets/images/site-bg-old.jpg | Bin 0 -> 213383 bytes src/assets/styles/styles.css | 1 + src/layouts/partials/top.ejs | 24 +- src/pages/astral/timeline.md | 2 +- src/pages/astral/travel.md | 10 +- src/pages/astral/vessels.md | 292 +++++++++-- src/pages/astral/xynohpus-cove.md | 57 ++- src/pages/bestiary/drahki.md | 2 +- .../mini-campaigns/aeryon/isle-of-dread.md | 67 ++- .../known-arcane-spells.md | 8 +- src/pages/classes/assassin.md | 81 ++- src/pages/classes/astral-corsair.md | 24 +- src/pages/classes/barbarian.md | 172 +++---- src/pages/classes/bard/index.md | 119 +++-- src/pages/classes/bard/spell-list.md | 2 +- src/pages/classes/beast-walker.md | 94 ++-- src/pages/classes/bloodmage.md | 114 +++-- src/pages/classes/champion.md | 188 ++----- src/pages/classes/cleric/index.md | 108 ++-- src/pages/classes/cleric/spell-list.md | 81 +-- src/pages/classes/corsair.md | 130 +++-- src/pages/classes/druid/index.md | 130 ++--- src/pages/classes/druid/spell-list.md | 2 +- src/pages/classes/ecclesiastic.md | 123 +++++ src/pages/classes/fighter.md | 70 ++- src/pages/classes/index.md | 42 +- src/pages/classes/kineticist-powers.md | 10 +- src/pages/classes/knight.md | 95 ++-- src/pages/classes/mystic/index.md | 98 ++-- 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src/pages/magic-items/bracers-of-bulwark.md | 4 +- src/pages/magic-items/broom-of-flying.md | 4 +- .../magic-items/cape-of-muuntehbahnk-gm.md | 4 +- src/pages/magic-items/cape-of-muuntehbahnk.md | 4 +- .../chain-whip-emyul-holy-avenger.md | 6 +- .../magic-items/chamber-of-lightning-bolts.md | 8 +- .../magic-items/crossbow-of-distance-hand.md | 4 +- .../magic-items/crystal-skull-of-jund.md | 6 +- src/pages/magic-items/darklurker-dagger.md | 6 +- src/pages/magic-items/disc-of-flying.md | 4 +- src/pages/magic-items/drum-of-panic.md | 4 +- .../magic-items/fay-zurs-stone-of-blasting.md | 6 +- src/pages/magic-items/flame-lance.md | 2 + src/pages/magic-items/flaming-sword-vahki.md | 8 +- src/pages/magic-items/flaming-sword.md | 6 +- src/pages/magic-items/helm-of-halos.md | 6 +- src/pages/magic-items/horn-of-blasting.md | 4 +- src/pages/magic-items/index.md | 2 + src/pages/magic-items/jar-of-preserving.md | 6 +- src/pages/magic-items/lenses-of-necroscopy.md | 4 +- src/pages/magic-items/light-globe.md | 4 +- .../limbcleaver-greatsword-of-sharpness.md | 6 +- .../lornath-breaker-of-darkness-gm.md | 6 +- .../lornath-breaker-of-darkness.md | 6 +- .../magic-items/mirror-of-telepresence.md | 6 +- .../magic-items/morlokk-lightning-rod.md | 6 +- .../nunchaku-kaaji-jukai-defense.md | 6 +- src/pages/magic-items/pet-rock.md | 4 +- .../magic-items/polearm-morlokk-pain-staff.md | 2 + .../magic-items/polearm-vokdec-giantspike.md | 4 +- src/pages/magic-items/portable-pole.md | 4 +- .../magic-items/ring-of-eldritch-blasting.md | 4 +- .../magic-items/ring-of-psychic-shielding.md | 4 +- src/pages/magic-items/ring-of-shielding.md | 4 +- src/pages/magic-items/ring-of-the-scholar.md | 4 +- .../magic-items/rod-of-lordly-might-zormut.md | 6 +- src/pages/magic-items/sack-of-storing.md | 4 +- src/pages/magic-items/scarab-of-protection.md | 6 +- .../spear-melaydius-backstabbing.md | 6 +- src/pages/magic-items/spear-scalehunter-gm.md | 6 +- src/pages/magic-items/spear-scalehunter.md | 6 +- src/pages/magic-items/stone-of-blinding.md | 4 +- .../magic-items/sword-lumye-hopes-defender.md | 4 +- .../magic-items/sword-nemesys-the-enforcer.md | 4 +- .../magic-items/sword-of-charming-sayka.md | 4 +- .../magic-items/sword-of-quickness-saiju.md | 4 +- src/pages/magic-items/sword-ryssa-vorpal.md | 6 +- .../sword-vozath-the-wizards-wail-gm.md | 6 +- .../sword-vozath-the-wizards-wail.md | 6 +- .../sword-zyshak-unholy-avenger-gm.md | 6 +- .../sword-zyshak-unholy-avenger.md | 6 +- .../magic-items/thune-rod-of-parrying.md | 4 +- .../magic-items/tome-of-forbidden-whispers.md | 17 +- .../trident-of-submission-parguk.md | 4 +- src/pages/magic-items/tyrhung-wolf-hunter.md | 4 +- src/pages/magic-items/wand-of-cold.md | 6 +- src/pages/magic-items/wand-of-desparking.md | 6 +- src/pages/magic-items/wand-of-druidcraft.md | 6 +- src/pages/magic-items/wand-of-illusions.md | 6 +- src/pages/magic-items/wand-of-polymorph.md | 6 +- src/pages/magic-items/warhammer-tharruum.md | 6 +- src/pages/magic-items/whayve-the-flood-gm.md | 6 +- src/pages/magic-items/whayve-the-flood.md | 6 +- src/pages/magic-items/whispering-stones.md | 4 +- .../magic-items/wylm-the-eternal-rest-gm.md | 6 +- .../magic-items/wylm-the-eternal-rest.md | 6 +- src/pages/npcs/rivertail/amylee-mouserel.md | 4 +- src/pages/npcs/rivertail/benjen-beaverdere.md | 2 +- src/pages/npcs/rivertail/brae-badgerton.md | 4 +- src/pages/npcs/rivertail/frobyrt-frogimus.md | 4 +- src/pages/npcs/rivertail/omyt-ottermore.md | 4 +- src/pages/npcs/rivertail/syndee-slothig.md | 4 +- src/pages/npcs/rivertail/talla-toadington.md | 4 +- src/pages/planes/material/index.md | 4 +- src/pages/planes/near/faewolde.md | 146 +++--- src/pages/planes/near/index.md | 6 +- src/pages/races/automaton.md | 39 +- src/pages/races/beastkin.md | 210 ++++++++ src/pages/races/bugbear.md | 43 +- src/pages/races/centaur.md | 36 ++ src/pages/races/dracokin.md | 65 +-- src/pages/races/drawbacks/index.md | 19 + src/pages/races/drow.md | 63 +-- src/pages/races/dwarf.md | 75 +-- src/pages/races/edges/index.md | 394 +++++++++++++++ src/pages/races/elekin.md | 33 +- src/pages/races/elf.md | 63 +-- src/pages/races/elfaye.md | 57 +-- src/pages/races/felinar.md | 42 +- src/pages/races/firfolk.md | 52 +- src/pages/races/giantkin.md | 35 +- src/pages/races/gnome.md | 88 +--- src/pages/races/halfling.md | 37 +- src/pages/races/human.md | 21 +- src/pages/races/index.md | 25 +- src/pages/races/mimikin.md | 55 +- src/pages/races/ogre.md | 55 -- src/pages/races/ogrekin.md | 33 ++ src/pages/races/oozion.md | 38 ++ src/pages/races/rhinokin.md | 26 +- src/pages/races/spritekin.md | 41 ++ src/pages/races/stral.md | 47 +- src/pages/races/tortokin.md | 62 +-- src/pages/rules/adventuring.md | 420 ++++++++++------ src/pages/rules/backgrounds/fantasy.md | 92 ++++ src/pages/rules/basics.md | 102 ++-- src/pages/rules/combat.md | 82 +-- src/pages/rules/equipment/fantasy.md | 4 +- src/pages/rules/gm-notes.md | 159 ++++++ src/pages/rules/index.md | 2 +- src/pages/rules/magic.md | 475 +++++++++++++----- src/pages/rules/referees.md | 102 +++- src/pages/spells/dispel-evil.md | 27 + src/pages/spells/exorcise.md | 37 ++ src/pages/spells/feeblemind.md | 21 + src/pages/spells/heal.md | 41 ++ src/pages/spells/index.md | 22 +- src/pages/spells/magic-jar.md | 38 ++ src/pages/spells/phantasmal-force.md | 3 +- src/pages/spells/read-thoughts.md | 4 +- src/pages/spells/remove-curse.md | 44 ++ src/pages/spells/spider-climb.md | 23 + src/pages/spells/wall-of-fire.md | 29 ++ src/pages/spells/wish-limited.md | 33 ++ src/pages/spells/wish.md | 33 ++ src/pages/tools/alpha.md | 39 ++ src/pages/tools/gm-screen.md | 176 +++++++ src/pages/tools/index.md | 8 +- src/pages/tools/referee-screen.md | 20 +- src/pages/weapons/index.md | 3 +- src/support/errors/404.html.ejs | 15 +- 195 files changed, 4943 insertions(+), 2578 deletions(-) create mode 100755 deploy.sh create mode 100644 src/assets/fragments/bestiary/draugr/base-info.md create mode 100644 src/assets/fragments/bestiary/draugr/life-drain.md create mode 100644 src/assets/fragments/bestiary/mummies/base-info.md create mode 100644 src/assets/fragments/bestiary/mummies/disease.md create mode 100644 src/assets/fragments/bestiary/mummies/paralyzing-fear.md create mode 100644 src/assets/fragments/bestiary/sharks/frenzy.md create mode 100644 src/assets/fragments/deities/spell-list-phoris.md create mode 100644 src/assets/fragments/magic-items/decapitation.md create mode 100644 src/assets/fragments/weapons/battle-axe-properties.md create mode 100644 src/assets/fragments/weapons/mace-properties.md create mode 100644 src/assets/fragments/weapons/polearm-properties.md create mode 100644 src/assets/fragments/weapons/whip-properties.md create mode 100644 src/assets/images/site-bg-old.jpg create mode 100644 src/pages/classes/ecclesiastic.md create mode 100644 src/pages/classes/rogue.md create mode 100644 src/pages/races/beastkin.md create mode 100644 src/pages/races/centaur.md create mode 100644 src/pages/races/drawbacks/index.md create mode 100644 src/pages/races/edges/index.md delete mode 100644 src/pages/races/ogre.md create mode 100644 src/pages/races/ogrekin.md create mode 100644 src/pages/races/oozion.md create mode 100644 src/pages/races/spritekin.md create mode 100644 src/pages/rules/backgrounds/fantasy.md create mode 100644 src/pages/rules/gm-notes.md create mode 100644 src/pages/spells/dispel-evil.md create mode 100644 src/pages/spells/exorcise.md create mode 100644 src/pages/spells/feeblemind.md create mode 100644 src/pages/spells/heal.md create mode 100644 src/pages/spells/magic-jar.md create mode 100644 src/pages/spells/remove-curse.md create mode 100644 src/pages/spells/spider-climb.md create mode 100644 src/pages/spells/wall-of-fire.md create mode 100644 src/pages/spells/wish-limited.md create mode 100644 src/pages/spells/wish.md create mode 100644 src/pages/tools/alpha.md create mode 100644 src/pages/tools/gm-screen.md diff --git a/deploy.sh b/deploy.sh new file mode 100755 index 0000000..379b937 --- /dev/null +++ b/deploy.sh @@ -0,0 +1,15 @@ +#!/usr/bin/bash + +echo "Commencing with the site build..." +echo + +nvm use 18 +cd pv-web +git pull origin main +npx weevr build +rm -rf old +mv public old +mv out public + +echo "All done!" +echo diff --git a/src/assets/fragments/bestiary/draugr/base-info.md b/src/assets/fragments/bestiary/draugr/base-info.md new file mode 100644 index 0000000..3abcbf3 --- /dev/null +++ b/src/assets/fragments/bestiary/draugr/base-info.md @@ -0,0 +1,2 @@ +- Usually found in frozen regions. +- Immune to damage from cold and non-magical, non-silver weapons. diff --git a/src/assets/fragments/bestiary/draugr/life-drain.md b/src/assets/fragments/bestiary/draugr/life-drain.md new file mode 100644 index 0000000..d8e3c0f --- /dev/null +++ b/src/assets/fragments/bestiary/draugr/life-drain.md @@ -0,0 +1,6 @@ +### Life Drain + +Damage inflicted by this attack reduces the target's maximum HP. + +- A humanoid killed by this ability becomes a draugr in 1 day, under the control of the one that killed them. +- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total. diff --git a/src/assets/fragments/bestiary/mummies/base-info.md b/src/assets/fragments/bestiary/mummies/base-info.md new file mode 100644 index 0000000..f7279e0 --- /dev/null +++ b/src/assets/fragments/bestiary/mummies/base-info.md @@ -0,0 +1,3 @@ +- Typically found haunting ruins and tombs. +- Immune to all damage except fire or magic. +- Any damage taken is reduced by 50%. diff --git a/src/assets/fragments/bestiary/mummies/disease.md b/src/assets/fragments/bestiary/mummies/disease.md new file mode 100644 index 0000000..52b9abc --- /dev/null +++ b/src/assets/fragments/bestiary/mummies/disease.md @@ -0,0 +1,11 @@ +### Disease + +Anyone touched by this creature must **Save** or contract a rotting disease. + +- Must save after each touch (unless infected). +- While infected: + - Can't regain hit points, + - Loses 1 HD every day. + - If HD drops to 0, victim dies and turns to dust. +- Healing occurs at 10% normal rate. +- Disease can only be removed by magic (ex: Cure Disease spell) diff --git a/src/assets/fragments/bestiary/mummies/paralyzing-fear.md b/src/assets/fragments/bestiary/mummies/paralyzing-fear.md new file mode 100644 index 0000000..d0eaa17 --- /dev/null +++ b/src/assets/fragments/bestiary/mummies/paralyzing-fear.md @@ -0,0 +1,5 @@ +### Paralyzing Fear + +Anyone seeing this creature must **Save** or be [paralyzed](/rules/adventuring.html#paralyzed) with terror. + +- Paralysis is broken if mummy lord attacks them or goes out of sight. diff --git a/src/assets/fragments/bestiary/sharks/frenzy.md b/src/assets/fragments/bestiary/sharks/frenzy.md new file mode 100644 index 0000000..c1ea7c2 --- /dev/null +++ b/src/assets/fragments/bestiary/sharks/frenzy.md @@ -0,0 +1,8 @@ +### Frenzy + +Frenzy triggered by blood in water within 300'. + +During frenzy: + +- Attacks each round, and +- Skips morale checks. diff --git a/src/assets/fragments/deities/spell-list-phoris.md b/src/assets/fragments/deities/spell-list-phoris.md new file mode 100644 index 0000000..008bd8f --- /dev/null +++ b/src/assets/fragments/deities/spell-list-phoris.md @@ -0,0 +1,76 @@ +### 1st Level + +1. [Calm / Scare](/spells/calm.html) +2. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html) +3. Detect Evil / Detect Good +4. [Detect Magic](/spells/detct-magic.html) +5. [Light / Darkness](/spells/light.html) +6. Protection from Evil / Protection from Good +7. Purify Food and Water / Spoil Food and Water +8. Resist Cold / Remove Cold Resistance + +### 2nd Level + +1. Bless / Blight +2. [Continual Light (Continual Darkness)](/spells/continual-light.html) +3. Find Traps +4. Know Alignment / Hide Alignment +5. Resist Fire / Remove Fire Resistance +6. Silence 15’ Radius / Startling Noise +7. Snake Charm +8. Speak with Animals + +### 3rd Level + +1. Cure Blindness / Blind +2. Cure Disease / Cause Disease +3. Grow Animal / Shrink Animal +4. Hold Person +5. Locate Object / Hide Object +6. Remove Curse / Curse +7. [Speak with Dead / Silence Dead](/spells/speak-with-dead.html) +8. Striking + +### 4th Level + +1. Peaceful Respite / Animate Dead +2. Create Water +3. Cure Serious Wounds / Cause Serious Wounds +4. Dispel Magic +5. Neutralize Poison +6. Protection from Evil 10’ Radius / Protection from Good 10’ Radius +7. Speak with Plants +8. Sticks to Snakes / Snakes to Sticks + +### 5th Level + +1. Commune +2. Create Food +3. Cure Critical Wounds +4. [Dispel Evil](/spells/dispel-evil.html) +5. Banish Insects / Insect Plague +6. Quest / Remove Quest +7. Raise Dead / Finger of Death +8. Truesight + +### 6th Level + +1. Aerial Servant +2. Animate Objects +3. Barrier / Remove Barrier +4. Create Normal Animals +5. Cureall / Killall +6. Find the Path +7. Speak with Monsters / Babble +8. Word of Recall + +### 7th Level + +1. Earthquake +2. Holy Word +3. Raise Dead Fully / Obliterate +4. Restore / Life Drain +5. Survival +6. Travel +7. Wish +8. Wizardry diff --git a/src/assets/fragments/magic-items/decapitation.md b/src/assets/fragments/magic-items/decapitation.md new file mode 100644 index 0000000..6a6526d --- /dev/null +++ b/src/assets/fragments/magic-items/decapitation.md @@ -0,0 +1,8 @@ +### Decapitation + +On a successful attack, the target may be decapitated. + +- Against a target of stone or metal, a decapitation only occurs on a critical hit (regardless of size). +- Against a target of size large or bigger, a decapitation only occurs on a natural 19 or 20. +- Against a medium-sized or smaller target, a decapitation occurs on a natural 18, 19, or 20 +- Some creatures may either be immune to or unaffected by decapitation (ex: creatures without a head, elementals). diff --git a/src/assets/fragments/weapons/battle-axe-properties.md b/src/assets/fragments/weapons/battle-axe-properties.md new file mode 100644 index 0000000..6aa0b92 --- /dev/null +++ b/src/assets/fragments/weapons/battle-axe-properties.md @@ -0,0 +1,5 @@ +### Battle Axe Properties + +- **Versatile**: At start of combat round, if offhand is free, may choose to have sword deal 1d10 base damage for that round while gaining the following properties: + - **Slow**: Always attacks last in a round. + - **Two-handed**: Requires two hands to use. diff --git a/src/assets/fragments/weapons/mace-properties.md b/src/assets/fragments/weapons/mace-properties.md new file mode 100644 index 0000000..62bc6d1 --- /dev/null +++ b/src/assets/fragments/weapons/mace-properties.md @@ -0,0 +1,3 @@ +### Mace Properties + +- **Blunt**: No cutting edge, may be wielded by a cleric. diff --git a/src/assets/fragments/weapons/polearm-properties.md b/src/assets/fragments/weapons/polearm-properties.md new file mode 100644 index 0000000..36b8948 --- /dev/null +++ b/src/assets/fragments/weapons/polearm-properties.md @@ -0,0 +1,5 @@ +### Polearm Properties + +- **Reach**: Grants extra 5' reach for determining melee range. +- **Slow**: Always attacks last in a round. +- **Two-handed**: Requires two hands to use. diff --git a/src/assets/fragments/weapons/whip-properties.md b/src/assets/fragments/weapons/whip-properties.md new file mode 100644 index 0000000..cb953be --- /dev/null +++ b/src/assets/fragments/weapons/whip-properties.md @@ -0,0 +1,4 @@ +### Whip Properties + +- **Entangle**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled). +- **Reach**: Grants extra 5' reach for determining melee range. diff --git a/src/assets/images/site-bg-old.jpg b/src/assets/images/site-bg-old.jpg new file mode 100644 index 0000000000000000000000000000000000000000..c723369dda810000dd7439c5352bceb8dcaaaf11 GIT binary patch literal 213383 zcmeFZcUV+Q(=WQnh(rM;OU@aFBp`9f8HS9&%#cACG8hPwh8&e4=bUp=kc@(ohKwLd zq7qdUy@Pwd`~A*2-#O1c_uu>WdKUd#-Bs09)!mC(v#RFz{O>h@TobGT2C%TO0Cmg( z{9flK+&{c&7+i`uF~j}2{#UK0p`*_%Dkvf>C?<^I6c!be5f+mX6=oI| zkr5G<0f}I!vGV_|3x*xI0sI2~l6tKjfb|!?7K`;azQiT#tlLu 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  • j -<% const getPageField=(field_name)=> { - return page[field_name] || site[field_name] || ''; +<% + const getPageField=(field_name)=> { + return page[field_name] || site[field_name] || ''; }, getUrl = () => site.base_uri + (site.base_uri.endsWith('/') ? '' : '/') + page.path; - -%> + let title = page?.title ?? ''; + if (page.title && page.section && !page.path.endsWith(`${page.section.replace(' ', '-')}/index.html`)) { + if (page.section === 'bestiary') { + title = `${title} (Creature)`; + } + else if (page.section === 'classes') { + title = `${title} (Class)`; + } + else if (page.section === 'races') { + title = `${title} (Race)`; + } + else if (page.section === 'magic items') { + title = `${title} (Magic Item)`; + } + } +-%> @@ -20,7 +36,7 @@ - <%= page.title ? page.title + ' | ' : '' %> + <%= title ? title + ' | ' : '' %> <%= page.sub_title ? page.sub_title + ' | ' : '' %> <%= site.title %> diff --git a/src/pages/astral/timeline.md b/src/pages/astral/timeline.md index f90a49e..4e9ecf5 100644 --- a/src/pages/astral/timeline.md +++ b/src/pages/astral/timeline.md @@ -31,7 +31,7 @@ Below is a timeline of major events in (this section of) the astral plane: | **circa 3,000 CAC**
    _(ca. 2,000 years ago)_ | The Drahki arrive in the astral plane, establishing the [Drahki Federation](/astral/factions/index.html#drahki-federation). | | **3961 CAC**
    _(1062 years ago)_ | The Stral slay the Dwarf king Thurborg Goldhelm and claim ownership of the Forge. | | **4759 CAC**
    _(264 years ago)_ | The Lyffan Expeditionary Force arrives in the astral plane. | -| **4644 CAC**
    _(379 years ago)_ | Lord Xynohpus arrives in the astral plane from Ayreon. | +| **4644 CAC**
    _(379 years ago)_ | Lord Xynohpus arrives in the astral plane from Aeryon. | | **4925 CAC**
    _(98 years ago)_ | Lord Xynohpus establishes Xynohpus (Sapphire) Cove. | diff --git a/src/pages/astral/travel.md b/src/pages/astral/travel.md index 912dc3e..bf7c079 100644 --- a/src/pages/astral/travel.md +++ b/src/pages/astral/travel.md @@ -11,12 +11,12 @@ short_code: atr The steps to take for each phase of astral travel: -1. **Setup**: Referee describes the situation +1. **Setup**: GM describes the situation 2. **Decide Course**: Players decide on their course of travel for the phase and any planned activities for the day. -3. **Complication Check**: Referee makes a complication check. -4. **Description**: Referee describes the regions passed through, any points of interest that the party comes across, and any complications they encounter. -5. **Actions / Responses / Complications** - Party declares actions, referee describes the results. -6. **End of Phase**: The referee updates time records. +3. **Complication Check**: GM makes a complication check. +4. **Description**: GM describes the regions passed through, any points of interest that the party comes across, and any complications they encounter. +5. **Actions / Responses / Complications** - Players declare actions, GM describes the results. +6. **End of Phase**: The GM updates time records. 7. **Repeat**: Return to step 2 and repeat until travel ends. #### Complication Check diff --git a/src/pages/astral/vessels.md b/src/pages/astral/vessels.md index eedcf88..f62828e 100644 --- a/src/pages/astral/vessels.md +++ b/src/pages/astral/vessels.md @@ -108,35 +108,256 @@ During each round of pursuit or combat, PCs occupying these roles may attempt to ### Ship Statistics +- Cargo capacity is listed in astral-tons, with each one being equivalent to roughly 50 cubic yards. +- Cost does not include the cost of the console. +- Gnomish ships have a base 80% chance of success on each landing. +- Lyffan ships always carry a Bombard as one of their weapons + + -### Ship Notes +#### Caravel -- **Drahki ships**: Always carry a Fire Cannon as one of their weapons. -- **Gnomish ships**: Base 80% chance of success on each landing. -- **Lyffan ships**: Always carry a Bombard as one of their weapons - +
    + +| | | +| -------------------- | --------- | +| **Cost** | 10,000 gp | +| **Cargo Capacity** | 10 tons | +| **Length** | 60'-80' | +| **Beam** | 20'-30' | +| **Crew** | 10 | +| **Weapons** | 1 medium | +| **Ram** | N | +| **Landing Types** | Water | +| **AC** | 11 | +| **Damage Threshold** | 5 | +| **HP** | 90-120 | + +
    + +#### Galleon + +
    + +| | | +| -------------------- | --------- | +| **Cost** | 20,000 gp | +| **Cargo Capacity** | 30 tons | +| **Length** | 100'-150' | +| **Beam** | 25'-30' | +| **Crew** | 20 | +| **Weapons** | 3 medium | +| **Ram** | N | +| **Landing Types** | Water | +| **AC** | 12 | +| **Damage Threshold** | 5 | +| **HP** | 180-240 | + +
    + +#### Warship, Small + +
    + +| | | +| -------------------- | ------------------- | +| **Cost** | 6,600 gp | +| **Cargo Capacity** | 10 tons | +| **Length** | 60'-80' | +| **Beam** | 20'-30' | +| **Crew** | 10 | +| **Weapons** | 1 large or 2 medium | +| **Ram** | Y | +| **Landing Types** | Water | +| **AC** | 11 | +| **Damage Threshold** | 6 | +| **HP** | 90-120 | + +#### Warship, Large + +
    + +| | | +| -------------------- | ------------------- | +| **Cost** | 26,600 gp | +| **Cargo Capacity** | 30 tons | +| **Length** | 100'-150' | +| **Beam** | 25'-30' | +| **Crew** | 20 | +| **Weapons** | 2 large or 4 medium | +| **Ram** | Y | +| **Landing Types** | Water | +| **AC** | 12 | +| **Damage Threshold** | 6 | +| **HP** | 210-270 | + +#### Lyffan Corvette + +
    + +| | | +| -------------------- | ------------------- | +| **Cost** | 15,000 gp | +| **Cargo Capacity** | 25 tons | +| **Length** | 100'-150' | +| **Beam** | 25'-35' | +| **Crew** | 10 | +| **Weapons** | 1 large or 2 medium | +| **Ram** | N | +| **Landing Types** | Water | +| **AC** | 12 | +| **Damage Threshold** | 6 | +| **HP** | 120-180 | + +#### Lyffan Battlecruiser + +
    + +| | | +| -------------------- | ------------------- | +| **Cost** | 45,000 gp | +| **Cargo Capacity** | 45 tons | +| **Length** | 220'-280' | +| **Beam** | 20'-30' | +| **Crew** | 24 | +| **Weapons** | 3 large or 4 medium | +| **Ram** | Y | +| **Landing Types** | None | +| **AC** | 12 | +| **Damage Threshold** | 6 | +| **HP** | 270-330 | + +#### Stral Destroyer + +
    + +| | | +| -------------------- | --------------------- | +| **Cost** | 40,000 gp (estimated) | +| **Cargo Capacity** | 35 tons | +| **Length** | 150'-200' | +| **Beam** | 25'-35' | +| **Crew** | 10 | +| **Weapons** | 5 large | +| **Ram** | Y | +| **Landing Types** | None | +| **AC** | 12 | +| **Damage Threshold** | 6 | +| **HP** | 210-270 | + +#### Stral Dreadnought + +
    + +| | | +| -------------------- | --------------------- | +| **Cost** | 50,000 gp (estimated) | +| **Cargo Capacity** | 60 tons | +| **Length** | 220'-280' | +| **Beam** | 20'-30' | +| **Crew** | 24 | +| **Weapons** | 3 large | +| **Ram** | Y | +| **Landing Types** | None | +| **AC** | 12 | +| **Damage Threshold** | 6 | +| **HP** | 270-330 | + +#### Dwarven Fortress + +
    + +| | | +| -------------------- | ---------------------- | +| **Cost** | 500,000 gp (estimated) | +| **Cargo Capacity** | 300 tons | +| **Length** | 200'-300' | +| **Beam** | 150'-250' | +| **Crew** | 10 | +| **Weapons** | 10 large | +| **Ram** | Y | +| **Landing Types** | Land | +| **AC** | 12 | +| **Damage Threshold** | 8 | +| **HP** | 480-9601 | + +#### Gnomish SteamJammer + +
    + +| | | +| -------------------- | ----------- | +| **Cost** | 40,000 gp | +| **Cargo Capacity** | 30 tons | +| **Length** | 100'-150' | +| **Beam** | 20'-30' | +| **Crew** | 20 | +| **Weapons** | 1 large | +| **Ram** | N | +| **Landing Types** | Land, Water | +| **AC** | 12 | +| **Damage Threshold** | 4 | +| **HP** | 120-150 | + +#### Drahki Dragonship, Small + +
    + +| | | +| -------------------- | ------------- | +| **Cost** | 60,000 gp | +| **Cargo Capacity** | 15 tons | +| **Length** | 80'-120' | +| **Beam** | 10'-15' | +| **Crew** | 10 | +| **Weapons** | 1 Fire Cannon | +| **Ram** | Y | +| **Landing Types** | Water | +| **AC** | 12 | +| **Damage Threshold** | 5 | +| **HP** | 180-240 | + +#### Drahki Dragonship, Large + +
    + +| | | +| -------------------- | ------------------------------------------ | +| **Cost** | 60,000 gp | +| **Cargo Capacity** | 45 tons | +| **Length** | 150'-200' | +| **Beam** | 15'-20' | +| **Crew** | 20 | +| **Weapons** | 3 large (including at least 1 Fire Cannon) | +| **Ram** | Y | +| **Landing Types** | Water | +| **AC** | 12 | +| **Damage Threshold** | 5 | +| **HP** | 270-330 | ### Upgrades @@ -153,13 +374,20 @@ The hide of one (or more) animals is spread out across the hull. - **+2** costs 40% of capacity in gp. - **+3** costs 80% of capacity in gp. +#### Plating + +Metal plates are attached to the hull. + +- Grants an AC bonus of +3. +- Increases ship hit points by 25%. + ### Weapons #### Ballistae Fire large bolts (arrows) of wood and iron. -**Cargo Space**: A medium ballista plus twenty bolts requires 6,000 coins of cargo space, and a heavy ballista plus twenty bolts occupies 12,000 coins worth (both subtracted from the ship’s cargo allowance). +**Cargo Space**: A medium ballista plus twenty bolts requires 1 ton of cargo space, and a heavy ballista plus twenty bolts occupies 2 tons of space (both subtracted from the ship’s cargo allowance). **Attack modifiers**: May be applied for environmental conditions, maneuverability, etc. @@ -169,8 +397,8 @@ Fire large bolts (arrows) of wood and iron. **Attack rolls and rate of fire**: Depend on the number of crew manning the ballista: -- 2 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 3 rounds. -- 3 crew (maximum): Attacks with THAC0 14 [+5]. Fires every 2 rounds. +- 2 crew (minimum): Attacks at +4, fires every 3 rounds. +- 3 crew (maximum): Attacks at +5, fires every 2 rounds. **Damage**: 3d6 hit points. @@ -180,8 +408,8 @@ Fire large bolts (arrows) of wood and iron. **Attack rolls and rate of fire**: Depend on the number of crew manning the ballista: -- 4 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 4 rounds. -- 5 crew (maximum): Attacks with THAC0 14 [+5]. Fires every 3 rounds. +- 4 crew (minimum): Attacks at +4, fires every 4 rounds. +- 5 crew (maximum): Attacks at +5, fires every 3 rounds. **Damage**: 3d10 hit points. @@ -189,7 +417,7 @@ Fire large bolts (arrows) of wood and iron. Fire magically-propelled large balls of iron. -**Cargo Space**: A bombard plus twenty cannonballs requires 10,000 coins of cargo space (subtracted from the ship’s cargo allowance). +**Cargo Space**: A bombard plus twenty cannonballs requires 2 tons of cargo space (subtracted from the ship’s cargo allowance). **Range**: 1,000 yards. @@ -197,8 +425,8 @@ Fire magically-propelled large balls of iron. **Attack rolls and rate of fire**: Depend on the number of crew manning the bombards: -- 3 crew (minimum): Attacks with THAC0 17 [+2]. Fires every 3 rounds. -- 4 crew (maximum): Attacks with THAC0 16 [+3]. Fires every 2 rounds. +- 3 crew (minimum): Attacks at +2, fires every 3 rounds. +- 4 crew (maximum): Attacks at +3, fires every 2 rounds. **Damage**: 2d10 hit points. @@ -216,8 +444,8 @@ Fire dragon's flame. Can be tuned to fire in a cloud, cone, or line. Requires a **Attack rolls and rate of fire**: Depend on the number of crew manning the cannons: -- 2 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 2 rounds. -- 3 crew (maximum): Attacks with THAC0 14 [+5]. Fires each round. +- 2 crew (minimum): Attacks at +4, fires every 2 rounds. +- 3 crew (maximum): Attacks at +5, fires each round. **Damage**: 1d6+5 x 10 hit points @@ -239,9 +467,9 @@ Fire energy bolts that function like magic missiles. Requires 2 common Eye Tyran #### Rams -Can be used against ships or giant creatures. Small individuals cannot be targeted. +Can be used against ships or giant creatures, small individuals cannot be targeted. -**Attack rolls**: Are made using a THAC0 of 19 [0] and occur at the same point in the combat sequence as missile fire. +**Attack rolls**: Are made at +0 and occur at the same point in the combat sequence as missile fire. **Attack modifiers**: May be applied for environmental conditions, maneuverability, etc. diff --git a/src/pages/astral/xynohpus-cove.md b/src/pages/astral/xynohpus-cove.md index af68be8..f348b52 100644 --- a/src/pages/astral/xynohpus-cove.md +++ b/src/pages/astral/xynohpus-cove.md @@ -8,13 +8,68 @@ short_code: axc status: hidden --- -A relatively small port on the outer rim of the Astral Trade Zone, Xynohpus Cove is a collection of small wooden buildings on a carved fragment from the earth plane, complete with its own magic shop, blacksmith, and a single, two-story warehouse. +A relatively small port on the outer rim of the Astral Trade Zone, Xynohpus Cove is a collection of small wooden buildings on a carved fragment from the earth plane, complete with its own magic shop, blacksmith, guard house, and a single, two-story warehouse. - Located on a oblong fragment of earth, about 200' across by 50' around. - 20' diameter portal to the warehouse district of the aptly named Portown, a city on the material plane. - A large magical clock above the portal shows the [current time](./adventuring.html#calendar) both on the astral plane and in Portown. - Usually has 1-2 ships in dock. - Founded almost [100 years ago](./timeline.html) by the wizard Xynohpus. +- Controlled by the Portown government. + - Portown city guards have a special detail assigned here, in the guard house (complete with a holding cell). +- Generally aligned with Trade Union and + +### NPCs + +- **Lord Stengar Muziv** + + - Human noble harbormaster (Level 0) + - Harbormaster of Xynohpus Cove + - Tradelord in the Astral Trade Union + - Dresses in fine purple silks + - Appointed by (and reports directly to) the lord mayor of Portown. + - Hopes to use his title to gain favor with the ruling houses of Portown. + +- **Fenwick C. Fizzlebell** + + - Gnomish male + - Assistant to Lord Stengar Muziv + - Fussy gnome dressed all in yellow + - Always appears to be in over his head + +- **Zohar, Keeper of the Obelisk** + + - Half-elven male cleric of Phoris. + - Chatty and personable, he tries to be helpful when he can. + +- **Amaryllis (Amary), the Alchemist** + + - Owns and ran Amary's Emporium + - Polite and pretty (but bored) human female + - Smarter than she appears. + - Wears long, dark-colored dresses. + - Close ties with the Grand Consortium. + - Daughter of the wizard Lord Xynohpus, but doesn't like to talk about it. + +- **Rocky** + + - Fenwick's liviing statue / bodyguard + - Idyllic human male shape + - Made of magical marble + - Apparently mute + +- **Unkhlar Thildison** + + - Dwarven blacksmith + - Thin and kinda shifty, with short copper hair and green eyes. + - Had a pet spider named Therva that occasionally hangs out on his shoulder. + +- **Zoviar of the Black Tower** + - Spindly human male wizard with a thin mustache. + - Dresses in black silken robes. + - Snide, insinuating, and all-around unpleasant to deal with. + +#### Former NPCs ### Locations diff --git a/src/pages/bestiary/drahki.md b/src/pages/bestiary/drahki.md index fd1f586..a83ee6e 100644 --- a/src/pages/bestiary/drahki.md +++ b/src/pages/bestiary/drahki.md @@ -21,7 +21,7 @@ Drahki are a race of Dracokin that hail from Drahkenos, the so-called plane of D | **Attacks** | 1 x weapon (1d6 or by weapon) | | **THAC0** | 19[0] | | **Movement** | 120’ (40’) | -| **Saving Throws** | D12 W13 P14 B15 S16 (1) | +| **Save** | D12 W13 P14 B15 S16 (1) | | **Morale** | 6 | | **Alignment** | N | | **XP** | 10 | diff --git a/src/pages/campaigns/mini-campaigns/aeryon/isle-of-dread.md b/src/pages/campaigns/mini-campaigns/aeryon/isle-of-dread.md index dad1994..9d87212 100644 --- a/src/pages/campaigns/mini-campaigns/aeryon/isle-of-dread.md +++ b/src/pages/campaigns/mini-campaigns/aeryon/isle-of-dread.md @@ -4,7 +4,7 @@ description: Information specific to my Isle of Dread campaign date_pub: 2024-04-27T17:03:49.000-04:00 section: campaigns content_type: feature -short_code: cmma1 +short_code: dread --- _Greetings, adventurers!_ @@ -30,7 +30,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant !!!include(aeryon/today.md)!!! -#### Stormwreck! +#### The Adventure Begins - Hired by merchant **Thoryio Barbarosa** to accompany him to **Isle of Dread**. - Set sail on the **Prosperity**, captained by **Mararo Sorris**. _[Fendo, 11th of Trama]_ @@ -66,7 +66,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant - 5th day overall (1st day over wall): saw dragon over eastern bay. _[Fendo, 23rd of Trama]_ - 6th day: fought off some lizard men in the hills. _[Saedo, 24th of Trama]_ - While sleeping that night, attacked by 13 skeletons. - - After attack, found blood symbol, Truplea realized it was a name: **Melfora** + - After attack, found blood symbol, Treuplea realized it was a name: **Melfora** - 7th day was uneventful, camped near the lake. _[Undo, 25th of Trama]_ - 8th day was uneventful, got stuck in a swamp. _[Tudo, 26th of Trama]_ - 9th day, while traveling through hills: felt a tremor, heard some shouting, saw a couple of humanoid figures in furry skins chasing (or being chased by) something. _[Trado - 27th of Trama]_ @@ -103,11 +103,11 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant - He also wore a shiny ring with an (as-yet-undeciphered) inscription on it. - The fight was long and vicious, and left one of Isling's wolves dead. - Following the assault (and 27's near-death experience), they investigated the mouth on the wall and the surrounding rooms. - - Truplea determined it could shoot flame, but wasn't sure about a trigger or source. + - Treuplea determined it could shoot flame, but wasn't sure about a trigger or source. - Toric found a trick sconce that opened a secret door to a cove behind the face statue (where Isling found the controls for the mouth). - In the hidden area, they found another secret door (synchronized to be in the opposite position of the first secret door) which lead to a hallway. - Further down the hallway, they found a room with a pedestal and a box. - - Opening the box revealed a magical statue carved from a huge black pearl, which turned Lo, Truplea, and Isling into "Servants of the Darkness" + - Opening the box revealed a magical statue carved from a huge black pearl, which turned Lo, Treuplea, and Isling into "Servants of the Darkness" - After a brief but brutal battle, the statue was broken, and everyone was restored to normal. - Believing they set the old masters back, the party decided to retreat and return in a few weeks with a larger force. - The group left the temple, closing all of the secret doors, and removing the trick sconce from the wall on their way out. @@ -127,7 +127,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant - As they left via the collapsed entrance, they found tunnels in the crater wall. - Isling spent time training Ae'gu (pronounced yay-gu), a young warrior from Mantru - 16th day: Dragon bridge crossing _[Pordo, 4th of Porma]_ - - As they crossed the dragon bridge, 27 nearly fell (and was saved by Lo) before a pteronadon attacked. + - As they crossed the dragon bridge, 27 nearly fell (and was saved by Lo) before a pteranodon attacked. - Isling hit it with an arrow and it fled. - That night, while stopped at river crossing, Lo heard howling nearby. - 17th day _[Fendo, 5th of Porma]_ @@ -151,7 +151,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant - Arrived at wall around midday, allowed to pass through. - Arrived at Tanaroa shortly after midday - The party met with chief Koma, asked her to send messages to other villages about old masters. - - The village kinda freaked out over old mastsword aers. + - The village kinda freaked out over old masters. - Chief Koma offers to call war council with other chiefs - Party decided to return to meet Esun. - Party restocks supplies in town. @@ -184,7 +184,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant - Several animated skeletons appeared while the party talked to her, all apparently under her control. - She ultimately offered the party the use of her [Lenses of Necroscopy](/magic-items/lenses-of-necroscopy.html) to learn about the protective amulets the priests wore. - The party took turns acquiring amulets and information from the long-dead priests. - - Truplea found a secret panel in an empty sarcophagus which lead down to a tunnel, and ultimately to a small room with an armored skeleton bowing before an altar. + - Treuplea found a secret panel in an empty sarcophagus which lead down to a tunnel, and ultimately to a small room with an armored skeleton bowing before an altar. - Upon the altar, they found a sentient mace named [Lor'nath, Breaker of Darkness](/magic-items/lornath-breaker-of-darkness.html). - Toric picked up the mace and put on the armor. - While discussing options for dealing with Esun, the party decided instead to head straight for the Kho'pru. @@ -216,14 +216,14 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant - After finding a second boat, Freki started barking, leading the party to return to shore. - They were met by the **Weavers of the Webs**, a group of strange hermit wizards, and their leader, **Celzik**. - Isling tried to persuade the Weavers to join their cause against the old masters. - - After some verbal sparring, Lo started the fight by throwing his lajatang at Celzik, and Truplea used the power of his sword to charm the Weaver Zhoszer. - - In the battle, Esun appeared above and doused the area with acid breath, apparently killing Isling, Toric, and Truplea, but it was an illusion created by the Weaver Rhirkas. + - After some verbal sparring, Lo started the fight by throwing his lajatang at Celzik, and Treuplea used the power of his sword to charm the Weaver Zhoszer. + - In the battle, Esun appeared above and doused the area with acid breath, apparently killing Isling, Toric, and Treuplea, but it was an illusion created by the Weaver Rhirkas. - The Weavers were also revealed to be werespiders. - The party made short work of the 2 uncharmed Weavers, and collected much loot from them, including a bag of holding, a Broom of flying, a [Ring of Shielding](/magic-items/ring-of-shielding.html), and an (as-of-yet) unidentified potion. - Returning to the Forbidden Temple, they found corpses piled in the corner, and that someone had rigged the secret door mechanism so it could continue being used. - They collected more zombies for Melfora's crew before moving (cautiously) beyond the secret doors. - In the room with the altar, they found the same box, but upon opening it, they found 3 red pearls. - - Lor'nath warned them that they were a trap, likely designed to explode when they weere removed from the box, and that they should be left alone, so the party put the box in the bag of holding. + - Lor'nath warned them that they were a trap, likely designed to explode when they were removed from the box, and that they should be left alone, so the party put the box in the bag of holding. - Beyond the altar, they found the stairway had been collapsed. - While looking for an alternate route, Toric noticed acid damage on a part of the nearby hallway (beneath the thick dust). - 27 stomped on the floor and part of it broke off, revealing a room below them filled with water. @@ -235,7 +235,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant - At the end of the hall, they found a door swollen shut. - 27 & Isling opened the door, and Toric got caught in the current rushing into a small room. - Inside the room, they found empty walls and a small altar in the middle. - - Beneath the surface of the water, Truplea found a strange pouch with 500gp and 2 small white statuettes, similar to the carved black pearl. + - Beneath the surface of the water, Treuplea found a strange pouch with 500gp and 2 small white statuettes, similar to the carved black pearl. - The party experimented with the statuettes until Toric asked Lor'nath about them, at which point the mace seized control of Toric's arm and smashed the statuettes. - The party headed back to the door at the other end and opened it, finding a large flooded room on the other side. - The room turned out to be 20' deep, with stairs, an underwater exit, and giant oysters in the NW corner. @@ -247,7 +247,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant - Melfora also said it warned her about "crunchy, furry disease bags". - Following the fight, the party made their way through the underwater passage to the hallway beyond. - Isling lead, falling off his broom while attempting to avoid the oysters. - - Truplea tried unsuccessfully to pilfer one of the pearls using the broom. + - Treuplea tried unsuccessfully to pilfer one of the pearls using the broom. - Halfway down hallway, they were set upon by some giant rats, one of which bit off Toric's foot. - After slaying the attacking rats, the party proceeded into the room beyond. - Toric used healing magic to reattach his foot before realizing they had forgotten something important in the hallway. @@ -256,15 +256,15 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant - They sent Tom in, and he returned with the 3 metal potion phials, a **scroll of Commune (6th-level cleric spell)**, and a **statue of Elendean**, all of which he gave to Toric. - As Toric took the statue, his XP doubled, and he realized that everyone else who touched the statue would get the same benefit. - Meanwhile, 27 sipped the potions, ID'd 2 healing potions, and almost choked on the spoiled one. - - 27 took one, gave Truplea the other. + - 27 took one, gave Treuplea the other. - Heading back into the room to the north, the party set off a previously unseen fire trap, consisting of a spray of oil that burns when in contact with water. - Lo burned, Isling helped clean him off. - Toric opened rear door to let smoke dissipate. - After fire trap died down, they opened the door and the water rushed out, temporarily trapping Isling against the portcullis. - - Truplea pulled the lever, lifting the portcullis, and they headed to the nearby door. + - Treuplea pulled the lever, lifting the portcullis, and they headed to the nearby door. - The party found their way into a room of strange statues (some monsters, some women and children, and some too smashed to tell). - Isling spoke to one of the spitting cobras in the room, leading them out to the (no longer flooded) rat's nest to eat, before charming them with with his smile. - - Meanwhile, Truplea found a ruby. + - Meanwhile, Treuplea found a ruby. - Finally, the party proceeded down the stairs into... #### The Lair of the Old Masters @@ -275,13 +275,44 @@ Still 23rd day: _[Fendo, 11th of Porma]_ - They were drawn to a spot which they believed contained something important to the old masters. - As Lo and Isling started dredging the mud grappling hooks, a set of glowing eyes kept popping in and out of the mud. - - As the eyes charmed Lo, they were revelaed to belong to a Kho'pru, who attacked the party outright. + - As the eyes charmed Lo, they were revealed to belong to a Kho'pru, who attacked the party outright. - Toric Blessed the party, and was able to break the charm on Lo with Dispel Evil, but not before taking damage from him. - Soon, some pirates joined the fight, firing strange rays at the party, only to be quickly killed. - Along the way, several of Isling's snakes were killed. - Without warning, a second Kho'pru joined the fight, emerging from the mud. - - Isling told Melfora to use the amulet on it, but she turned into a werespider and attacked Truplea, revealing that she'd been charmed by the old masters as well. + + - Isling told Melfora to use the amulet on it, but she turned into a werespider and attacked Treuplea, revealing that she'd been charmed by the old masters as well (and revealing to some that she was a werespider). + - Toric used Lor'nath (or vice-versa) to knock a few tentacles off of its beard. + - After biting Treuplea (and he resisted the poison), Melfora tried to use the Amulet of Monster Charming on Isling, only have him resist as well. + - After blinding a pirate, Isling's sole surviving snake blinded Melfora as well. + - Finally, the party worked together and slew the last of the old masters + +- Following the battle, the group split up. + + - Isling used a bag to retrieve the large blue pearl, which turned out to be a storage device containing a silver [disc of flying](/magic-items/disc-of-flying.html) and a strange map of the island. + - Treuplea took the amulet from Melfora. + - Toric consulted with Lor'nath. + - Lo and 27 explored the rest of the cavern. + +- They made their way to the terraced cave in the northwest corner via the disc and Isling's broom. + + - They left Melfora behind on the southeast terrace. + - The group gathered near the skelton on the throne. + - Treuplea found a Ring of Telekinesis and a sword that was a near duplicate of Beyza, the sword given to him by Esun. + +- They heard Melfora cry out in pain, and Isling raced to check on her. + + - He found her slumped over with a dagger in her back. + - Her presumed murderer was a man with a short beard in a green robe, who ran back to the entrance before transforming into the enormous shape of Esun. + - The rest of the party jumped on the disc and met Isling halfway before deciding to flee. + - Esun tried to cut them off, leading to a race to the side tunnel. + - Thanks to a great initiative roll by Donnie, they managed to make it to the tunnel, but not before... + - Treuplea used the last charge of the amulet to charm Esun, which he failed to resist, suddenly grinning and offering to help his new best buddies to leave safely. + +- The party found the remaining loot, Esun revealed his (failed) master plan (and broke the curse on Beyza), and the players now had everything they needed to rule the island. + +**The End** ### Links diff --git a/src/pages/classes/arcane-spellcasters/known-arcane-spells.md b/src/pages/classes/arcane-spellcasters/known-arcane-spells.md index d6a8216..3fc11e1 100644 --- a/src/pages/classes/arcane-spellcasters/known-arcane-spells.md +++ b/src/pages/classes/arcane-spellcasters/known-arcane-spells.md @@ -7,11 +7,11 @@ content_type: feature short_code: ckas --- -[[toc]] - This list documents all known arcane spells in the multiverse, and as such, is a perpetual work-in-progress. -Most that aren't found [here](/spells/) can be found elsewhere (like the [OSE SRD](https://oldschoolessentials.necroticgnome.com/srd/index.php/Magic-User_Spells), or the [5E SRD](https://5thsrd.org/), although spells from latter will probably require some translation). +[[toc]] + +Most that aren't found [here](/spells/) can be found elsewhere (like the [OSE SRD](https://oldschoolessentials.necroticgnome.com/srd/index.php/Magic-User_Spells), or the [5E SRD](https://5thsrd.org/), although spells from the latter will probably require some translation). ### 1st Level @@ -151,7 +151,7 @@ Most that aren't found [here](/spells/) can be found elsewhere (like the [OSE SR 8. Hold Monster 9. Illusion 10. Looking Glass -11. Magic Jar +11. [Magic Jar](/spells/magic-jar.html) 12. Major Creation 13. Maze of Mirrors 14. Pass-Wall diff --git a/src/pages/classes/assassin.md b/src/pages/classes/assassin.md index f20b5d8..2a03e6f 100644 --- a/src/pages/classes/assassin.md +++ b/src/pages/classes/assassin.md @@ -1,5 +1,5 @@ --- -title: Assassin (Class) +title: Assassin description: The Assassin class for OSR gaming. date_pub: 2023-10-28T01:12:24.000-04:00 section: classes @@ -13,24 +13,51 @@ Someone skilled at stealth-based elimination.
    -| | | -| ----------------- | ---------------------------------- | -| **Hit Dice** | 1d6 | -| **Maximum Level** | 14 | -| **Armor** | Leather or Studded, shields | -| **Weapons** | Any | -| **Languages** | Alignment, Common, Assassins' Cant | +| | | +| ------------- | ---------------------------------- | +| **Hit Dice** | 1d6 | +| **Armor** | Leather or Studded, shields | +| **Weapons** | Any | +| **Languages** | Alignment, Common, Assassins' Cant |
    -### Alignment +### Core Features -May not be lawful. +- **Backstab**: When attacking an unaware opponent from behind with a one-handed weapon, the attack gets +4. +- **Poison Master**: When using poisons, target gets -2 on any **Save** vs death. + +
    + +| Level | HD | Atk | Save | +| :---: | :----: | :-: | :--: | +| 1 | 1d6 | 0 | 13 | +| 2 | 2d6 | 0 | 13 | +| 3 | 3d6 | 0 | 13 | +| 4 | 4d6 | 0 | 13 | +| 5 | 5d6 | +2 | 12 | +| 6 | 6d6 | +2 | 12 | +| 7 | 7d6 | +2 | 12 | +| 8 | 9d6 | +2 | 12 | +| 9 | 9d6 | +5 | 8 | +| 10 | 9d6+2 | +5 | 6 | +| 11 | 9d6+4 | +5 | 6 | +| 12 | 9d6+6 | +7 | 6 | +| 13 | 9d6+8 | +7 | 4 | +| 14 | 9d6+10 | +7 | 4 | + +[Assassin Features] + +
    + +#### Saving Throw Mods + +- +2 to **Save vs Spells** (-2 overall) ### Assassin Skills - For most, roll 1d100, result under score is success. For hear noise (HN), use 1d6. -- Referee should roll in secret for hear noise (HN), hide in shadows (HS), and move silently (MS). +- GM should roll in secret for hear noise (HN), hide in shadows (HS), and move silently (MS).
    @@ -55,7 +82,7 @@ May not be lawful.
    -- **Assassination (AS)**: +4 bonus to hit when attacking unaware humanoid from behind. On a hit, victim must **Save vs Death** at listed penalty or die instantly. +- **Assassination (AS)**: When hitting an unaware humanoid from behind, victim must **Save vs Death** at listed penalty or die instantly. - **Climb sheer surfaces (CS)**: Roll for every 100' climbed, failure means falling from the halfway point (and taking fall damage). - **Hear noise (HN)**: Improved listening (at doors, etc.) in quiet areas (not in combat), uses 1d6. - **Hide in shadows (HS)**: Must stand still, can't be done while attacking or moving. @@ -80,10 +107,6 @@ Most hirelings won't work for known assassins. - Starting at 8th level, may hire thieves as well. - Starting at 12th level, may hire any type of character. -### Poison - -When using poisons, target gets -2 on any **Saves vs Death**. - ### Stronghold After 12th level, may attempt to take over an existing assassins' or thieves' guild by killing the current guild-master. @@ -92,29 +115,3 @@ After 12th level, may attempt to take over an existing assassins' or thieves' gu - If successful, character is able to maintain a guild of 7d4 members. - 75% of existing members will leave. - New members will arrive in time (usually as level 1 assassins). - -
    - -| Level | XP | HD | Atk
    Mod | Saving Throws |||||| -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | -| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | -| 2 | 1,500 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | -| 3 | 3,000 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 | -| 4 | 6,000 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 | -| 5 | 12,000 | 5d6 | +2 | 12 | 13 | 11 | 14 | 13 | -| 6 | 25,000 | 6d6 | +2 | 12 | 13 | 11 | 14 | 13 | -| 7 | 50,000 | 7d6 | +2 | 12 | 13 | 11 | 14 | 13 | -| 8 | 100,000 | 8d6 | +2 | 12 | 13 | 11 | 14 | 13 | -| 9 | 200,000 | 9d6 | +5 | 10 | 11 | 9 | 12 | 10 | -| 10 | 300,000 | 9d6+2 | +5 | 10 | 11 | 9 | 12 | 10 | -| 11 | 425,000 | 9d6+4 | +5 | 10 | 11 | 9 | 12 | 10 | -| 12 | 570,000 | 9d6+6 | +5 | 10 | 11 | 9 | 12 | 10 | -| 13 | 750,000 | 9d6+8 | +7 | 8 | 9 | 7 | 10 | 8 | -| 14 | 900,000 | 9d6+10 | +7 | 8 | 9 | 7 | 10 | 8 | - -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - -
    diff --git a/src/pages/classes/astral-corsair.md b/src/pages/classes/astral-corsair.md index 923cbb5..208a320 100644 --- a/src/pages/classes/astral-corsair.md +++ b/src/pages/classes/astral-corsair.md @@ -1,29 +1,29 @@ --- -title: Corsair, Astral (Class) +title: Corsair, Astral description: The Astral Corsair class for OSR gaming. date_pub: 2023-04-01T20:20:00-4:00 section: classes content_type: feature short_code: cca +status: hidden --- +Corsairs are adventurers who live by their talents in the astral plane, offering a range of specialized astral-sailing and adventuring skills unavailable to other characters. + [[toc]]
    -| | | -| ----------------- | ------------------- | -| **Requirements** | None | -| **Hit Dice** | 1d6 | -| **Maximum Level** | 14 | -| **Armour** | Leather, no shields | -| **Weapons** | Any | -| **Languages** | Alignment, Common | +| | | +| ---------------- | ------------------- | +| **Requirements** | None | +| **Hit Dice** | 1d6 | +| **Armour** | Leather, no shields | +| **Weapons** | Any | +| **Languages** | Alignment, Common |
    -Corsairs are adventurers who live by their talents in the astral plane, offering a range of specialized astral-sailing and adventuring skills unavailable to other characters. - ### Boarding - Don't suffer the usual boarding penalty to attack rolls and Armor Class when boarding. @@ -31,7 +31,7 @@ Corsairs are adventurers who live by their talents in the astral plane, offering ### Corsair Skills - For most, roll 1d100, result under score is success. For hear noise (HN), use 1d6. -- Referee should roll in secret for move silently (MS). +- GM should roll in secret for move silently (MS).
    diff --git a/src/pages/classes/barbarian.md b/src/pages/classes/barbarian.md index 644b455..ae0447e 100644 --- a/src/pages/classes/barbarian.md +++ b/src/pages/classes/barbarian.md @@ -1,124 +1,88 @@ --- -title: Barbarian (Class) -description: The Barbarian class for OSR gaming. -date_pub: 2023-03-27T23:04:00-04:00 +title: Barbarian +description: An adventurer known for their "primal" warrior nature. +date_pub: 2024-07-05T18:32:26.000-04:00 section: classes content_type: feature -short_code: cba +short_code: cbr +status: hidden --- An adventurer known for their "primal" warrior nature. -
    - -| | | -| ----------------- | --------------------------- | -| **Hit Dice** | 1d10 | -| **Maximum Level** | 14 | -| **Armor** | Leather, chainmail, shields | -| **Weapons** | Any | -| **Languages** | Alignment, Common | - -
    - [[toc]] -### Agile Fighter +
    -Gain a bonus to AC and damage based on level as shown in [Level Advancement Table](#advancement). - -- After 4th level, able to deal damage to creatures that are immune to non-magical attacks. - -### Barbarian Skills - -- For most, roll 1d100, result under score is success. -- Referee should roll in secret for hide in undergrowth (HU) and move silently (MS). - -
    - -| Level | CS | HU | MS | -| :---: | :-: | :-: | :-: | -| 1 | 87 | 20 | 20 | -| 2 | 88 | 25 | 25 | -| 3 | 89 | 30 | 30 | -| 4 | 90 | 35 | 35 | -| 5 | 91 | 40 | 40 | -| 6 | 92 | 45 | 45 | -| 7 | 93 | 55 | 55 | -| 8 | 94 | 65 | 65 | -| 9 | 95 | 75 | 75 | -| 10 | 96 | 85 | 85 | -| 11 | 97 | 95 | 95 | -| 12 | 98 | 97 | 97 | -| 13 | 99 | 98 | 98 | -| 14 | 99 | 99 | 99 | - -[Barbarian Skills Chance of Success] +| | | +| ------------- | ----------------- | +| **Hit Dice** | 1d10 | +| **Armor** | Leather, shields | +| **Weapons** | Any | +| **Languages** | Alignment, Common |
    - - -- **Climb sheer surfaces (CS)**: Roll for every 100' climbed, failure means falling from the halfway point (and taking fall damage). -- **Hide in undergrowth (HU)**: Must stand still, can't be done while attacking or moving. -- **Move silently (MS)**: Sneak past enemies unnoticed. - -### Distrust of Magic - -- Most feel arcane magic is "wrong". -- Usually more accepting of tribal ritual and/or divine magic. - -### Stronghold - -Can buy or build a castle or stronghold (and control surrounding lands) at any time they can be afforded. - -### Advancement +- **Agility Bonus**: Gains a bonus to AC equal to 1/3 level. +- **Distrust of Magic**: Typically unable / unwilling to use magic or magic items (beyond own tribal beliefs). +- **Primal Speed**: Gains a bonus to movement equal to Agility Bonus x 5'.
    -| Level | XP | HD | Atk
    Mod | Saving Throws ||||| AF
    Bonus | -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | ^^ | -| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d10 | 0 | 10 | 13 | 12 | 15 | 16 | 0 | -| 2 | 2,500 | 2d10 | 0 | 10 | 13 | 12 | 15 | 16 | 0 | -| 3 | 5,000 | 3d10 | 0 | 10 | 13 | 12 | 15 | 16 | 0 | -| 4 | 10,000 | 4d10 | +2 | 8 | 11 | 10 | 13 | 13 | +1 | -| 5 | 18,500 | 5d10 | +2 | 8 | 11 | 10 | 13 | 13 | +1 | -| 6 | 37,000 | 6d10 | +2 | 8 | 11 | 10 | 13 | 13 | +2 | -| 7 | 85,000 | 7d10 | +5 | 6 | 9 | 8 | 10 | 10 | +2 | -| 8 | 140,000 | 8d10 | +5 | 6 | 9 | 8 | 10 | 10 | +3 | -| 9 | 270,000 | 9d10 | +5 | 6 | 9 | 8 | 10 | 10 | +3 | -| 10 | 400,000 | 9d10+3 | +7 | 4 | 7 | 6 | 8 | 7 | +4 | -| 11 | 530,000 | 9d10+6 | +7 | 4 | 7 | 6 | 8 | 7 | +4 | -| 12 | 660,000 | 9d10+9 | +7 | 4 | 7 | 6 | 8 | 7 | +4 | -| 13 | 790,000 | 9d10+12 | +9 | 3 | 5 | 4 | 5 | 5 | +5 | -| 14 | 920,000 | 9d10+15 | +9 | 3 | 5 | 4 | 5 | 5 | +5 | +| Level | HD | Atk | Save | Agility
    Bonus | Movement
    Bonus | +| :---: | :-----: | :-: | :--: | :----------------: | :-----------------: | +| 1 | 1d10 | 0 | 12 | 0 | +0' | +| 2 | 2d10 | 0 | 12 | +1 | +5' | +| 3 | 3d10 | 0 | 12 | +1 | +5' | +| 4 | 4d10 | +2 | 10 | +1 | +5' | +| 5 | 5d10 | +2 | 10 | +2 | +10' | +| 6 | 6d10 | +2 | 10 | +2 | +10' | +| 7 | 7d10 | +5 | 8 | +2 | +10' | +| 8 | 9d10 | +5 | 8 | +3 | +15' | +| 9 | 9d10 | +5 | 8 | +3 | +15' | +| 10 | 9d10+2 | +4 | 6 | +3 | +15' | +| 11 | 9d10+4 | +5 | 6 | +4 | +20' | +| 12 | 9d10+6 | +6 | 6 | +4 | +20' | +| 13 | 9d10+8 | +6 | 4 | +4 | +20' | +| 14 | 9d10+10 | +7 | 4 | +5 | +25' | -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells +[Barbarian Features]
    + +### Blood Rage + +Immediately after taking or inflicting damage, can use a free action to try and enter a Blood Rage. + +- Make a skilled CHA or WIS check to enter a Blood Rage. + - Check gains an additional bonus for each HP of damage taken or inflicted by the triggering hit. + - On a failure, must wait until another successful hit or inflicted wound to try again. +- While Blood Rage is active: + - add Agility Bonus (1/3 level) to attack and damage rolls, + - -1 damage when hit (to a minimum of 1 HP), + - deals damage to creatures that are immune to non-magical attacks, and + - after striking a killing blow to a foe, may immediately make a free attack against another foe at –2. +- Rage ends when reduced to 0 HP (or lower) or when a combat round ends without making an attack, being attacked, or taking damage. + - Can be initiated or maintained by using a combat action to inflict a minimum of 1 HP of damage to self. + +### Class Skills + +- **Alertness**: When surprised during initiative, may make a skilled WIS check to act during the first turn. +- **Begin Blood Rage**: Immediately after taking or inflicting damage, can use a free action to make skilled a CHA or WIS check to enter a [Blood Rage](#blood-rage). + - Check gains an additional bonus for each HP of damage taken or inflicted by the triggering hit. +- **Free Climb**: Can climb sheer surfaces by making a skilled DEX check at +4 for every 100' climbed. + - Failure indicates falling from half-way, taking 1d6 damage / 10'. +- **Mighty Action**: Describe intended outcome, make a skilled check as indicated by GM. +- **Sense Magic**: Make a skilled WIS check to sense nearby magic. +- **Sneak Outdoors**: Make a skilled DEX check to hide in undergrowth and move silently outdoors. + - Can't be done while engaged in melee combat. +- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling tribal knowledge, stabilizing wounds). + +### Tribal Leader + +After reaching 9th level, can become a tribal leader, either by challenging the existing leader, taking control of a leaderless tribe, or by starting a new tribe. + +- Might claim a fort or stronghold, or the tribe may remain nomadic. +- Attracts 5d4 x 10 tribes-people, 1/2 of whom are capable fighters (level 1 barbarians). diff --git a/src/pages/classes/bard/index.md b/src/pages/classes/bard/index.md index e9d7abf..f748866 100644 --- a/src/pages/classes/bard/index.md +++ b/src/pages/classes/bard/index.md @@ -1,5 +1,5 @@ --- -title: Bard (Class) +title: Bard description: The Bard class for OSR gaming. date_pub: 2023-09-15T11:54:00-04:00 section: classes @@ -7,27 +7,56 @@ content_type: feature short_code: cbd --- -A warrior-performer with a deep knowledge of lore and limited spellcasting ability. +A warrior-performer with a deep knowledge of lore and some spellcasting ability. [[toc]]
    -| | | -| ----------------- | ----------------------------------------- | -| **Hit Dice** | 1d8 | -| **Maximum Level** | 14 | -| **Armor** | Leather, chainmail, no shields | -| **Weapons** | Missile weapons, one-handed melee weapons | -| **Languages** | Alignment, Common | +| | | +| ------------------------ | ----------------------------------------- | +| **Hit Dice** | 1d8 | +| **Armor** | Leather, chainmail, no shields | +| **Weapons** | Missile weapons, one-handed melee weapons | +| **Languages** | Alignment, Common | +| **Spellcasting Ability** | Charisma (CHA) |
    +### Core Features + +
    + +| Level | HD | Atk | Save | Spells /
    Day | +| :---: | :----: | :-: | :--: | :---------------: | +| 1 | 1d8 | 0 | 13 | - | +| 2 | 2d8 | 0 | 13 | 1 | +| 3 | 3d8 | 0 | 13 | 2 | +| 4 | 4d8 | 0 | 13 | 2 | +| 5 | 5d8 | +2 | 12 | 3 | +| 6 | 6d8 | +2 | 12 | 3 | +| 7 | 7d8 | +2 | 12 | 4 | +| 8 | 9d8 | +2 | 12 | 4 | +| 9 | 9d8 | +5 | 10 | 5 | +| 10 | 9d8+2 | +5 | 10 | 5 | +| 11 | 9d8+4 | +5 | 10 | 6 | +| 12 | 9d8+6 | +5 | 10 | 6 | +| 13 | 9d8+8 | +7 | 8 | 7 | +| 14 | 9d8+10 | +7 | 8 | 7 | + +[Bard Features] + +
    + +#### Saving Throw Mods + +- +2 to **Save vs Spells** (-2 overall) + ### Captivating Performance -By singing, playing music, or otherwise performing, can captivate subjects in a 30' radius. +By singing, playing music, or otherwise performing, can make a [skilled CHA check](/rules/adventuring.html#skilled-ability-checks) to captivate subjects in a 30' radius. -- Doesn't work in combat. +- Only works outside of combat. - Up to 2 HD per bard level may be targeted (performer's choice). - Types of subjects affected is determined by bard level: - 1st level: humanoids only @@ -47,59 +76,53 @@ If the performance lasts for at least one turn and ends without interruption: - Charmed subjects will obey performer's commands (if they can understand the language). - Commands that contradict the subject's nature or alignment (or that will lead to self-harm) are ignored. +### Class Skills + +- **Bardic Lore**: INT or WIS check to recall lore pertaining to magic items, heroes, legends, and myths (including knowing some of the powers of a magic item). +- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage. +- **Ritual Casting**: Some rituals require a skilled check. +- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM. + - ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent. + ### Divine Magic -- Can pray to nature to receive spells every day. +- Can pray to nature to cast spells. - Must remain faithful to alignment and bardic faith. -- Number of spells per day shown on [Level Advancement table](#advancement). +- At level 2, gains spell casting and learns how to conduct magical research. +- May cast a number of spells each day up to to _bard level - 1_. - [Bard Spell List](./spell-list.html) +#### Casting Spells + +To cast a spell, the bard prays to nature. + +- Make a skilled CHA check reduced by the level of the spell being attempted. + - On a fumble, causes [Doubt](#doubt). + - On a failure, nothing happens, and it doesn't count towards casts for the day. + - On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen. + - On a complete success, the spell casts as expected. + - On a critical success, the spell works exceptionally well (ex: player may choose to double spell duration, range, or targets). + +#### Doubt + +Occurs whenever a fumble occurs while casting a spell. + +- Next attempt to cast spell gets -2 on roll. +- Cleared by a successful cast. +- Fumbling while already having Doubt severs connection to nature, preventing spell casting until next day. + ### Languages - With each even-numbered level beyond 3rd, may learn to speak an additional language. - May learn "Druidic", the secret language of Druids, this way. -### Lore - -- INT or WIS check to recall lore pertaining to magic items, heroes, legends, and myths. -- Starting at 2nd level, base 2-in-6 chance of knowing the powers of recalled magic items. - - Increases to 30in-6 at 4th level, 4-in-6 at 5th level, and 5-in-6 at 12th level. - ### Musical Defense While singing, playing music, or otherwise performing: - Allies within 30' are immune to music-based magical effects and the charms of Fae creatures. -- Allies already charm or music-based magical effect may make a saving throw at +4 to end the charm or effect. +- Allies already charmed or under a music-based magical effect may make a saving throw at +4 to end the charm or effect. ### Scene After 12th level, can establish a scene (ex: a venue, club, theater, manor, or traveling roadshow) with 2d6 apprentices of level 1. - -### Advancement - -
    - -| Level | XP | HD | Atk
    Mod | Saving Throws ||||| Spells Per Day |||||| -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | -| :-: | :-----: | :----: | :-: | :---: | :---: | :---: | :---: | :---: | :-: | :-: | :-: | :-: | -| 1 | 0 | 1d8 | 0 | 13 | 14 | 13 | 16 | 15 | - | - | - | - | -| 2 | 2,000 | 2d8 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | -| 3 | 4,000 | 3d8 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - | -| 4 | 8,000 | 4d8 | 0 | 13 | 14 | 13 | 16 | 15 | 3 | - | - | - | -| 5 | 16,000 | 5d8 | +2 | 12 | 13 | 11 | 14 | 13 | 3 | 1 | - | - | -| 6 | 32,000 | 6d8 | +2 | 12 | 13 | 11 | 14 | 13 | 3 | 2 | - | - | -| 7 | 64,000 | 7d8 | +2 | 12 | 13 | 11 | 14 | 13 | 3 | 3 | - | - | -| 8 | 120,000 | 8d8 | +2 | 12 | 13 | 11 | 14 | 13 | 3 | 3 | 1 | - | -| 9 | 240,000 | 9d8 | +5 | 10 | 11 | 9 | 12 | 10 | 3 | 3 | 2 | - | -| 10 | 360,000 | 9d8+2 | +5 | 10 | 11 | 9 | 12 | 10 | 3 | 3 | 3 | - | -| 11 | 480,000 | 9d8+4 | +5 | 10 | 11 | 9 | 12 | 10 | 3 | 3 | 3 | 1 | -| 12 | 600,000 | 9d8+6 | +5 | 10 | 11 | 9 | 12 | 10 | 3 | 3 | 3 | 2 | -| 13 | 720,000 | 9d8+8 | +7 | 8 | 9 | 7 | 10 | 8 | 3 | 3 | 3 | 3 | -| 14 | 840,000 | 9d8+10 | +7 | 8 | 9 | 7 | 10 | 8 | 4 | 4 | 3 | 3 | - -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - -
    diff --git a/src/pages/classes/bard/spell-list.md b/src/pages/classes/bard/spell-list.md index 788e934..678ec67 100644 --- a/src/pages/classes/bard/spell-list.md +++ b/src/pages/classes/bard/spell-list.md @@ -3,7 +3,7 @@ title: Bard Spell List description: The list of spells that can be cast by a Bard. date_pub: 2023-09-16T00:37:00-04:00 section: classes -subsection: Bard (Class) +subsection: Bard content_type: feature short_code: cbs --- diff --git a/src/pages/classes/beast-walker.md b/src/pages/classes/beast-walker.md index 9b61717..d8bfc42 100644 --- a/src/pages/classes/beast-walker.md +++ b/src/pages/classes/beast-walker.md @@ -7,32 +7,53 @@ content_type: feature short_code: cbw --- -An adventurer with a special bond with one (or more) animal companions. - -
    - -| | | -| ----------------- | --------------------------- | -| **Hit Dice** | 1d8 | -| **Maximum Level** | 14 | -| **Armor** | Leather, chainmail, shields | -| **Weapons** | Any | -| **Languages** | Alignment, Common | - -
    +An adventurer who possesses a special bond with one (or more) animal companions. [[toc]] -- +1 bonus to reaction rolls with animals (non-intelligent creatures). -- Can identify the tracks and signs of animals. -- From 5th level, can concentrate to see through the eyes of an animal companion. +
    + +| | | +| ------------- | --------------------------- | +| **Hit Dice** | 1d8 | +| **Armor** | Leather, chainmail, shields | +| **Weapons** | Any | +| **Languages** | Alignment, Common | + +
    + +### Core Features + +- **Friend to Animals**: +1 bonus to reaction rolls with animals (non-intelligent creatures). + +
    + +| Level | HD | Atk | Save | +| :---: | :----: | :-: | :--: | +| 1 | 1d8 | 0 | 11 | +| 2 | 2d8 | 0 | 11 | +| 3 | 3d8 | 0 | 11 | +| 4 | 4d8 | 0 | 11 | +| 5 | 5d8 | +2 | 9 | +| 6 | 6d8 | +2 | 9 | +| 7 | 7d8 | +2 | 9 | +| 8 | 9d8 | +2 | 9 | +| 9 | 9d8 | +5 | 7 | +| 10 | 9d8+2 | +5 | 7 | +| 11 | 9d8+4 | +5 | 7 | +| 12 | 9d8+6 | +5 | 7 | +| 13 | 9d8+8 | +7 | 5 | +| 14 | 9d8+10 | +7 | 5 | + +[Beast Walker Features] + +
    ### Animal Companions -- To establish connection, must make a peaceful approach towards a single animal. - - Referee rolls reaction roll: On an 8 or higher, the animal is bonded to the beast walker. +- To establish connection, must make a peaceful approach towards a single animal, and succeed on a [skilled INT or WIS check](/rules/adventuring.html#skilled-ability-checks). - Companions may be wild or domestic. - - Companions may be magical or giant, at the referee's discretion. + - Companions may be magical or giant, at the GM's discretion. - May have up to one animal companion per level. - Total HD of companions may not exceed level. - If a companion is dismissed or dies, may establish connection with new animal. @@ -41,6 +62,13 @@ An adventurer with a special bond with one (or more) animal companions. - Companions will fight to the death to defend their beast walker. - Companions do not check morale. +### Class Skills + +- **Companion Sight**: From 5th level, make skilled WIS check to see through the eyes of an animal companion. + - Once established, must [concentrate](/rules/magic.html#concentration) to maintain sight. +- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks). +- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds). + ### Speak with Animals - Can be understood by animals (non-magical creatures). @@ -55,31 +83,3 @@ After 9th level, may construct a stronghold in the wilderness. - Automatically befriends all creatures within 5 mile radius. - They may perform simple tasks for beast walker (carry messages, warn about intruders, etc). - In exchange, they expect to be protected from harm by beast walker. - -### Advancement - -
    - -| Level | XP | HD | Atk
    Mod | Saving Throws |||||| -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | -| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d8 | 0 | 11 | 12 | 12 | 15 | 16 | -| 2 | 1,800 | 2d8 | 0 | 11 | 12 | 12 | 15 | 16 | -| 3 | 3,600 | 3d8 | 0 | 11 | 12 | 12 | 15 | 16 | -| 4 | 7,250 | 4d8 | 0 | 11 | 12 | 12 | 15 | 16 | -| 5 | 15,000 | 5d8 | +2 | 9 | 10 | 10 | 13 | 14 | -| 6 | 30,000 | 6d8 | +2 | 9 | 10 | 10 | 13 | 14 | -| 7 | 60,000 | 7d8 | +2 | 9 | 10 | 10 | 13 | 14 | -| 8 | 120,000 | 8d8 | +2 | 9 | 10 | 10 | 13 | 14 | -| 9 | 240,000 | 9d8 | +5 | 7 | 8 | 8 | 11 | 12 | -| 10 | 360,000 | 9d8+2 | +5 | 7 | 8 | 8 | 11 | 12 | -| 11 | 480,000 | 9d8+4 | +5 | 7 | 8 | 8 | 11 | 12 | -| 12 | 600,000 | 9d8+6 | +5 | 7 | 8 | 8 | 11 | 12 | -| 13 | 720,000 | 9d8+8 | +7 | 5 | 6 | 6 | 9 | 10 | -| 14 | 840,000 | 9d8+10 | +7 | 5 | 6 | 6 | 9 | 10 | - -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - -
    diff --git a/src/pages/classes/bloodmage.md b/src/pages/classes/bloodmage.md index 5f1be38..85242fa 100644 --- a/src/pages/classes/bloodmage.md +++ b/src/pages/classes/bloodmage.md @@ -1,5 +1,5 @@ --- -title: Bloodmage class +title: Bloodmage description: The Bloodmage class for OSR gaming. date_pub: 2023-02-26T17:46:00-05:00 section: classes @@ -7,73 +7,91 @@ content_type: feature short_code: cbm --- -
    - -| | | -| ----------------- | ------------------- | -| **Requirements** | None | -| **Hit Dice** | 18 | -| **Maximum Level** | 14 | -| **Armor** | Leather, no shields | -| **Weapons** | One-handed weapons | -| **Languages** | Alignment, Common | - -
    - Bloodmages are arcane spellcasters that use their own life force, rather than their memories, to cast spells. [[toc]] +
    + +| | | +| ------------- | ------------------- | +| **Hit Dice** | 1d8 | +| **Armor** | Leather, no shields | +| **Weapons** | One-handed weapons | +| **Languages** | Alignment, Common | + +
    + +### Core Features + +
    + +| Level | HD | Atk | Save | +| :---: | :---: | :-: | :--: | +| 1 | 1d8 | 0 | 13 | +| 2 | 2d8 | 0 | 13 | +| 3 | 3d8 | 0 | 13 | +| 4 | 4d8 | 0 | 13 | +| 5 | 5d8 | +2 | 13 | +| 6 | 6d8 | +2 | 11 | +| 7 | 7d8 | +2 | 11 | +| 8 | 9d8 | +2 | 11 | +| 9 | 9d8 | +5 | 11 | +| 10 | 9d8+1 | +5 | 11 | +| 11 | 9d8+2 | +5 | 8 | +| 12 | 9d8+3 | +5 | 8 | +| 13 | 9d8+4 | +7 | 8 | +| 14 | 9d8+5 | +7 | 8 | + +[Bloodmage Features] + +
    + +#### Saving Throw Mods + +- +2 to **Save vs Spells** (-2 overall) + ### Arcane Magic -- Can cast any known spell by shedding blood (1 HP / spell level). +- Can cast any known spell by shedding blood at a rate of 1 HP / spell level. - Carries a spell book (or equivalent) with known spells in it. -- Starts with one spell, learns an additional one each time they level up. -- Maximum spell level that can be learned or cast is shown in [Level Advancement](#advancement) table. +- Starts with [at least one spell](/rules/magic.html#starting-spells) in book. +- Can cast any spell in book. +- Can cast a number of spells per day equal to bloodmage level. - Can conduct magical research. +- Gains a new spell every level, in addition to any found and added to spell book. - [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html) +#### Casting Spells + +To cast a spell, make a [skilled INT check](/rules/adventuring.md#skilled-ability-checks) reduced by the level of the spell being attempted. + +- On a fumble, a [blunder](/rules/magic.html#blunders) may occur, and the next attempt to cast a spell (before a long rest) gets -2. +- On a failure, the spell fizzles, and nothing else happens (it doesn't count towards spells per day limit). +- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen. +- On a complete success, the spell is cast as desired. +- On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and the next attempt to cast a spell (before a long rest) gets +2. + +### Class Skills + +- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item. +- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage. +- **Ritual Casting**: Some rituals require a skilled check. +- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds). + ### Healing -Can make animal sacrifices to heal. +Can make animal sacrifices to heal self. -- Intelligent / magical creatures work best. +- Intelligent or magical creatures work best. - Creature must be slain with dagger or other bladed weapon. - Restores HP equal to creatures HD. - Creatures that are innocent, powerful, or dear to the caster work better. -- Referee may roll 1d6 for each fallen enemy, each 1 is still alive and may be sacrificed +- GM may roll 1d6 for each fallen enemy, each 1 is still alive and may be sacrificed ### Stronghold - After 9th level, may construct a stronghold (usually, a tower). - 1d6 apprentices of levels 1–3 will then arrive to study under them. -### Advancement - -
    - -| Level | XP | HD | Atk
    Mod | Saving Throws ||||| Max
    Spell
    Level | -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | ^^ | -|:-------:|:-----------:|:-------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:| -| 1 | 0 | 1d8 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | -| 2 | 2,500 | 2d8 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | -| 3 | 5,000 | 3d8 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | -| 4 | 10,000 | 4d8 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | -| 5 | 20,000 | 5d8 | +2 | 13 | 14 | 13 | 16 | 15 | 3 | -| 6 | 40,000 | 6d8 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | -| 7 | 80,000 | 7d8 | +2 | 11 | 12 | 11 | 14 | 12 | 4 | -| 8 | 150,000 | 8d8 | +2 | 11 | 12 | 11 | 14 | 12 | 4 | -| 9 | 300,000 | 9d8 | +5 | 11 | 12 | 11 | 14 | 12 | 5 | -| 10 | 450,000 | 9d8+1 | +5 | 11 | 12 | 11 | 14 | 12 | 5 | -| 11 | 600,000 | 9d8+2 | +5 | 8 | 9 | 8 | 11 | 8 | 6 | -| 12 | 750,000 | 9d8+3 | +5 | 8 | 9 | 8 | 11 | 8 | 6 | -| 13 | 900,000 | 9d8+4 | +7 | 8 | 9 | 8 | 11 | 8 | 6 | -| 14 | 1,050,000 | 9d8+5 | +7 | 8 | 9 | 8 | 11 | 8 | 6 | - -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - -
    - Adapted from _[Alternate Magic](https://www.drivethrurpg.com/product/397412/Alternate-Magic-OSR)_ by [Eric Diaz](http://methodsetmadness.blogspot.com/) diff --git a/src/pages/classes/champion.md b/src/pages/classes/champion.md index ae6309d..4cd8245 100644 --- a/src/pages/classes/champion.md +++ b/src/pages/classes/champion.md @@ -1,157 +1,67 @@ --- title: Champion -description: -date_pub: 2023-04-26T23:18:00-04:00 +description: The Champion class for HOSR. +date_pub: 2025-02-01T00:18:00.000-04:00 section: classes content_type: feature -short_code: cch -status: draft +short_code: cwr --- -Knights who wield weapons of pure arcane magic. +An adventurer that specializes in battle and combat. + +[[toc]]
    -| | | -| ----------------- | ----------------------- | -| **Requirement** | Minimum CHA 9 | -| **Hit Dice** | 1d10 | -| **Maximum Level** | 14 | -| **Armor** | Any (including shields) | -| **Weapons** | Any | -| **Languages** | Alignment, Common | +| | | +| ------------- | ----------------------- | +| **Hit Dice** | 1d10 | +| **Armor** | Any (including shields) | +| **Weapons** | Any | +| **Languages** | Alignment, Common |
    -### Aestheticism - -- Own minimal possessions -- Can only keep one magical weapon, one magical shield, and one magical suit of armor -- Must give at least 10% of income to religious order - -### Arcane Magic - -- Can cast prepared spells. -- Carries a spell book (or equivalent) with known spells in it. -- Number of prepared spells per day shown on [Level Advancement table](#advancement). -- Can conduct magical research. -- [Arcane Spell List](./arcane-spellcasters/known-arcane-spells.html) - -### Blindsight - -- After 5th level, may perceive surrounding environment in a 10' radius, even in total (magical) darkness. - -### Channel Magic - -- Begins each day with a number of channel points equal to level x 2. -- Can spend a channel point to temporarily gain a +1 bonus to one of the following: - - Attack and damage, - - AC and saving throws, or - - Any single ability score. -- Only one type of bonus may be activated in a round. -- The maximum number of points that can be used for a single bonus is equal to level / 3, rounded down (minimum 1). - -### Conjured Weapon - -- Can spend a channel point to conjure a weapon of pure arcane energy. -- Weapon can be any type that the conjurer may use. -- The weapon must be purely mechanically powered (ex: sword, axe, bow, crossbow, sling). -- If the conjured weapon is ranged and uses ammunition, it is automatically conjured along with the weapon. -- Once conjured, the weapon remains for 1d6 turns. -- Starting at 2nd level, gains a bonus to attack and damage based on level. - -
    - -| Min Level | Bonus | -| :-------: | :---: | -| 2 | +1 | -| 6 | +2 | -| 10 | +3 | - -
    - -Conjure Light Weapon - -Arcane Spellcasting - -### Lay on Hands - -- Heal 2 HP / level once per day -- After 5th level, may cure disease once per week - -### Stronghold - -- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity). -- Once established, attracts loyal followers (5d6 x 10 fighters of level 1–2), who never check morale. - -### Turn Undead - -Roll 2d6 and consult table below: - -
    - -| Level | Monster Hit Dice |||||||||||||||| -| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-22 | 23-24 | -| :-----:|:-:|:-:|:--:|:--:|:--:|:--:|:--:|:---:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| -| 3 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 4 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 5 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 6 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 7 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 8 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | --| -| 9 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | --| -| 10 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | --| -| 11| D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | --| -| 12 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -| 13 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -| 14 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | - -[Turn Undead Result] - -
    - -#### Results - -- **Dash (--)**: Turn attempt fails -- **_Number_**: If roll is equal or higher than this number, turn succeeds -- **T**: Turn succeeds -- **D**: Turn succeeds, monsters destroyed - -#### Successful Turn - -- Roll 2d6 to determine total number of HD affected. -- Turned undead move away from cleric in full retreat until attacked. -- Lowest HD undead are affected first. - -### Warhorse - -- After 4th level, may summon a holy warhorse (HD 5+5, AC 14, MV 60'). -- If lost, can't get another for at least a year. - -### Advancement +### Core Features
    -| Level | XP | HD | Atk
    Mod | Saving Throws ||||| Spells ||||| -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | -| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - | -| 2 | 2,750 | 2d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - | -| 3 | 5,500 | 3d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - | -| 4 | 12,000 | 4d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - | -| 5 | 24,000 | 5d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - | -| 6 | 45,000 | 6d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - | -| 7 | 95,000 | 7d10 | +5 | 6 | 7 | 8 | 8 | 10 | - | - | - | -| 8 | 175,000 | 8d10 | +5 | 6 | 7 | 8 | 8 | 10 | - | - | - | -| 9 | 350,000 | 9d10 | +5 | 6 | 7 | 8 | 8 | 10 | 1 | - | - | -| 10 | 500,000 | 9d10+1 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | - | - | -| 11 | 650,000 | 9d10+2 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 1 | - | -| 12 | 800,000 | 9d10+3 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 2 | - | -| 13 | 950,000 | 9d10+4 | +9 | 2 | 3 | 4 | 3 | 6 | 2 | 2 | 1 | -| 14 | 1,100,000 | 9d10+5 | +9 | 2 | 3 | 4 | 3 | 6 | 3 | 2 | 1 | +| Level | HD | Atk | Save | +| :---: | :-----: | :-: | :--: | +| 1 | 1d10 | 0 | 12 | +| 2 | 2d10 | 0 | 12 | +| 3 | 3d10 | 0 | 12 | +| 4 | 4d10 | +2 | 10 | +| 5 | 5d10 | +2 | 10 | +| 6 | 6d10 | +2 | 10 | +| 7 | 7d10 | +5 | 8 | +| 8 | 9d10 | +5 | 8 | +| 9 | 9d10 | +5 | 8 | +| 10 | 9d10+2 | +7 | 6 | +| 11 | 9d10+4 | +7 | 6 | +| 12 | 9d10+6 | +7 | 6 | +| 13 | 9d10+8 | +9 | 4 | +| 14 | 9d10+10 | +9 | 4 | -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells +[Champion Features]
    + +### Class Skills + +- **Feat of Strength**: Make a skilled STR check to perform an extraordinary feat of strength (ex: bend iron bars, lift a steel gate, smash a door on the first try). +- **Mighty Action**: Describe intended outcome, make a skilled check as indicated by GM. + - ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent. +- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds). + +### Combat Expertise + +Gain one at 2nd, 6th, 10th, and 14th level. + +!!!include(classes/combat-expertise.md)!!! + +### Stronghold + +Can buy or build a castle or stronghold (and control surrounding lands) at any time they can be afforded. + +- Once established, attracts 5d4 x 10 apprentice fighters (level 1–2). diff --git a/src/pages/classes/cleric/index.md b/src/pages/classes/cleric/index.md index b1c7b94..ecb9bc9 100644 --- a/src/pages/classes/cleric/index.md +++ b/src/pages/classes/cleric/index.md @@ -4,23 +4,53 @@ description: date_pub: 2023-03-26T23:18:00-04:00 section: classes content_type: feature -short_code: ccc +short_code: cc1 --- -Holy (or unholy) warrior-priests who serve one or more deities. +A holy (or unholy) warrior-priest who serves one or more deities.
    -| | | -| ----------------- | --------------------------------------------------------------- | -| **Hit Dice** | 1d8 | -| **Maximum Level** | 14 | -| **Armor** | Any (including shields) | -| **Weapons** | Blunt weapons only (club, mace, sling, staff, war hammer, etc.) | -| **Languages** | Alignment, Common | +| | | +| ------------------------ | --------------------------------------------------------------- | +| **Hit Dice** | 1d8 | +| **Armor** | Any (including shields) | +| **Weapons** | Blunt weapons only (club, mace, sling, staff, war hammer, etc.) | +| **Languages** | Alignment, Common | +| **Spellcasting Ability** | Wisdom (WIS) |
    +### Core Features + +
    + +| Level | HD | Atk | Save | Spells ||||| +| ^^ | ^^ | ^^ | ^^ | 1 | 2 | 3 | 4 | 5 | +| :-: | :----: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | +| 1 | 1d8 | 0 | 12 | - | - | - | - | - | +| 2 | 2d8 | 0 | 12 | 1 | - | - | - | - | +| 3 | 3d8 | 0 | 12 | 2 | - | - | - | - | +| 4 | 4d8 | +2 | 10 | 2 | 1 | - | - | - | +| 5 | 5d8 | +2 | 10 | 2 | 2 | - | - | - | +| 6 | 6d8 | +2 | 10 | 2 | 2 | 1 | 1 | - | +| 7 | 7d8 | +5 | 8 | 2 | 2 | 2 | 1 | 1 | +| 8 | 9d8 | +5 | 8 | 3 | 3 | 2 | 2 | 1 | +| 9 | 9d8 | +5 | 8 | 3 | 3 | 3 | 2 | 2 | +| 10 | 9d8+2 | +7 | 6 | 4 | 4 | 3 | 3 | 2 | +| 11 | 9d8+4 | +7 | 6 | 4 | 4 | 4 | 3 | 3 | +| 12 | 9d8+6 | +7 | 6 | 5 | 5 | 4 | 4 | 3 | +| 13 | 9d8+8 | +9 | 4 | 5 | 5 | 5 | 4 | 4 | +| 14 | 9d8+10 | +9 | 4 | 6 | 5 | 5 | 5 | 4 | + +[Cleric Features] + +
    + +#### Saving Throw Mods + +- +1 to **Save vs Spells** (-3 overall) + ### Divine Magic - Must have a holy symbol @@ -41,22 +71,22 @@ Roll 2d6 and consult table below:
    | Level | Monster Hit Dice |||||||||||||||| -| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-22 | 23-24 | -| :-----:|:-:|:-:|:--:|:--:|:--:|:--:|:--:|:---:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| -| 1 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 2 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 3 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 4 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 5 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 6 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | --| -| 7 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | --| -| 8 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | --| -| 9 | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | --| -| 10 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -| 11 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -| 12 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -| 13 | D | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -| 14 | D | D | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | +| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | +| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :--: | :---: | :---: | :---: | :---: | +| 1 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | +| 2 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | +| 3 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | +| 4 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | +| 5 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | +| 6 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | +| 7 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | +| 8 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | +| 9 | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | +| 10 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | +| 11 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | +| 12 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | +| 13 | D | D | D | D | D | D | D | D | D | D | T | T | 7 | +| 14 | D | D | D | D | D | D | D | D | D | D | D | T | T | [Turn Undead Result] @@ -74,31 +104,3 @@ Roll 2d6 and consult table below: - Roll 2d6 to determine total number of HD affected. - Turned undead move away from cleric in full retreat until attacked. - Lowest HD undead are affected first. - -### Advancement - -
    - -| Level | XP | HD | Atk
    Mod | Saving Throws ||||| Spells ||||| -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | -| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d8 | 0 | 11 | 12 | 14 | 16 | 15 | - | - | - | - | - | -| 2 | 1,500 | 2d8 | 0 | 11 | 12 | 14 | 16 | 15 | 1 | - | - | - | - | -| 3 | 3,000 | 3d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | - | - | - | - | -| 4 | 6,000 | 4d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | 1 | - | - | - | -| 5 | 12,000 | 5d8 | 0 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | - | - | - | -| 6 | 25,000 | 6d8 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 1 | 1 | - | -| 7 | 50,000 | 7d8 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 2 | 1 | 1 | -| 8 | 100,000 | 8d8 | +2 | 9 | 10 | 12 | 14 | 12 | 3 | 3 | 2 | 2 | 1 | -| 9 | 200,000 | 9d8 | +2 | 6 | 7 | 9 | 11 | 9 | 3 | 3 | 3 | 2 | 2 | -| 10 | 300,000 | 9d8+1 | +2 | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 3 | 3 | 2 | -| 11 | 400,000 | 9d8+2 | +5 | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 4 | 3 | 3 | -| 12 | 500,000 | 9d8+3 | +5 | 6 | 7 | 9 | 11 | 9 | 5 | 5 | 4 | 4 | 3 | -| 13 | 600,000 | 9d8+4 | +5 | 3 | 5 | 7 | 8 | 7 | 5 | 5 | 5 | 4 | 4 | -| 14 | 700,000 | 9d8+5 | +5 | 3 | 5 | 7 | 8 | 7 | 6 | 5 | 5 | 5 | 4 | - -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - -
    diff --git a/src/pages/classes/cleric/spell-list.md b/src/pages/classes/cleric/spell-list.md index 9f36565..fd5b3fb 100644 --- a/src/pages/classes/cleric/spell-list.md +++ b/src/pages/classes/cleric/spell-list.md @@ -3,88 +3,13 @@ title: Cleric Spell List description: The list of spells that can be cast by a Cleric. date_pub: 2023-09-16T01:03:00-04:00 section: classes -subsection: Cleric (Class) +subsection: Cleric content_type: feature short_code: ccs --- [[toc]] -The following list of spells may be cast by Cleric characters. +Below is a list of all spells available to worshippers of deities of pure Law or Chaos, such as [Phoris](/deities/index.html#phoris) or [Sytho](/deities/index.html#sytho) on Aeryon. -### 1st Level - -1. [Calm / Scare](/spells/calm.html) -2. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html) -3. Detect Evil / Detect Good -4. [Detect Magic](/spells/detct-magic.html) -5. [Light / Darkness](/spells/light.html) -6. Protection from Evil / Protection from Good -7. Purify Food and Water / Spoil Food and Water -8. Resist Cold / Remove Cold Resistance - -### 2nd Level - -1. Bless / Blight -2. [Continual Light (Continual Darkness)](/spells/continual-light.html) -3. Find Traps -4. Know Alignment / Hide Alignment -5. Resist Fire / Remove Fire Resistance -6. Silence 15’ Radius / Startling Noise -7. Snake Charm -8. Speak with Animals - -### 3rd Level - -1. Cure Blindness / Blind -2. Cure Disease / Cause Disease -3. Grow Animal / Shrink Animal -4. Hold Person -5. Locate Object / Hide Object -6. Remove Curse / Curse -7. [Speak with Dead / Silence Dead](/spells/speak-with-dead.html) -8. Striking - -### 4th Level - -1. Peaceful Respite / Animate Dead -2. Create Water -3. Cure Serious Wounds / Cause Serious Wounds -4. Dispel Magic -5. Neutralize Poison -6. Protection from Evil 10’ Radius / Protection from Good 10’ Radius -7. Speak with Plants -8. Sticks to Snakes / Snakes to Sticks - -### 5th Level - -1. Commune -2. Create Food -3. Cure Critical Wounds -4. Dispel Evil -5. Banish Insects / Insect Plague -6. Quest / Remove Quest -7. Raise Dead / Finger of Death -8. Truesight - -### 6th Level - -1. Aerial Servant -2. Animate Objects -3. Barrier / Remove Barrier -4. Create Normal Animals -5. Cureall / Killall -6. Find the Path -7. Speak with Monsters / Babble -8. Word of Recall - -### 7th Level - -1. Earthquake -2. Holy Word -3. Raise Dead Fully / Obliterate -4. Restore / Life Drain -5. Survival -6. Travel -7. Wish -8. Wizardry +!!!include(deities/spell-list-phoris.md)!!! diff --git a/src/pages/classes/corsair.md b/src/pages/classes/corsair.md index ac32981..9fb5159 100644 --- a/src/pages/classes/corsair.md +++ b/src/pages/classes/corsair.md @@ -1,5 +1,5 @@ --- -title: Corsair (Sea) class +title: Corsair description: The Corsair (Sea) class for OSR gaming. date_pub: 2023-04-01T19:57:00-05:00 section: classes @@ -7,71 +7,62 @@ content_type: feature short_code: ccr --- +An adventurer who lives by their talents sailing on the high seas. + [[toc]]
    -| | | -| ----------------- | ------------------- | -| **Requirements** | None | -| **Hit Dice** | 1d6 | -| **Maximum Level** | 14 | -| **Armor** | Leather, no shields | -| **Weapons** | Any | -| **Languages** | Alignment, Common | +| | | +| ---------------- | ------------------- | +| **Requirements** | None | +| **Hit Dice** | 1d6 | +| **Armor** | Leather, no shields | +| **Weapons** | Any | +| **Languages** | Alignment, Common |
    -Corsairs are adventurers who live by their talents on the high seas, offering a range of specialized sailing and adventuring skills unavailable to other characters. +### Core Features -### Boarding +- **Backstab**: When attacking an unaware opponent from behind with a one-handed weapon, the attack gets +4 and it deals double damage. +- **Boarding Expertise**: Ignores the usual penalty to attack rolls and Armor Class when boarding. -- Ignores the usual boarding penalty to attack rolls and Armor Class when boarding. +
    -### Corsair Skills +| Level | HD | Atk | Save | +| :---: | :----: | :-: | :--: | +| 1 | 1d6 | 0 | 13 | +| 2 | 2d6 | 0 | 13 | +| 3 | 3d6 | 0 | 13 | +| 4 | 4d6 | 0 | 13 | +| 5 | 5d6 | +2 | 12 | +| 6 | 6d6 | +2 | 12 | +| 7 | 7d6 | +2 | 12 | +| 8 | 9d6 | +2 | 12 | +| 9 | 9d6 | +5 | 8 | +| 10 | 9d6+2 | +5 | 6 | +| 11 | 9d6+4 | +5 | 6 | +| 12 | 9d6+6 | +5 | 6 | +| 13 | 9d6+8 | +7 | 4 | +| 14 | 9d6+10 | +7 | 4 | -- For most, roll 1d100, result under score is success. -- Referee should roll in secret for move silently (MS). - -
    - -| Level | CS | MS | SF | TW | -| :---: | :-: | :-: | :-: | :-: | -| 1 | 87 | 20 | 20 | 60 | -| 2 | 88 | 25 | 25 | 65 | -| 3 | 89 | 30 | 30 | 70 | -| 4 | 90 | 35 | 35 | 75 | -| 5 | 91 | 40 | 40 | 80 | -| 6 | 92 | 45 | 45 | 85 | -| 7 | 93 | 50 | 55 | 90 | -| 8 | 94 | 55 | 65 | 95 | -| 9 | 95 | 60 | 75 | 97 | -| 10 | 96 | 65 | 85 | 98 | -| 11 | 97 | 70 | 95 | 99 | -| 12 | 98 | 73 | 97 | 99 | -| 13 | 99 | 76 | 98 | 99 | -| 14 | 99 | 80 | 99 | 99 | - -[Corsair Skills Chance of Success] +[Corsair Features]
    -- **Climb sheer surfaces (CS)**: Roll for every 100' climbed, failure means falling from the halfway point (and taking damage). -- **Move silently (MS)**: Sneak past enemies unnoticed. -- **Seafaring (SF)**: Keep footing during rough waters, survive on the open seas, and make repairs when vessel takes on damage. -- **Tightrope walking (TW)**: Walk along tightropes, narrow beams, and ledges at up to half normal movement rate. - - Roll for every 60’ walked, failure means falling (and taking damage). - - Windy conditions may reduce the chance of success by up to 20%. +### Class Skills -### Lore - -From 3rd level, 2-in-6 chance of knowing lore pertaining to creatures, magic items, or heroes of sea-related folktale or legend. - -- May be used to identify the nature and powers of sea-related magic items. - -### Sneak Attack - -When attacking an unaware opponent from behind, the attack gets +4 and it deals double damage. +- **Climb Sheer Surfaces**: Make a skilled DEX check at +4 for every 100' climbed. + - Failure means falling from the halfway point (and taking fall damage). +- **Seafaring**: Make a skilled check as indicated by GM to keep footing during rough waters, survive on the open seas, and complete repairs when vessel takes on damage. +- **Sea Lore**: After reaching 3rd level, make a skilled INT check to recall lore pertaining to creatures, magic items, or heroes of sea-related folktale or legend. + - May be used to identify the nature and powers of sea-related magic items. +- **Sneak**: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies. +- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM. + - ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent. +- **Walk Tightrope**: Make a skilled DEX check for every 60' walked, modified by -4 for windy conditions and/or +2 when using balance pole. + - Failure means falling (and taking fall damage). ### Establish Crew @@ -79,30 +70,21 @@ From 9th level, can establish a crew. - Attracts 2d6 sailors of 1st level who will serve with some reliability (more of which can be bought) and may be used to run one or more ships. -### Advancement +### Astral Corsair -
    +An adventurer who lives by their talents sailing on the astral plane. -| Level | XP | HD | Atk
    Mod | Saving Throws |||||| -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | -| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | -| 2 | 1,200 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | -| 3 | 2,400 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 | -| 4 | 4,800 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 | -| 5 | 9,600 | 5d6 | +2 | 12 | 13 | 11 | 14 | 13 | -| 6 | 20,000 | 6d6 | +2 | 12 | 13 | 11 | 14 | 13 | -| 7 | 40,000 | 7d6 | +2 | 12 | 13 | 11 | 14 | 13 | -| 8 | 80,000 | 8d6 | +2 | 12 | 13 | 11 | 14 | 13 | -| 9 | 160,000 | 9d6 | +5 | 10 | 11 | 9 | 12 | 10 | -| 10 | 280,000 | 9d6+2 | +5 | 10 | 11 | 9 | 12 | 10 | -| 11 | 400,000 | 9d6+4 | +5 | 10 | 11 | 9 | 12 | 10 | -| 12 | 520,000 | 9d6+6 | +5 | 10 | 11 | 9 | 12 | 10 | -| 13 | 640,000 | 9d6+8 | +7 | 8 | 9 | 7 | 10 | 8 | -| 14 | 760,000 | 9d6+10 | +7 | 8 | 9 | 7 | 10 | 8 | +- Has the same features as the Sea Corsair, replacing the class skills with below. -[Level Advancement] +#### Class Skills -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - -
    +- **Astral Lore**: After reaching 3rd level, make a skilled INT check to recall lore pertaining to creatures, magic items, or heroes of astral-related folktale or legend. + - May be used to identify the nature and powers of sea-related magic items. +- **Astral-faring**: Make a skilled check as indicated by GM to know which way is down, survive in the open astral void, and complete repairs when vessel takes on damage. +- **Climb Sheer Surfaces**: Make a skilled DEX check at +4 for every 100' climbed. + - Failure means falling from the halfway point (and taking fall damage). +- **Sneak**: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies. +- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM. + - ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent. +- **Walk Tightrope**: Make a skilled DEX check for every 60' walked, modified by -4 for windy conditions and/or +2 when using balance pole. + - Failure means falling (and taking fall damage). diff --git a/src/pages/classes/druid/index.md b/src/pages/classes/druid/index.md index 6fd2650..b139d99 100644 --- a/src/pages/classes/druid/index.md +++ b/src/pages/classes/druid/index.md @@ -1,5 +1,5 @@ --- -title: Druid (Class) +title: Druid description: The Druid class for OSR gaming. date_pub: 2023-05-07T10:55:00-04:00 section: classes @@ -13,79 +13,95 @@ A nature-focused magic user and guardian of the forest.
    -| | | -| ----------------- | ------------------------------------------------ | -| **Hit Dice** | 1d8 | -| **Maximum Level** | 14 | -| **Armor** | Leather, wooden shields | -| **Weapons** | Non-metal only - Club, sling, spear, staff, whip | -| **Languages** | Alignment, Common, Druidic | +| | | +| ------------------------ | ------------------------------------------------ | +| **Hit Dice** | 1d8 | +| **Armor** | Leather, wooden shields | +| **Weapons** | Non-metal only - Club, sling, spear, staff, whip | +| **Languages** | Alignment, Common, Druidic | +| **Spellcasting Ability** | Wisdom (WIS) |
    -### Divine Magic +### Core Features -- Can pray to nature to receive spells every day. -- Must have a holy symbol (token of nature) -- Must remain faithful to alignment and druidic faith. -- Number of spells per day shown on [Level Advancement table](#advancement). -- [Druid Spell List](./spell-list.html) +- **Charm Immunity**: From 7th level, gains immunity to fae charms (from dryads, nixies, pixies, etc). -### Languages +
    -- Know a secret language called "Druidic", known only to other druids. -- With each level beyond 2nd, learns to speak the language of a creature in the forest. +| Level | HD | Atk | Save | Spells /
    Day | Change Form
    Max HD & Uses / Day | +| :---: | :---: | :-: | :--: | :---------------: | :----------------------------------: | +| 1 | 1d8 | 0 | 11 | 1 | - | +| 2 | 2d8 | 0 | 11 | 1 | 1 | +| 3 | 3d8 | 0 | 11 | 2 | 2 | +| 4 | 4d8 | 0 | 11 | 2 | 2 | +| 5 | 5d8 | +2 | 9 | 3 | 3 | +| 6 | 6d8 | +2 | 9 | 3 | 3 | +| 7 | 7d8 | +2 | 9 | 4 | 4 | +| 8 | 9d8 | +2 | 9 | 4 | 4 | +| 9 | 9d8 | +5 | 6 | 5 | 5 | +| 10 | 9d8+1 | +5 | 6 | 5 | 5 | +| 11 | 9d8+2 | +5 | 6 | 6 | 6 | +| 12 | 9d8+3 | +5 | 6 | 6 | 6 | +| 13 | 9d8+4 | +7 | 3 | 7 | 7 | +| 14 | 9d8+5 | +7 | 3 | 7 | 7 | -### Nature Lore +[Druid Features] -- INT check to identify plants or animals, or to discern pure water. -- Max 1-in-6 chance of getting lost in woodlands. +
    ### Change Form -- Starting at 2nd level, can change into the form of either a reptile, bird, or mammal. - - The new form can't have more hit dice than current level / 2 (rounded down). -- Regain 1d4 hit points per level when used. +- Starting at 2nd level, can make a [skilled WIS check](/rules/adventuring.md#skilled-ability-checks) to change into the form of either a reptile, bird, or mammal. + - The new form can't have more hit dice than current level / 2. +- Regains 1d4 hit points per level when used successfully. - All carried equipment is absorbed into animal form, only reappearing after changing back. -- May be used a number of times per day equal to level / 2 (rounded down). -- In combat, can change (or change back) as a free action. +- May be used successfully a number of times per day equal to level / 2. +- When in combat, can change (or change back) as a free action. -### Pass Without Trace +### Class Skills -From 3rd level, can pass through natural environments without leaving any tracks and move through overgrown areas unimpeded at normal speed. +- **Druid Craft**: Can use a combat action and make a skilled WIS check to create a small, instant, illusory effect, or to make a single seed pod open, flower blossom, or bud bloom. -### Charm Immunity +- **Nature Lore**: Make a skilled INT check to identify plants or animals, to discern pure water, or to recover from being lost. +- **Pass Without Trace**: From 3rd level, can make a skilled DEX check to lead up to 5 people through natural environments without leaving any tracks and move through overgrown areas unimpeded at normal speed. +- **Ritual Casting**: Some rituals require a skilled check. +- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks). +- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds). -From 7th level, gain immunity to fae charms (from dryads, nixies, pixies, etc). +### Divine Magic + +- Can pray to nature to cast spells. +- Must have a holy symbol (token of nature) +- Must remain faithful to alignment and druidic faith. +- At level 2, gains spell casting and learns how to conduct magical research. +- May cast a number of spells each day up to to _druid level - 1_. +- [Druid Spell List](./spell-list.html) + +#### Casting Spells + +To cast a spell, the druid prays to nature. + +- Make a skilled WIS check reduced by the level of the spell being attempted. + - On a fumble, causes [Doubt](#doubt). + - On a failure, nothing happens, and it doesn't count towards casts for the day. + - On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen. + - On a complete success, the spell casts as expected. + - On a critical success, the spell works exceptionally well (ex: player may choose to double spell duration, range, or targets). + +#### Doubt + +Occurs whenever a fumble occurs while casting a spell. + +- Next attempt to cast spell gets -2 on roll. +- Cleared by a successful cast. +- Fumbling while already having Doubt severs connection to nature, preventing spell casting until next day. + +### Languages + +- Knows a secret language called "Druidic", known only to other druids. +- With each level beyond 2nd, learns to speak the language of a creature in the forest. ### Stronghold After 12th level, can build a stronghold that integrates with a natural setting. - -### Advancement - -
    - -| Level | XP | HD | Atk
    Mod | Saving Throws ||||| Spells Per Day ||||||| -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | -| :-: | :-------: | :---: | :-: | :---: | :---: | :---: | :---: | :---: | :-: | :-: | :-: | :-: | :-: | -| 1 | 0 | 1d8 | 0 | 11 | 12 | 14 | 16 | 15 | 1 | - | - | - | - | -| 2 | 2,000 | 2d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | - | - | - | - | -| 3 | 4,000 | 3d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | 1 | - | - | - | -| 4 | 7,500 | 4d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | 2 | - | - | - | -| 5 | 12,500 | 5d8 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 1 | 1 | - | -| 6 | 20,000 | 6d8 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 2 | 1 | 1 | -| 7 | 35,000 | 7d8 | +2 | 9 | 10 | 12 | 14 | 12 | 3 | 3 | 2 | 2 | 1 | -| 8 | 60,000 | 8d8 | +2 | 9 | 10 | 12 | 14 | 12 | 3 | 3 | 3 | 2 | 2 | -| 9 | 90,000 | 9d8 | +5 | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 3 | 3 | 2 | -| 10 | 125,000 | 9d8+1 | +5 | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 4 | 3 | 3 | -| 11 | 200,000 | 9d8+2 | +5 | 6 | 7 | 9 | 11 | 9 | 5 | 5 | 4 | 4 | 3 | -| 12 | 300,000 | 9d8+3 | +5 | 6 | 7 | 9 | 11 | 9 | 5 | 5 | 5 | 4 | 4 | -| 13 | 750,000 | 9d8+4 | +7 | 3 | 5 | 7 | 8 | 7 | 6 | 5 | 5 | 5 | 4 | -| 14 | 1,500,000 | 9d8+5 | +7 | 3 | 5 | 7 | 8 | 7 | 6 | 6 | 5 | 5 | 5 | - -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - -
    diff --git a/src/pages/classes/druid/spell-list.md b/src/pages/classes/druid/spell-list.md index a21cab4..10746ad 100644 --- a/src/pages/classes/druid/spell-list.md +++ b/src/pages/classes/druid/spell-list.md @@ -3,7 +3,7 @@ title: Druid Spell List description: The list of spells that can be cast by a Druid. date_pub: 2023-05-07T11:03:00-04:00 section: classes -subsection: Druid (Class) +subsection: Druid content_type: feature short_code: cds --- diff --git a/src/pages/classes/ecclesiastic.md b/src/pages/classes/ecclesiastic.md new file mode 100644 index 0000000..38ff30b --- /dev/null +++ b/src/pages/classes/ecclesiastic.md @@ -0,0 +1,123 @@ +--- +title: Ecclesiastic +description: +date_pub: 2023-03-26T23:18:00-04:00 +section: classes +content_type: feature +short_code: cec +--- + +Holy (or unholy) warrior-priests who serve one or more deities. + +
    + +| | | +| ------------------------ | --------------------------------------------------------------- | +| **Hit Dice** | 1d8 | +| **Armor** | Any (including shields) | +| **Weapons** | Blunt weapons only (club, mace, sling, staff, war hammer, etc.) | +| **Languages** | Alignment, Common | +| **Spellcasting Ability** | Wisdom (WIS) | + +
    + +### Core Features + +
    + +| Level | HD | Atk | Save | Spells /
    Day | +| :---: | :----: | :-: | :--: | :---------------: | +| 1 | 1d8 | 0 | 12 | - | +| 2 | 2d8 | 0 | 12 | 1 | +| 3 | 3d8 | 0 | 12 | 2 | +| 4 | 4d8 | +2 | 10 | 3 | +| 5 | 5d8 | +2 | 10 | 4 | +| 6 | 6d8 | +2 | 10 | 5 | +| 7 | 7d8 | +5 | 8 | 6 | +| 8 | 9d8 | +5 | 8 | 7 | +| 9 | 9d8 | +5 | 8 | 8 | +| 10 | 9d8+2 | +7 | 6 | 9 | +| 11 | 9d8+4 | +7 | 6 | 10 | +| 12 | 9d8+6 | +7 | 6 | 11 | +| 13 | 9d8+8 | +9 | 4 | 12 | +| 14 | 9d8+10 | +9 | 4 | 13 | + +[Ecclesiastic Features] + +
    + +#### Saving Throw Mods + +- +1 to **Save vs Spells** (-3 overall) + +### Class Skills + +- **Divine Intervention**: After reaching level 9, may request deity to intervene directly. + - Describe intended outcome, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) with modifier as indicated by GM. + - Fumbling the check causes [Doubt](#doubt). + - Can only be used successfully once per day. +- **Ecclesiastical Duties**: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions. +- **Inspirational Act**: Describe intended outcome and make a skilled check as indicated by GM. + - ex: grab child, jump over table, set it down safely, and strike nearest opponent. +- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults). +- **Ritual Casting**: Some rituals require a skilled check. +- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds). + +### Divine Magic + +- Must have a holy symbol. +- Must remain faithful to alignment, clergy, and religion. +- At level 2, gains spell casting and learns how to conduct magical research. +- May cast a number of spells each day up to to _ecclesiastic level - 1_. +- Different deities (aligned with different elements) grant different spell lists to their ecclesiastics. + +#### Casting Spells + +To cast spell, the ecclesiastic prays to (or invokes the name of) their deity. + +- Make a [skilled WIS check](/rules/adventuring.md#skilled-ability-checks) reduced by the level of the spell being attempted. + - On a fumble, causes [Doubt](#doubt). + - On a failure, nothing happens, and it doesn't count towards casts for the day. + - On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen. + - On a complete success, the spell casts as expected. + - On a critical success, the spell works exceptionally well (ex: player may choose to double spell duration, range, or targets). + +### Doubt + +Occurs whenever a fumble occurs while casting a spell, turning undead, or requesting divine intervention. + +- Next attempt to cast spell, turn undead, or request divine intervention gets -2 on roll. +- Cleared by a successful cast, turn undead, or divine intervention roll. +- Fumbling while already having Doubt severs connection to deity until next day (preventing spell casting, turn undead, or requesting divine intervention). + +### Stronghold + +- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity). +- Once established, attracts loyal followers (5d6 x 10 fighters of level 1–2), who never check morale. + +### Turn Undead + +- Can turn undead with HD up to _ecclesiastic level + 2_. + - After reaching level 6, can turn undead with HD up to _ecclesiastic level + 3_. + - After reaching level 12, can turn any undead, regardless of HD. +- To turn undead, make a [skilled WIS check](/rules/adventuring.md#skilled-ability-checks), modified based on the highest HD amongst targeted undead creatures. + - If the undead is of a higher HD than ecclesiastic level, add -2 to the roll for each HD above ecclesiastic level, to a max of -6. + - If the undead is of a lower HD than ecclesiastic level, add +2 to the roll for each HD below ecclesiastic level, to a max of +6. +- Undead with HD less than _ecclesiastic level - 2_ may be destroyed rather than turned. + +#### Results + +- A fumble causes [Doubt](#doubt). +- A failure has no effect. +- A complicated success only affects up to 1d6 total HD of undead (but at least 1 creature). +- A complete success affects up to 2d6 total HD of undead (but at least 1 creature). +- A critical success affects up to 3d6 total HD of undead (but at least 1 creature). + +On a successful turn: + +- Roll as indicated by Results, above. +- Turned undead will flee at full retreat until attacked, damaged, or 10 minutes (1 turn) has elapsed, whichever comes first. +- Destroyed undead are instantly turned to dust. +- Excess rolled hit dice are wasted. +- At least 1 undead creature will always be affected by a successful turn. +- If a mixed group of undead are turned, lowest HD creatures are affected first. diff --git a/src/pages/classes/fighter.md b/src/pages/classes/fighter.md index d8399c0..e8a53e3 100644 --- a/src/pages/classes/fighter.md +++ b/src/pages/classes/fighter.md @@ -9,23 +9,47 @@ short_code: cfr An adventurer that specializes in combat. +[[toc]] +
    -| | | -| ----------------- | ----------------------- | -| **Hit Dice** | 1d10 | -| **Maximum Level** | 14 | -| **Armor** | Any (including shields) | -| **Weapons** | Any | -| **Languages** | Alignment, Common | +| | | +| ------------- | ----------------------- | +| **Hit Dice** | 1d10 | +| **Armor** | Any (including shields) | +| **Weapons** | Any | +| **Languages** | Alignment, Common |
    -[[toc]] +### Core Features + +
    + +| Level | HD | Atk | Save | +| :---: | :-----: | :-: | :--: | +| 1 | 1d10 | 0 | 12 | +| 2 | 2d10 | 0 | 12 | +| 3 | 3d10 | 0 | 12 | +| 4 | 4d10 | +2 | 10 | +| 5 | 5d10 | +2 | 10 | +| 6 | 6d10 | +2 | 10 | +| 7 | 7d10 | +5 | 8 | +| 8 | 9d10 | +5 | 8 | +| 9 | 9d10 | +5 | 8 | +| 10 | 9d10+2 | +7 | 6 | +| 11 | 9d10+4 | +7 | 6 | +| 12 | 9d10+6 | +7 | 6 | +| 13 | 9d10+8 | +9 | 4 | +| 14 | 9d10+10 | +9 | 4 | + +[Fighter Features] + +
    ### Combat Expertise -Pick one at 2nd, 6th, 10th, and 14th level. +Gain one at 2nd, 6th, 10th, and 14th level. !!!include(classes/combat-expertise.md)!!! @@ -34,31 +58,3 @@ Pick one at 2nd, 6th, 10th, and 14th level. Can buy or build a castle or stronghold (and control surrounding lands) at any time they can be afforded. - Once established, attracts 5d4 x 10 apprentice fighters (level 1–2). - -### Advancement - -
    - -| Level | XP | HD | Atk
    Mod | Saving Throws |||||| -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | -| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d10 | 0 | 12 | 13 | 14 | 15 | 16 | -| 2 | 2,000 | 2d10 | 0 | 12 | 13 | 14 | 15 | 16 | -| 3 | 4,000 | 3d10 | 0 | 12 | 13 | 14 | 15 | 16 | -| 4 | 8,000 | 4d10 | +2 | 10 | 11 | 12 | 13 | 14 | -| 5 | 16,000 | 5d10 | +2 | 10 | 11 | 12 | 13 | 14 | -| 6 | 32,000 | 6d10 | +2 | 10 | 11 | 12 | 13 | 14 | -| 7 | 64,000 | 7d10 | +5 | 8 | 9 | 10 | 10 | 12 | -| 8 | 120,000 | 8d10 | +5 | 8 | 9 | 10 | 10 | 12 | -| 9 | 240,000 | 9d10 | +5 | 8 | 9 | 10 | 10 | 12 | -| 10 | 360,000 | 9d10+2 | +7 | 6 | 7 | 8 | 8 | 10 | -| 11 | 480,000 | 9d10+4 | +7 | 6 | 7 | 8 | 8 | 10 | -| 12 | 600,000 | 9d10+6 | +7 | 6 | 7 | 8 | 8 | 10 | -| 13 | 720,000 | 9d10+8 | +9 | 4 | 5 | 6 | 5 | 8 | -| 14 | 840,000 | 9d10+10 | +9 | 4 | 5 | 6 | 5 | 8 | - -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - -
    diff --git a/src/pages/classes/index.md b/src/pages/classes/index.md index 5f4502b..b089524 100644 --- a/src/pages/classes/index.md +++ b/src/pages/classes/index.md @@ -7,20 +7,28 @@ content_type: feature short_code: c1 --- -- [Assassin](./assassin.html): Someone skilled at stealth-based elimination. -- [Barbarian](./barbarian.html): An adventurer known for their primitive warrior nature. -- [Bard](./bard/index.html): A warrior-performer with a deep knowledge of lore and limited spellcasting ability. -- [Beast Walker](./beast-walker.html): An adventurer with a special bond with one (or more) animal companions. -- [Bloodmage](./bloodmage.html): Arcane spellcasters that use their own life force to cast spells. -- [Cleric](./cleric/index.html): Holy (or unholy) warrior-priests who serve one or more deities. -- [Corsair](./corsair.html): A sailor living a life of adventure on the high seas. - - [Astral Corsair](./astral-corsair.html): A sailor living a life of adventure on the [astral plane](/astral/index.html). -- [Druid](./druid/index.html): A nature-focused magic user and guardian of the forest. -- [Fighter](./fighter.html): An adventurer that specializes in combat. -- [Knight](./knight.html): Honor-bound warrior that excels at mounted combat. -- [Mystic](./mystic/index.html): Warriors that spend their lives rigorously training both their minds and bodies, allowing them to channel their life force into special [mystic powers](./mystic/powers.html). -- [Paladin](./paladin/index.html): Holy (or unholy) knights on a quest for their deity. -- [Priest](./priest/index.html): Holy (or unholy) spellcasters who serve one or more deities. -- [Thief](./thief.html): Someone skilled at stealth-based retrieval. -- [Warlock](./warlock/index.html): Spellcasters that gain access to magic by making pacts with powerful, otherworldly beings. -- [Wizard](./wizard.html): A magic user, often in robes, who memorizes spells from their spellbooks. +### Beta Classes + +- [Barbarian](./barbarian.html): Adventurers known for their primitive warrior nature. +- [Bard](./bard/index.html): Warrior-performer with a deep knowledge of lore and some spellcasting ability. +- [Beast Walker](./beast-walker.html): Adventurers possessing special bonds with one (or more) animal companions. +- [Bloodmage](./bloodmage.html): Magic users who cast spells with their own blood. +- [Champion](./champion.html): Adventurers that specialize in battle and combat. +- [Corsair](./corsair.html): Sailors living lives of adventure on the high seas or the astral plane. +- [Druid](./druid/index.html): Nature-focused magic users and guardians of the forest. +- [Ecclesiastic](./ecclesiastic.html): Holy (or unholy) warrior-priests who serve one (or more) deities. +- [Knight](./knight.html): Honor-bound warriors that excel at mounted combat. +- [Mystic](./mystic/index.html): Adventurers that can channel their life energy into special [mystic powers](./mystic/powers.html). +- [Rogue](./rogue.html): Adventurers possessing various stealth-based skills. +- [Sorcerer](./sorcerer.html): Magic users who cast spells from memory. +- [Wizard](./wizard.html): Magic users who cast spells from their spellbooks. + +### Original (Alpha) Classes + +- [Assassin](./assassin.html): Those skilled at stealth-based eliminations. +- [Cleric](./cleric/index.html): Holy (or unholy) warrior-priests who serve one (or more) deities. +- [Fighter](./fighter.html): Adventurers that specializes in battle and combat. +- [Paladin](./paladin/index.html): Holy (or unholy) knights questing for one or more deities. +- [Priest](./priest/index.html): Holy (or unholy) magic users who serve one or more deities. +- [Thief](./thief.html): Those skilled at stealth-based retrieval. +- [Warlock](./warlock/index.html): Magic users who have pacts with a powerful, otherworldly being. diff --git a/src/pages/classes/kineticist-powers.md b/src/pages/classes/kineticist-powers.md index dcb2a85..303b2ae 100644 --- a/src/pages/classes/kineticist-powers.md +++ b/src/pages/classes/kineticist-powers.md @@ -1,4 +1,12 @@ -## Additional Kineticist Mental Powers +--- +title: Additional Kineticist Mental Powers +description: +date_pub: 2023-04-26T23:18:00-04:00 +section: classes +content_type: feature +short_code: ckp +status: hidden +--- _The Kineticist_ class by Gavin Norman (as presented in issue #1 of [Carcass Crawler](https://www.drivethrurpg.com/product/367602/Carcass-Crawler-Issue-One)) offers a unique take on the classic "monk" or "mystic" class. I particularly like the way their "mental powers" work - although the ones in the zine seem to be designed to replicate the abilities of the classic class (as is the OSE way), there's nothing to prevent one from adding new powers to increase the build possibilities for that class. In my mind, based on the powers learned, a Kineticist could be anything from a powerful psychic to a supernatural tournament fighter, or even a superhero. diff --git a/src/pages/classes/knight.md b/src/pages/classes/knight.md index a28facd..658adfe 100644 --- a/src/pages/classes/knight.md +++ b/src/pages/classes/knight.md @@ -1,5 +1,5 @@ --- -title: Knight (Class) +title: Knight description: date_pub: 2023-04-01T19:43:00-04:00 section: classes @@ -7,29 +7,66 @@ content_type: feature short_code: ckn --- -Honor-bound warrior that excels at mounted combat. +An honor-bound warrior that excels at mounted combat. + +[[toc]]
    -| | | -| ----------------- | -------------------------- | -| **Requirements** | Minimum CON 9, DEX 9 | -| **Hit Dice** | 1d10 | -| **Maximum Level** | 14 | -| **Armor** | Any metal armor or shields | -| **Weapons** | Any melee weapons | -| **Languages** | Alignment, Common | +| | | +| ---------------- | -------------------------- | +| **Requirements** | Minimum CON 9, DEX 9 | +| **Hit Dice** | 1d10 | +| **Armor** | Any metal armor or shields | +| **Weapons** | Any melee weapons | +| **Languages** | Alignment, Common |
    +### Core Features + +
    + +| Level | HD | Atk | Save | +| :---: | :-----: | :-: | :--: | +| 1 | 1d10 | 0 | 12 | +| 2 | 2d10 | 0 | 12 | +| 3 | 3d10 | 0 | 12 | +| 4 | 4d10 | +2 | 10 | +| 5 | 5d10 | +2 | 10 | +| 6 | 6d10 | +2 | 10 | +| 7 | 7d10 | +5 | 8 | +| 8 | 9d10 | +5 | 8 | +| 9 | 9d10 | +5 | 8 | +| 10 | 9d10+2 | +7 | 6 | +| 11 | 9d10+4 | +7 | 6 | +| 12 | 9d10+6 | +7 | 6 | +| 13 | 9d10+8 | +9 | 4 | +| 14 | 9d10+10 | +9 | 4 | + +[Knight Features] + +
    + +#### Saving Throw Mods + +- +1 to **Save vs Wielded** (-2 overall) + ### Allegiance - Serves a liege. -- Must have same alignment as liege. +- Must maintain same alignment as liege. + +### Class Skills + +- **Chivalric Act**: Describe intended outcome and make a skilled check as indicated by GM. + - ex: grab fair maiden, jump over table, set her down safely, and strike nearest opponent. +- **Heraldic Lore**: Make a skilled INT check to recognize standards, symbols, or names associated with liege, their allies, or their enemies. +- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds). ### Code of Honor -Must follow a strict code: +To gain experience, must follow a strict code similar to: - Death before dishonor, - Service to a liege is the greatest honor, @@ -40,8 +77,6 @@ Must follow a strict code: - Demand obedience from inferiors, and - Scorn ignobles. -Earns no experience from doing things which go against the code. - ### Fantastic Mount From 5th level, can train some creatures as mounts (including flying ones). @@ -56,7 +91,7 @@ From 5th level, can train some creatures as mounts (including flying ones). ### Service and Aid -- From 3rd level, can receive aid from nobles and other knights of the same alignment or social affiliation (house, religion, order, etc.). +- From 3rd level, can receive aid from nobles and other knights of the same alignment or social affiliation (ex: house, religion, ohaver order). - Expected to extend same service to others. ### Devotion to Duty @@ -71,35 +106,7 @@ From 5th level, can train some creatures as mounts (including flying ones). ### Stronghold -After 3rd level, can buy or build a castle or stronghold (and control surrounding lands) any time they can be afforded. +After 7th level, can buy or build a castle or stronghold (and control surrounding lands) any time they can be afforded. - Must have liege's permission. - After 9th level, may be granted a title such as Baron or Baroness. - -### Advancement - -
    - -| Level | XP | HD | Atk
    Mod | Saving Throws |||||| -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | -| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d10 | 0 | 12 | 13 | 14 | 15 | 16 | -| 2 | 2,500 | 2d10 | 0 | 12 | 13 | 14 | 15 | 16 | -| 3 | 5,000 | 3d10 | 0 | 12 | 13 | 14 | 15 | 16 | -| 4 | 10,000 | 4d10 | +2 | 10 | 11 | 12 | 13 | 14 | -| 5 | 18,500 | 5d10 | +2 | 10 | 11 | 12 | 13 | 14 | -| 6 | 37,000 | 6d10 | +2 | 10 | 11 | 12 | 13 | 14 | -| 7 | 85,000 | 7d10 | +5 | 8 | 9 | 10 | 10 | 12 | -| 8 | 140,000 | 8d10 | +5 | 8 | 9 | 10 | 10 | 12 | -| 9 | 270,000 | 9d10 | +5 | 8 | 9 | 10 | 10 | 12 | -| 10 | 400,000 | 9d10+2 | +7 | 6 | 7 | 8 | 8 | 10 | -| 11 | 530,000 | 9d10+4 | +7 | 6 | 7 | 8 | 8 | 10 | -| 12 | 660,000 | 9d10+5 | +7 | 6 | 7 | 8 | 8 | 10 | -| 13 | 790,000 | 9d10+6 | +9 | 4 | 5 | 6 | 5 | 8 | -| 14 | 920,000 | 9d10+10 | +9 | 4 | 5 | 6 | 5 | 8 | - -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - -
    diff --git a/src/pages/classes/mystic/index.md b/src/pages/classes/mystic/index.md index 534326a..548db32 100644 --- a/src/pages/classes/mystic/index.md +++ b/src/pages/classes/mystic/index.md @@ -1,5 +1,5 @@ --- -title: Mystic class +title: Mystic description: The Mystic class for OSR gaming. date_pub: 2023-04-01T11:17:00-04:00 section: classes @@ -7,76 +7,74 @@ content_type: feature short_code: cmy --- -[[toc]] - Mystics are warriors that spend their lives rigorously training both their minds and bodies, allowing them to channel their life force into special [mystic powers](./powers.html). +[[toc]] +
    -| | | -| ----------------- | ----------------- | -| **Requirement** | Minimum WIS 9 | -| **Hit Dice** | 1d8 | -| **Maximum Level** | 14 | -| **Armor** | None | -| **Weapons** | Any | -| **Languages** | Alignment, Common | +| | | +| --------------- | ----------------- | +| **Requirement** | Minimum WIS 9 | +| **Hit Dice** | 1d8 | +| **Armor** | None | +| **Weapons** | Any | +| **Languages** | Alignment, Common |
    +### Core Features + +- **Advanced Agility**: Unarmored armor class based on mystic level. +- **Mental Focus**: +2 bonus to all saving throws against mental or mystical powers. + +
    + +| Level | HD | Atk | Save | AC | Mystic
    Powers | Mystic Power
    Uses / Day | +| :---: | :----: | :-: | :--: | :-: | :----------------: | :--------------------------: | +| 1 | 1d8 | 0 | 13 | 12 | 2 | 2 | +| 2 | 2d8 | 0 | 13 | 12 | 2 | 4 | +| 3 | 3d8 | 0 | 13 | 13 | 3 | 6 | +| 4 | 4d8 | 0 | 13 | 13 | 3 | 6 | +| 5 | 5d8 | +2 | 12 | 14 | 4 | 8 | +| 6 | 6d8 | +2 | 12 | 14 | 4 | 8 | +| 7 | 7d8 | +2 | 12 | 15 | 5 | 10 | +| 8 | 9d8 | +2 | 12 | 15 | 5 | 10 | +| 9 | 9d8 | +5 | 10 | 16 | 6 | 12 | +| 10 | 9d8+2 | +5 | 10 | 16 | 6 | 12 | +| 11 | 9d8+4 | +5 | 10 | 17 | 7 | 14 | +| 12 | 9d8+6 | +5 | 10 | 17 | 7 | 14 | +| 13 | 9d8+8 | +7 | 8 | 18 | 8 | 16 | +| 14 | 9d8+10 | +7 | 8 | 18 | 8 | 16 | + +[Mystic Features] + +
    + +### Class Skills + +- **Martial Lore**: Make a [skilled INT check](/rules/adventuring.md#skilled-ability-checks) to recognize names of major figures, magic items, and other symbols of importance to different martial or mystical groups. +- **Mystical Acts**: Describe intended outcome and make a skilled check as indicated by GM. + - ex: making a running leap from a table to a balcony before landing and striking the nearest opponent. +- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds). + ### Martial Training - Unarmed attacks deal 1d4 damage. - Can dual wield, regardless of DEX score. - Fists count as Light weapons. -### Physical Defense - -Have an improved armor class based on their level, shown on the [Level Advancement](#advancement) table. - -### Psychic Defense - -Gains a +2 bonus to all saving throws against mental or mystical powers. - ### Mystic Powers -Know a number of Mystic Powers based on their level, shown on the Level Advancement table. +Can use a combat action and make a skilled CHA or WIS check to use a mystic power. +- Number of mystic powers known is based on level. - At 1st level, may activate powers up to twice in total each day. - At higher levels, activate powers up to twice the number of powers known in total each day. - A power activates at the beginning of a character's initiative. - Only one power may be activated each round. - -[Mystic Power List](./powers.html) +- [Mystic Power List](./powers.html) ### Stronghold - After 9th level, can establish an academy or clan with 1d6 apprentices of 1d4 level. - -### Advancement - -
    - -| Level | XP | HD | Atk
    Mod | AC | Saving Throws ||||| Mystic
    Powers | -| ^^ | ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | ^^ | -| :---: | :-: | :-: | :-----: | :-: | :---: | :---: | :---: | :---: | :---: | :--: | -| 1 | 0 | 1d8 | 0 | 11 | 13 | 14 | 13 | 16 | 15 | 2 | -| 2 | 2,000 | 2d8 | 0 | 12 | 13 | 14 | 13 | 16 | 15 | 2 | -| 3 | 4,000 | 3d8 | 0 | 13 | 13 | 14 | 13 | 16 | 15 | 3 | -| 4 | 8,000 | 4d8 | 0 | 14 | 13 | 14 | 13 | 16 | 15 | 3 | -| 5 | 16,000 | 5d8 | +2 | 15 | 12 | 13 | 11 | 14 | 13 | 4 | -| 6 | 32,000 | 6d8 | +2 | 16 | 12 | 13 | 11 | 14 | 13 | 4 | -| 7 | 64,000 | 7d8 | +2 | 17 | 12 | 13 | 11 | 14 | 13 | 5 | -| 8 | 120,000 | 8d8 | +2 | 18 | 12 | 13 | 11 | 14 | 13 | 5 | -| 9 | 240,000 | 9d8 | +5 | 19 | 10 | 11 | 9 | 12 | 10 | 6 | -| 10 | 360,000 | 9d8+2 | +5 | 20 | 10 | 11 | 9 | 12 | 10 | 6 | -| 11 | 480,000 | 9d8+4 | +5 | 20 | 10 | 11 | 9 | 12 | 10 | 7 | -| 12 | 600,000 | 9d8+6 | +5 | 21 | 10 | 11 | 9 | 12 | 10 | 7 | -| 13 | 720,000 | 9d8+8 | +7 | 21 | 8 | 9 | 7 | 10 | 8 | 8 | -| 14 | 840,000 | 9d8+10 | +7 | 22 | 8 | 9 | 7 | 10 | 8 | 8 | - -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - -
    diff --git a/src/pages/classes/paladin/index.md b/src/pages/classes/paladin/index.md index 8afcc27..4e82953 100644 --- a/src/pages/classes/paladin/index.md +++ b/src/pages/classes/paladin/index.md @@ -1,8 +1,7 @@ --- -title: Paladin (Class) +title: Paladin description: date_pub: 2023-03-26T23:18:00-04:00 -date_upd: 2023-04-24T18:09:00-04:00 section: classes content_type: feature short_code: cpa @@ -12,38 +11,62 @@ Holy (or unholy) knights on a quest for their deity.
    -| | | -| ----------------- | ----------------------- | -| **Requirement** | Minimum CHA 9 | -| **Hit Dice** | 1d10 | -| **Maximum Level** | 14 | -| **Armor** | Any (including shields) | -| **Weapons** | Any | -| **Languages** | Alignment, Common | +| | | +| --------------- | ----------------------- | +| **Requirement** | Minimum CHA 9 | +| **Hit Dice** | 1d10 | +| **Armor** | Any (including shields) | +| **Weapons** | Any | +| **Languages** | Alignment, Common |
    +### Core Features + +- **Blessed Health**: Immune to all diseases + +
    + +| Level | HD | Atk | Save | Spells ||| +| ^^ | ^^ | ^^ | ^^ | 1 | 2 | 3 | +| :-: | :-----: | :-: | :-: | :-: | :-: | :-: | +| 1 | 1d10 | 0 | 12 | - | - | - | +| 2 | 2d10 | 0 | 12 | - | - | - | +| 3 | 3d10 | 0 | 12 | - | - | - | +| 4 | 4d10 | +2 | 10 | - | - | - | +| 5 | 5d10 | +2 | 10 | - | - | - | +| 6 | 6d10 | +2 | 10 | - | - | - | +| 7 | 7d10 | +5 | 8 | - | - | - | +| 8 | 9d10 | +5 | 8 | - | - | - | +| 9 | 9d10 | +5 | 8 | 1 | - | - | +| 10 | 9d10+2 | +7 | 6 | 2 | - | - | +| 11 | 9d10+4 | +7 | 6 | 2 | 1 | - | +| 12 | 9d10+6 | +7 | 6 | 2 | 2 | - | +| 13 | 9d10+8 | +9 | 4 | 2 | 2 | 1 | +| 14 | 9d10+10 | +9 | 4 | 3 | 2 | 2 | + +[Paladin Features] + +
    + +#### Saving Throw Mods + +- +1 to **Save vs Blasts** (-2 overall) +- +1 to **Save vs Spells** (-3 overall) + ### Aestheticism - Own minimal possessions - Can only keep one magical weapon, one magical shield, and one magical suit of armor - Must give at least 10% of income to religious order -### Alignment Locked - -- Lose all abilities when alignment is changed - ### Divine Magic -- Gains spell casting at level 9, can pray to receive spells every day. +- Gains spell casting at level 9, can pray to cast spells. - Must have a holy symbol - Must remain faithful to alignment, clergy, and religion. - [Paladin Spell List](./spell-list.html) -### Blessed Health - -- Immune to all diseases - ### Lay on Hands - Heal 2 HP / level once per day @@ -61,20 +84,20 @@ Roll 2d6 and consult table below:
    | Level | Monster Hit Dice |||||||||||||||| -| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-22 | 23-24 | -| :-----:|:-:|:-:|:--:|:--:|:--:|:--:|:--:|:---:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| -| 3 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 4 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 5 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 6 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 7 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 8 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | --| -| 9 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | --| -| 10 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | --| -| 11| D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | --| -| 12 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -| 13 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -| 14 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | +| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | +| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :--: | :---: | :---: | :---: | :---: | +| 3 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | +| 4 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | +| 5 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | +| 6 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | +| 7 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | +| 8 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | +| 9 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | +| 10 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | +| 11 | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | +| 12 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | +| 13 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | +| 14 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | [Turn Undead Result] @@ -97,31 +120,3 @@ Roll 2d6 and consult table below: - After 4th level, may summon a holy warhorse (HD 5+5, AC 14, MV 60'). - If lost, can't get another for at least a year. - -### Advancement - -
    - -| Level | XP | HD | Atk
    Mod | Saving Throws ||||| Spells ||||| -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | -| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - | -| 2 | 2,750 | 2d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - | -| 3 | 5,500 | 3d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - | -| 4 | 12,000 | 4d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - | -| 5 | 24,000 | 5d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - | -| 6 | 45,000 | 6d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - | -| 7 | 95,000 | 7d10 | +5 | 6 | 7 | 8 | 8 | 10 | - | - | - | -| 8 | 175,000 | 8d10 | +5 | 6 | 7 | 8 | 8 | 10 | - | - | - | -| 9 | 350,000 | 9d10 | +5 | 6 | 7 | 8 | 8 | 10 | 1 | - | - | -| 10 | 500,000 | 9d10+1 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | - | - | -| 11 | 650,000 | 9d10+2 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 1 | - | -| 12 | 800,000 | 9d10+3 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 2 | - | -| 13 | 950,000 | 9d10+4 | +9 | 2 | 3 | 4 | 3 | 6 | 2 | 2 | 1 | -| 14 | 1,100,000 | 9d10+5 | +9 | 2 | 3 | 4 | 3 | 6 | 3 | 2 | 1 | - -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - -
    diff --git a/src/pages/classes/paladin/spell-list.md b/src/pages/classes/paladin/spell-list.md index 75ec10f..aca26cc 100644 --- a/src/pages/classes/paladin/spell-list.md +++ b/src/pages/classes/paladin/spell-list.md @@ -3,7 +3,7 @@ title: Paladin Spell List description: The list of spells that can be cast by a Paladin. date_pub: 2023-09-16T01:28:00-04:00 section: classes -subsection: Paladin (Class) +subsection: Paladin content_type: feature short_code: cps --- diff --git a/src/pages/classes/priest/index.md b/src/pages/classes/priest/index.md index 87a42f1..3071601 100644 --- a/src/pages/classes/priest/index.md +++ b/src/pages/classes/priest/index.md @@ -2,7 +2,6 @@ title: Priest description: date_pub: 2023-03-27T23:04:00-04:00 -date_upd: 2023-04-30T09:44:00-04:00 section: classes content_type: feature short_code: cpr @@ -14,16 +13,47 @@ Holy (or unholy) spellcasters who serve one or more deities.
    -| | | -| ----------------- | ------------------------------------- | -| **Hit Dice** | 1d6 | -| **Maximum Level** | 14 | -| **Armor** | None | -| **Weapons** | Dagger, staff, 1-handed magic weapons | -| **Languages** | Alignment, Common | +| | | +| ------------- | ------------------------------------- | +| **Hit Dice** | 1d6 | +| **Armor** | None | +| **Weapons** | Dagger, staff, 1-handed magic weapons | +| **Languages** | Alignment, Common |
    +Unlike clerics, these "divine wizards" can't wear armor or use most weapons, but they can turn undead and they gain the ability to cast divine spells at first level. + +### Core Features + +
    + +| Level | HD | Atk | Save | Spells Per Day |||||| +| ^^ | ^^ | ^^ | ^^ | 1 | 2 | 3 | 4 | 5 | 6 | +| :-: | :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | +| 1 | 1d6 | 0 | 13 | 1 | - | - | - | - | - | +| 2 | 2d6 | 0 | 13 | 2 | - | - | - | - | - | +| 3 | 3d6 | 0 | 13 | 2 | 1 | - | - | - | - | +| 4 | 4d6 | 0 | 13 | 2 | 2 | - | - | - | - | +| 5 | 5d6 | 0 | 13 | 2 | 2 | 1 | - | - | - | +| 6 | 6d6 | +2 | 11 | 3 | 2 | 2 | - | - | - | +| 7 | 7d6 | +2 | 11 | 3 | 3 | 2 | 1 | - | - | +| 8 | 9d6 | +2 | 11 | 3 | 3 | 2 | 2 | - | - | +| 9 | 9d6 | +2 | 11 | 3 | 3 | 3 | 2 | 1 | - | +| 10 | 9d6+1 | +2 | 11 | 3 | 3 | 3 | 3 | 2 | - | +| 11 | 9d6+2 | +5 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | +| 12 | 9d6+3 | +5 | 8 | 4 | 4 | 3 | 3 | 3 | 2 | +| 13 | 9d6+4 | +5 | 8 | 4 | 4 | 4 | 3 | 3 | 3 | +| 14 | 9d6+5 | +5 | 8 | 4 | 4 | 4 | 4 | 3 | 3 | + +[Priest Features] + +
    + +#### Saving Throw Mods + +- +2 to **Save vs Spells** (-2 overall) + ### Divine Magic - Can pray to receive spells every day. @@ -44,22 +74,22 @@ Roll 2d6 and consult table below:
    | Level | Monster Hit Dice |||||||||||||||| -| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-22 | 23-24 | -| :-----:|:-:|:-:|:--:|:--:|:--:|:--:|:--:|:---:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| -| 1 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 2 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 3 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 4 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 5 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | --| -| 6 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | --| -| 7 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | --| -| 8 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | --| -| 9 | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | --| -| 10 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -| 11 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -| 12 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -| 13 | D | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -| 14 | D | D | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | +| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | +| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :--: | :---: | :---: | :---: | :---: | +| 1 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | +| 2 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | +| 3 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | +| 4 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | +| 5 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | +| 6 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | +| 7 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | +| 8 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | +| 9 | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | +| 10 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | +| 11 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | +| 12 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | +| 13 | D | D | D | D | D | D | D | D | D | D | T | T | 7 | +| 14 | D | D | D | D | D | D | D | D | D | D | D | T | T | [Turn Undead Result] @@ -76,32 +106,4 @@ Roll 2d6 and consult table below: - Roll 2d6 to determine total number of HD affected. - Turned undead move away from cleric in full retreat until attacked. -- Lowest HD undead are affected first. - -### Advancement - -
    - -| Level | XP | HD | Atk
    Mod | Saving Throws |||||| Spells Per Day ||||||| -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | 6 | -|:-------:|:-----------:|:-------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|:---:|:---:| -| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - | - | -| 2 | 2,500 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - | - | - | -| 3 | 5,000 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 1 | - | - | - | - | -| 4 | 10,000 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | - | - | - | - | -| 5 | 20,000 | 5d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | 1 | - | - | - | -| 6 | 40,000 | 6d6 | +2 | 11 | 12 | 11 | 14 | 12 | 2 | 2 | 2 | - | - | - | -| 7 | 80,000 | 7d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 2 | 2 | 1 | - | - | -| 8 | 150,000 | 8d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 2 | 2 | - | - | -| 9 | 300,000 | 9d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 2 | 1 | - | -| 10 | 450,000 | 9d6+1 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 3 | 2 | - | -| 11 | 600,000 | 9d6+2 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | -| 12 | 750,000 | 9d6+3 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 3 | 3 | 3 | 2 | -| 13 | 900,000 | 9d6+4 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 3 | 3 | 3 | -| 14 | 1,050,000 | 9d6+5 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 4 | 3 | 3 | - -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - -
    +- Lowest HD undead are affected first.### Core Features diff --git a/src/pages/classes/priest/spell-list.md b/src/pages/classes/priest/spell-list.md index b6a8892..21ed62c 100644 --- a/src/pages/classes/priest/spell-list.md +++ b/src/pages/classes/priest/spell-list.md @@ -3,7 +3,7 @@ title: Priest Spell List description: The list of spells that can be cast by a Priest. date_pub: 2023-09-16T01:03:00-04:00 section: classes -subsection: Priest (Class) +subsection: Priest content_type: feature short_code: crs --- @@ -61,7 +61,7 @@ The following list of spells may be cast by Priest characters. 1. Commune 2. Create Food 3. Cure Critical Wounds / Cause Critical Wounds -4. Dispel Evil +4. [Dispel Evil](/spells/dispel-evil.html) 5. Banish Insects / Insect Plague 6. Quest / Remove Quest 7. Raise Dead / Finger of Death diff --git a/src/pages/classes/rogue.md b/src/pages/classes/rogue.md new file mode 100644 index 0000000..f0ed157 --- /dev/null +++ b/src/pages/classes/rogue.md @@ -0,0 +1,98 @@ +--- +title: Rogue +description: The Rogue class for OSR gaming +date_pub: 2024-05-26T11:36:34.000-04:00 +section: classes +content_type: feature +short_code: crg +--- + +An adventurer that specializes in infiltration and retrieval. + +[[toc]] + +
    + +| | | +| ------------- | ------------------------------------------------------------------------- | +| **Hit Dice** | 1d6 | +| **Armor** | Leather or Studded, no shields | +| **Weapons** | Any | +| **Languages** | Alignment, Common, a [secret language](/rules/adventuring.html#languages) | + +
    + +### Core Features + +- **Backstab**: When attacking an unaware opponent from behind with a one-handed weapon, the attack gets +4 and it deals double damage. + +
    + +| Level | HD | Atk | Save | Special
    Skills | +| :---: | :----: | :-: | :--: | :-----------------: | +| 1 | 1d6 | 0 | 13 | 2 | +| 2 | 2d6 | 0 | 13 | 3 | +| 3 | 3d6 | 0 | 13 | 3 | +| 4 | 4d6 | 0 | 13 | 4 | +| 5 | 5d6 | +2 | 12 | 4 | +| 6 | 6d6 | +2 | 12 | 5 | +| 7 | 7d6 | +2 | 12 | 5 | +| 8 | 9d6 | +2 | 12 | 6 | +| 9 | 9d6 | +5 | 10 | 6 | +| 10 | 9d6+2 | +5 | 10 | 7 | +| 11 | 9d6+4 | +5 | 10 | 7 | +| 12 | 9d6+6 | +7 | 10 | 8 | +| 13 | 9d6+8 | +7 | 8 | 8 | +| 14 | 9d6+10 | +7 | 8 | 9 | + +[Rogue Features] + +
    + +#### Saving Throw Mods + +- +2 to **Save vs Spells** (-2 overall) + +### Class Skills + +- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM. + - ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent. +- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand). + +#### Special Skills + +Start with two of the following skills at level 1, then gain an additional skill at each even level: + +- **Acrobatic Attack**: Can use Breakfall or Leap (if known) to make a melee attack, inflicting double damage on a hit. + - When attacking an unaware opponent from behind, the attack gets +4. +- **Assassinate**: Make a skilled INT check modified by -1 for each level of target. On a success, if you hit them from behind before the end of the day with a one-handed weapon while they are unaware, they must **Save** or die. + - Works on living humanoid creatures of up to 4+1 HD. +- **Breakfall**: Takes no falling damage from first 10', make a skilled DEX check to reduce damage beyond 10' by 50%. +- **Climb Sheer Surfaces**: Make a skilled DEX check at +4 for every 100' climbed. + - Failure means falling from the halfway point (and taking fall damage). +- **Disguise Self**: Make a skilled CHA check to make use of a disguise. + - May alter apparent height (from up to 5" taller to 3" shorter) or weight (from slightly thinner to much bulkier). +- **Evade**: Make a skilled DEX check to negate attacker bonus when retreating. +- **Hear Noise**: Make a skilled WIS check to use improved listening (at doors, etc.) in quiet areas (not in combat). +- **Leap**: Make a skilled DEX check to jump a great distance. + - With 20' run up, can leap 10' wide pit; with pole, can leap 20' wide pit, over 10' wall, or up to 10' ledge. +- **Open Locks**: Make a skilled DEX check with thieves' tools, can only be tried once per lock. + - On a fail, can't try again until next Rogue level. +- **Pick Pockets**: Make a skilled DEX check modified by -1 for each level target is above 5th. +- **Manipulate Traps**: Make a skilled DEX check to manipulate a trap. + - Roll once to find and again to remove or avoid (leaving it in place for others), each may only be attempted once per trap. +- **Master Poisons**: When using poisons, target gets -2 on save. +- **Read Languages** (after reaching level 4): Make a skilled INT check to read non-magical text in any language (including dead languages and basic codes). + - On fail, can't try again until next Thief level. +- **Read Scroll** (after reaching level 10): Make a skilled INT check to read and cast a spell from an arcane scroll. + - On a fail, a [blunder](/rules/magic.html#blunders) may occur. +- **Sneak**: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies. +- **Walk Tightrope**: Make a skilled DEX check for every 60' walked, modified by -4 for windy conditions and/or +2 when using balance pole. + - Failure means falling (and taking fall damage). + +### Stronghold + +After 9th level, may construct a stronghold (usually, a secret hideout). + +- Attracts 2d6 (mostly loyal) apprentice rogues of 1st level (not automatically replaced if killed). +- May be used to start a guild. diff --git a/src/pages/classes/sorcerer.md b/src/pages/classes/sorcerer.md index 78d8549..b16d303 100644 --- a/src/pages/classes/sorcerer.md +++ b/src/pages/classes/sorcerer.md @@ -1,114 +1,82 @@ --- -title: Sorcerer (Class) +title: Sorcerer description: The Sorcerer class for OSR gaming. date_pub: 2023-09-16T14:30:00-04:00 section: classes content_type: feature short_code: csr -status: hidden --- -An arcane magic user with an innate knowledge of certain spells and wild magical tendencies. +A magic user who casts spells from memory. [[toc]]
    -| | | -| ----------------- | ------------------------------------- | -| **Hit Dice** | 1d6 | -| **Maximum Level** | 14 | -| **Armor** | None | -| **Weapons** | Dagger, staff, 1-handed magic weapons | -| **Languages** | Alignment, Common | +| | | +| ------------- | ------------------------------------- | +| **Hit Dice** | 1d6 | +| **Armor** | None | +| **Weapons** | Dagger, staff, 1-handed magic weapons | +| **Languages** | Alignment, Common |
    +### Core Features + +
    + +| Level | HD | Atk | Save | +| :---: | :---: | :-: | :--: | +| 1 | 1d6 | 0 | 13 | +| 2 | 2d6 | 0 | 13 | +| 3 | 3d6 | 0 | 13 | +| 4 | 4d6 | 0 | 13 | +| 5 | 5d6 | 0 | 13 | +| 6 | 6d6 | +2 | 11 | +| 7 | 7d6 | +2 | 11 | +| 8 | 9d6 | +2 | 11 | +| 9 | 9d6 | +2 | 11 | +| 10 | 9d6+1 | +2 | 11 | +| 11 | 9d6+2 | +5 | 8 | +| 12 | 9d6+3 | +5 | 8 | +| 13 | 9d6+4 | +5 | 8 | +| 14 | 9d6+5 | +5 | 8 | + +[Sorcerer Features] + +
    + +#### Saving Throw Mods + +- +2 to **Save vs Spells** (-2 overall) + ### Arcane Magic - Can cast spells from memory. -- Starts with one spell in memory, gains an additional one each time they level up. +- Starts with [at least one spell](/rules/magic.html#starting-spells) in memory, gains an additional one at each new level. - Each memorized spell may be cast up to once per day. -- Maximum spell level that can be memorized or cast is shown in [Level Advancement](#advancement) table. - Can conduct magical research. - [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html) -### Sorcery Points +#### Casting Spells -- Begins each day with a number of sorcery points equal to level. +To cast a spell, make a [skilled CHA or INT check](/rules/adventuring.html#skilled-ability-checks) reduced by the level of the spell being attempted. -### Flexible Casting +- On a fumble, a [blunder](/rules/magic.html#blunders) may occur, and the next attempt to cast a spell (before a long rest) gets -2. +- On a failure, the spell fizzles, and nothing else happens (it doesn't count towards spells per day limit). +- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen. +- On a complete success, the spell is cast as desired. +- On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and the next attempt to cast a spell (before a long rest) gets +2. -- Spend 1 sorcery point per level to cast a copy of a memorized spell. -- Allows spell to be cast without removing from memory. -- Can only be used once per combat round. +### Class Skills -### Metamagic - -Pick one at 2nd, 5th, 9th, and 14th level. - -- **Blasted Spell**: When casting a spell that deals damage to a creature, spend 1 sorcery point to push up to one of the spell's targets 10 feet away from you. -- **Careful Spell**: When casting a spell that forces other creatures to make a saving throw, spend 1 sorcery point and choose up to 1d6 creatures to automatically succeed. -- **Distant Spell**: Spend 1 sorcery point to double the range of target spell or increase the range of that spell from "touch" to 30 feet. -- **Empowered Spell**[^1]: After rolling damage for target spell, spend 1 sorcery point to reroll up to 1d6 damage dice (new rolls must be used). -- **Heightened Spell**: When casting a spell forces a creature to make a saving throw, spend 3 sorcery points to give one target of that spell disadvantage on its first saving throw made against the spell. -- **Prolonged Spell**: Spend 1 sorcery point to double the duration of target spell with a duration of 1 minute or longer (24 hour maximum duration). -- **Quickened Spell**: When casting a spell with a casting time of 1 combat action, spend 2 sorcery points to change the casting time to 1 second for this casting. -- **Reverberating Spell**: When casting a damaging spell with a duration of "instant", spend a number of sorcery points equal to the spell's level to automatically duplicate the effects of that spell during the next round. -- **Subtle Spell**: When casting a spell, spend 1 sorcery point to cast it stealthily (without any somatic or verbal components). -- **Twinned Spell**: When casting a spell that targets only one creature and doesn’t have a range of "self", spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell. - -[^1] Can be used in addition to other Metamagic options on the same spell. - -### Chaos - -- May invoke chaos before casting a spell to roll 1d20 + INT bonus on table below: - -| 1d20 | Result | -| :---: | :-------: | -| 1 | Mishap | -| 2-6 | Failure | -| 7-15 | Success | -| 16-19 | Excellent | -| 20+ | Perfect | - -- **Mishap**: Spell fizzles and is expended, 1% chance of Disaster per spell level, -2 next time you invoke chaos. -- **Failure**: Spell fizzles but is not expended. -- **Success**: Spell works as normal. -- **Excellent**: Succeeds in notable manner as determined by referee (double duration, range, targets, etc.) -- **Perfect**: Succeeds as well as possible (player chooses up to two effects from Excellent, possibly without expending spell), +2 next time you invoke chaos. - -#### Disaster +- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item. +- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage. +- **Ritual Casting**: Some rituals require a skilled check. +- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks. ### Stronghold - After 9th level, may construct a stronghold (usually a tower). - 1d6 apprentices of levels 1–3 will then arrive to study under them. - -### Advancement - -
    - -| Level | XP | HD | Atk
    Mod | Saving Throws ||||| Spells Per Day |||||||| -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | 6 | -|:-------:|:-----------:|:-------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|:---:|:---:| -| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - | - | -| 2 | 2,500 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - | - | - | -| 3 | 5,000 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 1 | - | - | - | - | -| 4 | 10,000 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | - | - | - | - | -| 5 | 20,000 | 5d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | 1 | - | - | - | -| 6 | 40,000 | 6d6 | +2 | 11 | 12 | 11 | 14 | 12 | 2 | 2 | 2 | - | - | - | -| 7 | 80,000 | 7d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 2 | 2 | 1 | - | - | -| 8 | 150,000 | 8d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 2 | 2 | - | - | -| 9 | 300,000 | 9d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 2 | 1 | - | -| 10 | 450,000 | 9d6+1 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 3 | 2 | - | -| 11 | 600,000 | 9d6+2 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | -| 12 | 750,000 | 9d6+3 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 3 | 3 | 3 | 2 | -| 13 | 900,000 | 9d6+4 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 3 | 3 | 3 | -| 14 | 1,050,000 | 9d6+5 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 4 | 3 | 3 | - -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - -
    diff --git a/src/pages/classes/thief.md b/src/pages/classes/thief.md index 608ed75..a01c23d 100644 --- a/src/pages/classes/thief.md +++ b/src/pages/classes/thief.md @@ -1,5 +1,5 @@ --- -title: Thief (Class) +title: Thief description: The Thief class for OSR gaming. date_pub: 2023-03-27T23:04:00-04:00 section: classes @@ -13,26 +13,52 @@ Someone skilled at stealth-based retrieval.
    -| | | -| ----------------- | -------------------------------- | -| **Hit Dice** | 1d6 | -| **Maximum Level** | 14 | -| **Armor** | Leather or Studded, no shields | -| **Weapons** | Any | -| **Languages** | Alignment, Common, Thieves' Cant | +| | | +| ------------- | -------------------------------- | +| **Hit Dice** | 1d6 | +| **Armor** | Leather or Studded, no shields | +| **Weapons** | Any | +| **Languages** | Alignment, Common, Thieves' Cant |
    +### Core Features + +- **Backstab**: When attacking an unaware opponent from behind with a one-handed weapon, the attack gets +4 and it deals double damage. + +
    + +| Level | HD | Atk | Save | +| :---: | :----: | :-: | :--: | +| 1 | 1d6 | 0 | 13 | +| 2 | 2d6 | 0 | 13 | +| 3 | 3d6 | 0 | 13 | +| 4 | 4d6 | 0 | 13 | +| 5 | 5d6 | +2 | 12 | +| 6 | 6d6 | +2 | 12 | +| 7 | 7d6 | +2 | 12 | +| 8 | 9d6 | +2 | 12 | +| 9 | 9d6 | +5 | 10 | +| 10 | 9d6+2 | +5 | 10 | +| 11 | 9d6+4 | +5 | 10 | +| 12 | 9d6+6 | +5 | 10 | +| 13 | 9d6+8 | +7 | 8 | +| 14 | 9d6+10 | +7 | 8 | + +[Thief Features] + +
    + +#### Saving Throw Mods + +- +2 to **Save vs Spells** (-2 overall) + ### Read Languages From 4th level, 80% chance to read non-magical text in any language (including dead languages and basic codes). - On fail, can't try again until next XP level. -### Sneak Attack - -When attacking an unaware opponent from behind, the attack gets +4 and it deals double damage. - ### Stronghold After 9th level, may construct a stronghold (usually, a secret hideout). @@ -43,7 +69,7 @@ After 9th level, may construct a stronghold (usually, a secret hideout). ### Thief Skills - For most, roll 1d100, result under score is success. For hear noise (HN), use 1d6. -- Referee should roll in secret for hear noise (HN), hide in shadows (HS), and move silently (MS). +- GM should roll in secret for hear noise (HN), hide in shadows (HS), and move silently (MS).
    @@ -81,29 +107,3 @@ After 9th level, may construct a stronghold (usually, a secret hideout). From 10th level, 90% chance to cast arcane spells from scrolls. - On a fail, a strange or harmful effect is created instead. - -
    - -| Level | XP | HD | Atk
    Mod | Saving Throws |||||| -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | -| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | -| 2 | 1,200 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | -| 3 | 2,400 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 | -| 4 | 4,800 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 | -| 5 | 9,600 | 5d6 | +2 | 12 | 13 | 11 | 14 | 13 | -| 6 | 20,000 | 6d6 | +2 | 12 | 13 | 11 | 14 | 13 | -| 7 | 40,000 | 7d6 | +2 | 12 | 13 | 11 | 14 | 13 | -| 8 | 80,000 | 8d6 | +2 | 12 | 13 | 11 | 14 | 13 | -| 9 | 160,000 | 9d6 | +5 | 10 | 11 | 9 | 12 | 10 | -| 10 | 280,000 | 9d6+2 | +5 | 10 | 11 | 9 | 12 | 10 | -| 11 | 400,000 | 9d6+4 | +5 | 10 | 11 | 9 | 12 | 10 | -| 12 | 520,000 | 9d6+6 | +5 | 10 | 11 | 9 | 12 | 10 | -| 13 | 640,000 | 9d6+8 | +7 | 8 | 9 | 7 | 10 | 8 | -| 14 | 760,000 | 9d6+10 | +7 | 8 | 9 | 7 | 10 | 8 | - -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - -
    diff --git a/src/pages/classes/warlock/index.md b/src/pages/classes/warlock/index.md index ac0b7b6..73d0e43 100755 --- a/src/pages/classes/warlock/index.md +++ b/src/pages/classes/warlock/index.md @@ -1,28 +1,27 @@ --- -title: Warlock class +title: Warlock description: The Warlock class for OSR gaming. date_pub: 2023-02-17T00:26:00-05:00 section: classes content_type: feature -short_code: cwr +short_code: cw1 --- +Warlocks are spellcasters that gain access to magic by making pacts with powerful, otherworldly beings. + [[toc]]
    -| | | -| ----------------- | -------------------------------- | -| **Hit Dice** | 1d8 | -| **Maximum Level** | 14 | -| **Armor** | Leather or chainmail, no shields | -| **Weapons** | Any 1-handed weapons | -| **Languages** | Alignment, Common | +| | | +| ------------- | -------------------------------- | +| **Hit Dice** | 1d8 | +| **Armor** | Leather or chainmail, no shields | +| **Weapons** | Any 1-handed weapons | +| **Languages** | Alignment, Common |
    -Warlocks are spellcasters that gain access to magic by making pacts with powerful, otherworldly beings. - ### Eldritch Blast - Use the power granted by their patron to fire a beam of magical energy. diff --git a/src/pages/classes/warlock/spell-list.md b/src/pages/classes/warlock/spell-list.md index 78a61ad..552e91b 100644 --- a/src/pages/classes/warlock/spell-list.md +++ b/src/pages/classes/warlock/spell-list.md @@ -3,7 +3,7 @@ title: Warlock Spell List description: The list of spells that can be cast by a Warlock. date_pub: 2023-09-16T00:55:00-04:00 section: classes -subsection: Warlock (Class) +subsection: Warlock content_type: feature short_code: cws --- diff --git a/src/pages/classes/wizard.md b/src/pages/classes/wizard.md index e5dbc8c..8afad1d 100644 --- a/src/pages/classes/wizard.md +++ b/src/pages/classes/wizard.md @@ -1,69 +1,84 @@ --- -title: Wizard (Class) +title: Wizard description: The Wizard class for OSR gaming. -date_pub: 2023-03-27T23:04:00-04:00 +date_pub: 2023-09-16T14:30:00-04:00 section: classes content_type: feature -short_code: cwz +short_code: cma --- -A magic user, often in robes, who memorizes spells from their spellbooks. +A magic user who casts spells from a spellbook. [[toc]]
    -| | | -| ----------------- | ------------------------------------- | -| **Hit Dice** | 1d6 | -| **Maximum Level** | 14 | -| **Armor** | None | -| **Weapons** | Dagger, staff, 1-handed magic weapons | -| **Languages** | Alignment, Common | +| | | +| ------------- | ------------------------------------- | +| **Hit Dice** | 1d6 | +| **Armor** | None | +| **Weapons** | Dagger, staff, 1-handed magic weapons | +| **Languages** | Alignment, Common |
    +### Core Features + +
    + +| Level | HD | Atk | Save | Spells /
    Day | +| :---: | :---: | :-: | :--: | :---------------: | +| 1 | 1d6 | 0 | 13 | 1 | +| 2 | 2d6 | 0 | 13 | 2 | +| 3 | 3d6 | 0 | 13 | 3 | +| 4 | 4d6 | 0 | 13 | 4 | +| 5 | 5d6 | 0 | 13 | 5 | +| 6 | 6d6 | +2 | 11 | 6 | +| 7 | 7d6 | +2 | 11 | 7 | +| 8 | 9d6 | +2 | 11 | 8 | +| 9 | 9d6 | +2 | 11 | 9 | +| 10 | 9d6+1 | +2 | 11 | 10 | +| 11 | 9d6+2 | +5 | 8 | 11 | +| 12 | 9d6+3 | +5 | 8 | 12 | +| 13 | 9d6+4 | +5 | 8 | 13 | +| 14 | 9d6+5 | +5 | 8 | 14 | + +[Wizard Features] + +
    + +#### Saving Throw Mods + +- +2 to **Save vs Spells** (-2 overall) + ### Arcane Magic -- Can cast prepared spells. - Carries a spell book (or equivalent) with known spells in it. -- Number of prepared spells per day shown on [Level Advancement table](#advancement). +- Starts with [at least one spell](/rules/magic.html#starting-spells) in book. +- Can cast any spell in book. +- Can cast a number of spells per day equal to wizard level. - Can conduct magical research. +- Gains a new spell every level, in addition to any found and added to spell book. - [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html) -### Wizard Lore +#### Casting Spells -- INT check to identify arcane magic items or spell effects, or remember wizarding lore. +To cast a spell, make a [skilled INT check](/rules/adventuring.md#skilled-ability-checks) reduced by the level of the spell being attempted. + +- On a fumble, a [blunder](/rules/magic.html#blunders) may occur, and the next attempt to cast a spell (before a long rest) gets -2. +- On a failure, the spell fizzles, and nothing else happens (it doesn't count towards spells per day limit). +- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen. +- On a complete success, the spell is cast as desired. +- On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and the next attempt to cast a spell (before a long rest) gets +2. + +### Class Skills + +- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item. +- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage. +- **Ritual Casting**: Some rituals require a skilled check. +- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks. ### Stronghold - After 9th level, may construct a stronghold (usually a tower). - 1d6 apprentices of levels 1–3 will then arrive to study under them. - -### Advancement - -
    - -| Level | XP | HD | Atk
    Mod | Saving Throws ||||| Spells Per Day |||||||| -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | 6 | -|:-------:|:-----------:|:-------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|:---:|:---:| -| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - | - | -| 2 | 2,500 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - | - | - | -| 3 | 5,000 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 1 | - | - | - | - | -| 4 | 10,000 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | - | - | - | - | -| 5 | 20,000 | 5d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | 1 | - | - | - | -| 6 | 40,000 | 6d6 | +2 | 11 | 12 | 11 | 14 | 12 | 2 | 2 | 2 | - | - | - | -| 7 | 80,000 | 7d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 2 | 2 | 1 | - | - | -| 8 | 150,000 | 8d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 2 | 2 | - | - | -| 9 | 300,000 | 9d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 2 | 1 | - | -| 10 | 450,000 | 9d6+1 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 3 | 2 | - | -| 11 | 600,000 | 9d6+2 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | -| 12 | 750,000 | 9d6+3 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 3 | 3 | 3 | 2 | -| 13 | 900,000 | 9d6+4 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 3 | 3 | 3 | -| 14 | 1,050,000 | 9d6+5 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 4 | 3 | 3 | - -[Level Advancement] - -[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - -
    diff --git a/src/pages/deities/index.md b/src/pages/deities/index.md index de38c20..c019450 100644 --- a/src/pages/deities/index.md +++ b/src/pages/deities/index.md @@ -7,13 +7,32 @@ content_type: feature short_code: d1 --- +[[toc]] + Some of the various gods, goddesses, and other elevated beings worshipped across the multiverse. +### Alzot + +Lawful gnomish god of weddings, devotion, and contracts. + ### Deimhog Chaotic god of water and storms. - Epithets: The Night Prince, The Two-Faced Lord of the Deep. +- Followers are called **The Night Devils**. + - They maintain a semi-secret cult in [Blacktyde Bay](/campaigns/mini-campaigns/aeryon/blacktyde-bay.md). + +### Erryok + +Chaotic deity of blood, pain, death, birth, and resurrection. + +- Epithets: The Blood God, The Prince of Pain +- Hermaphroditic god(dess) of suffering, torture, and sacrifice. + +### Essyn + +Chaotic goddess of pleasure and desire. ### The Grand Tribunal @@ -25,7 +44,7 @@ Lawful lyffan gods and goddesses of justice. Lawful goddess of flame and light. -- Epithets: Goddess of the Light, Mistress of the hearth. +- Epithets: Goddess of the Light, Mistress of the Hearth. - Goddess of the hearth and civilization. ### Morrigan @@ -35,9 +54,19 @@ Neutral goddess of love and war. - Epithets: The Lady of War. - Goddess of desire and fury. + + ### Ookikkee-Eeka -Neutral goddess of winds and travel. +Neutral changeling goddess of winds and travel. - Epithets: Mistress of the Wandering Wind (Neutral). @@ -45,14 +74,22 @@ Neutral goddess of winds and travel. Neutral treefolk goddess of nature and the forest. -- Epithets: The Forest Mother. +- Epithets: The Forest Mother, The Source. - Believers follow Dainrouw (_The Forest Way_). +- Followers are called **The Seekers of Dainrouw** ### Phoris -Lawful goddess of protection. +Lawful goddess of protection, healing, and light. -- Goddess of defense, law, and peace. +- Goddess of defense, law, peace, and purity. +- As Phoris is the primary goddess of law on [Aeryon](../campaigns/mini-campaigns/aeryon/), her followers can be found across the plane. +- Followers are organized into various groups, including: + - **The Dayguard**: Clerics and paladins devoted to protecting the towns from monsters. + - **The Lady's Blessing**: Priests and healers in major urban centers. + - **The Stewards of the Stones**: Priests and clerics assigned to watch over the great stone obelisks which serve as beacons of law on the outskirts of civilization (including in the astral plane). + - Each obelisk is a monolith of polished stone surrounded by a praying circle. + - Stewards often take the title of "Keeper". ### Srekkaq @@ -77,6 +114,9 @@ Platinum dragon god of law. - Symbol: Dragon wings surrounded by inverted triangle. - Credited by followers as having created civilization itself through his "great gifts" (law, truth, and flame). - Served by a group of 10 dragon demigods, the Exalted Wyrmlords and Wyrmladies. +- Followers are organized into various groups, including: + - **The Order of the Cleansing Fire**: Fanatical paladins and priests devoted to "punishing" sinners. + - **The Paragons of the Scale**: Wandering clerics and priests found across the multiverse. #### Lyndralyth @@ -120,6 +160,7 @@ Neutral goddess of water and life. - Symbol: Encircled symbol for the element of water. - Ruler of Aquos, the elemental plane of water. - Believers follow Onas (_The Ocean's Path_), believe the ocean is the cradle of all life. +- Clergy are called "Blue Priests". #### Kor'zakk @@ -128,28 +169,112 @@ Neutral god of fire - Epithets: King in the Flames - Symbol: Encircled symbol for the element of fire. - Ruler of Pyrea, the elemental plane of fire. +- Clergy are called "Fire Priests". + +### The Vy'ken Pantheon + +Worshipped by the Nurthrum, the people of the small ice world of Vynurth. + +#### Aztar + +Lawful god of vigilance and protection. + +- Epithets: Lord of the Watch, The First Keeper. +- Followers are called **The Keepers of the Watch**. + - They maintain a semi-secret cult in [Blacktyde Bay](/campaigns/mini-campaigns/aeryon/blacktyde-bay.html), mostly keeping an eye on the Sons of Sytho. + +#### Kidon + +Neutral god of the endless sky (and everything below it) + +- King of Ayskar, the Vy'ken plane of heavenly warfare. +- Epithets: The One Who is All + +#### Nykmus + +Chaotic god of traveling and water + +- Epithets: Lord of the Seas + +#### Omis + +Lawful goddess of duty and and integrity. + +- Epithets: Lady of Justice + +### Sytho + +Chaotic god of trickery, illusions, and evil. + +- Epithets: The Schemer, The Unseen. +- Followers are called the **Sons of Sytho**. + - They maintain a semi-secret cult in [Blacktyde Bay](/campaigns/mini-campaigns/aeryon/blacktyde-bay.html), where they've been known to clash with the Keepers of the Watch. + +#### Talyn + +Chaotic goddess of war and courage + +- Epithets: Lady of Fire + +#### Ubix + +Chaotic goddess of death and entropy + +- Queen of Wul, the Vy'ken underworld. +- Epithets: Mistress of Decay + +#### Vorzol + +Lawful god of fire and destruction + +- Epithets: The Destroyer + +#### Yla + +Lawful goddess of healing and earth + +- Epithets: Lady of Life + +### Other Religious Orders + +#### The Blessed Fellowship + +Neutral, diverse, multiracial order devoted to _all_ gods and goddesses of love. + +- Followers tend to be amorous in the extreme. +- Believed to have sects all across the multiverse. + +#### The Priests of Ahm'Shiir + +Neutral, pacifist order, sworn only to heal and help. + +- Also called "The Church of the Laughing Child" +- Devoted to a charismatic leader called the Shiir, who died centuries ago, but who they believe has been reborn 12 times on different planes (each time prophesying their own return). + - The devotees believe that, upon the Shiir's 20th rebirth, he will lift all of his devoted followers up, and they will build a heavenly plane of their own. + +#### The Unwanted + +Lawful order of god-hating vigilantes. + +- They claim to be trying to gain favor with the Authority, the rulers of [Infernus](/planes/transcendental/index.html#infernus), and their leader, Shai'kel, the Corrupted. + - They do this by killing those that they believe will go to Infernus, such as those that betray their gods. +- Battlecry: "Blood and souls for Shai'kel!" diff --git a/src/pages/index.md b/src/pages/index.md index 757bd46..df69651 100644 --- a/src/pages/index.md +++ b/src/pages/index.md @@ -10,7 +10,7 @@ For you've stumbled onto the digital representation of the most famous multivers Within its hallowed pages, you'll find everything you need to know about the [various planes of the multiverse](/planes/index.html) and (more importantly) how to tour those planes on less than 5 silver coins a day! -If this is your first time here, you may want to see what it's all about, or you can start using the guide to learn how to get around on [the astral plane](/astral/index.html), the [character classes](/classes/index.html) and [races](/races/index.html) you can meet along the way, and some of the [magic items](/magic-items/index.html), [creatures](/bestiary/index.html), and [weapons](/weapons/) you may encounter. +If this is your first time here, you may want to see [what it's all about](/about.html), or you can start using the guide to learn how to get around on [the astral plane](/astral/index.html), the [character classes](/classes/index.html) and [races](/races/index.html) you can meet along the way, and some of the [creatures](/bestiary/index.html) and [magic items](/magic-items/index.html) you may encounter. Thanks for stopping by! diff --git a/src/pages/magic-items/amulet-of-al-shakk.md b/src/pages/magic-items/amulet-of-al-shakk.md index 947313b..53875be 100644 --- a/src/pages/magic-items/amulet-of-al-shakk.md +++ b/src/pages/magic-items/amulet-of-al-shakk.md @@ -7,14 +7,16 @@ content_type: feature short_code: macc --- +A gold amulet with a small blue gem in the center, encircled with ancient runes of control. + +[[toc]] +
    ![Amulet of Al-Shakk, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/amulet-of-al-shakk.jpg 'Amulet of Al-Shakk')
    -A gold amulet with a small blue gem in the center, encircled with ancient runes of control. - - As long as at least one charge remains, the crystal glows slightly. ### Activation diff --git a/src/pages/magic-items/astral-booster.md b/src/pages/magic-items/astral-booster.md index bbf6f6d..9fd39a0 100644 --- a/src/pages/magic-items/astral-booster.md +++ b/src/pages/magic-items/astral-booster.md @@ -10,6 +10,8 @@ status: hidden A magical device used to increase the wearer's speed in the astral plane. +[[toc]] + - Only functions on the astral plane. - Begins each phase with 1d4 + 4 charges. - While worn, grants the following abilities: diff --git a/src/pages/magic-items/astral-compass.md b/src/pages/magic-items/astral-compass.md index 3c53d90..a17f912 100644 --- a/src/pages/magic-items/astral-compass.md +++ b/src/pages/magic-items/astral-compass.md @@ -7,14 +7,14 @@ content_type: feature short_code: m1ac --- +A 1.5" diameter, golden medallion, with an 8-pointed star embedded in a purple gem in its center, and with raised runes along its inner edge. +
    ![An astral compass, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/astral-compass.jpg 'An astral compass')
    -A 1.5" diameter, golden medallion, with an 8-pointed star embedded in a purple gem in its center, and with raised runes along its inner edge. - While worn on the astral plane: - Wearer can "see" astral currents, sensing the general direction of the shortest path to any location in multiverse (which appears as a faint, golden glow on the horizon). diff --git a/src/pages/magic-items/battle-axe-judgement-vorpal.md b/src/pages/magic-items/battle-axe-judgement-vorpal.md index dd56160..1533a58 100644 --- a/src/pages/magic-items/battle-axe-judgement-vorpal.md +++ b/src/pages/magic-items/battle-axe-judgement-vorpal.md @@ -7,14 +7,16 @@ content_type: feature short_code: m1jt --- +An ancient vorpal battle axe made of strange, blackened steel, and carved with disturbing eldritch symbols that glow faintly when covered in blood. + +[[toc]] +
    ![Judgement, Vorpal Battle Axe, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/judgement.jpg 'Judgement, Vorpal Battle Axe')
    -An ancient vorpal battle axe made of strange, blackened steel, and carved with disturbing eldritch symbols that glow faintly when covered in blood. - - +2 to attack and damage rolls (1d8+2 / 1d10+2). !!!include(magic-items/decapitation.md)!!! diff --git a/src/pages/magic-items/belt-of-giant-strength.md b/src/pages/magic-items/belt-of-giant-strength.md index febae5c..2209cb7 100644 --- a/src/pages/magic-items/belt-of-giant-strength.md +++ b/src/pages/magic-items/belt-of-giant-strength.md @@ -7,13 +7,13 @@ content_type: feature short_code: m1bgs --- +A wide brown leather belt engraved with various arcane runes of strength and fastened with a large, simple gold clasp which grants the strength of a hill giant to its wearer. +
    ![Belt of Giant Strength, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/belt-of-giant-strength.jpg 'Belt of Giant Strength')
    -A wide brown leather belt engraved with various arcane runes of strength and fastened with a large, simple gold clasp which grants the strength of a hill giant to its wearer. - - Wearer attacks as an 8 HD monster. - When wearer hits, they inflict twice normal damage. diff --git a/src/pages/magic-items/beyza-the-bandits-heart.md b/src/pages/magic-items/beyza-the-bandits-heart.md index efda7a2..adaa236 100644 --- a/src/pages/magic-items/beyza-the-bandits-heart.md +++ b/src/pages/magic-items/beyza-the-bandits-heart.md @@ -7,14 +7,14 @@ content_type: feature short_code: mbbh --- +A finely-crafted short sword, acid-etched with archaic runes and the name _Beyza_ in an ancient elvish script, held by a smooth, black grip. +
    ![Beyza, the Bandit's Heart, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/beyza.jpg "Beyza, the Bandit's Heart")
    -A finely-crafted short sword, acid-etched with archaic runes and the name _Beyza_ in an ancient elvish script, held by a smooth, black grip. - ### Abilities - +2 to attack and damage rolls (1d6+2). diff --git a/src/pages/magic-items/blakrazur-doom-bringer-gm.md b/src/pages/magic-items/blakrazur-doom-bringer-gm.md index 35ba2ee..576c3c6 100644 --- a/src/pages/magic-items/blakrazur-doom-bringer-gm.md +++ b/src/pages/magic-items/blakrazur-doom-bringer-gm.md @@ -10,6 +10,14 @@ status: hidden A blackened, demonic blade which shines like the night sky when not sheathed in it's obsidian scabbard. +[[toc]] + +
    + +![Bla'kra'zur, the Doom Bringer, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/bla-kra-zur.jpg "Bla'kra'zur, the Doom Bringer") + +
    + _"Quench my thirst for blood, and I will empower you to greatness!"_ - +3 to attack and damage rolls (1d8+3 / 1d10+3). diff --git a/src/pages/magic-items/blakrazur-doom-bringer.md b/src/pages/magic-items/blakrazur-doom-bringer.md index 8a9c041..d9fe39c 100644 --- a/src/pages/magic-items/blakrazur-doom-bringer.md +++ b/src/pages/magic-items/blakrazur-doom-bringer.md @@ -8,14 +8,16 @@ short_code: m1bdb status: hidden --- +A massive, blackened, demonic blade etched with eldritch symbols that glow blood-red when not sheathed in its obsidian scabbard. + +[[toc]] +
    ![Bla'kra'zur, the Doom Bringer, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/bla-kra-zur.jpg "Bla'kra'zur, the Doom Bringer")
    -A massive, blackened, demonic blade etched with eldritch symbols that glow blood-red when not sheathed in its obsidian scabbard. - _"Quench my thirst for blood, and I will empower you to greatness!"_ - +3 to attack and damage rolls (1d8+3 / 1d10+3). diff --git a/src/pages/magic-items/booster-ring.md b/src/pages/magic-items/booster-ring.md index 3ad10f8..1e4e89b 100644 --- a/src/pages/magic-items/booster-ring.md +++ b/src/pages/magic-items/booster-ring.md @@ -9,14 +9,14 @@ status: hidden redirect: /magic-items/astral-booster.html --- +A silver ring etched with arrows and swirling symbols which can increase the wearer's speed in the astral plane. +
    -![A booster ring, created with [Dall-E](https://labs.openai.com/), released under a [CC0](/licenses/cc0/) license.](/images/magic-items/booster-ring.jpg 'A booster ring') +![A booster ring, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/booster-ring.jpg 'A booster ring')
    -A silver ring etched with arrows and swirling symbols which can increase the wearer's speed in the astral plane. - - Only functions on the astral plane. - Begins each phase with 1d4 + 4 charges. - While worn, grants the following abilities: diff --git a/src/pages/magic-items/bottled-lightning.md b/src/pages/magic-items/bottled-lightning.md index c687547..6e371f5 100644 --- a/src/pages/magic-items/bottled-lightning.md +++ b/src/pages/magic-items/bottled-lightning.md @@ -7,6 +7,10 @@ content_type: feature short_code: m1b1 --- +A palm-sized clear glass flask, etched with runes of binding and the element of air, and with similarly carved stopper. Inside, a small bolt of lightning can be seen jumping and moving around the bottle's interior. + +[[toc]] +
    ![Bottled Lightning, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/bottled-lightning-1.jpg 'Bottled Lightning') @@ -15,8 +19,6 @@ short_code: m1b1
    -A palm-sized clear glass flask, etched with runes of binding and the element of air, and with similarly carved stopper. Inside, a small bolt of lightning can be seen jumping and moving around the bottle's interior. - - While lightning is trapped inside, the bottle casts bright light in a 10' radius, and dim light for another 10'. ### Opening diff --git a/src/pages/magic-items/bracers-of-bulwark.md b/src/pages/magic-items/bracers-of-bulwark.md index c427328..f771ae6 100644 --- a/src/pages/magic-items/bracers-of-bulwark.md +++ b/src/pages/magic-items/bracers-of-bulwark.md @@ -7,13 +7,13 @@ content_type: feature short_code: m1b0b --- +A pair of ornate, finely-crafted metal wrist-guards, enchanted to provide armor-like protection to their wielder. +
    ![Bracers of Bulwark, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/bracers-of-bulwark.jpg 'Bracers of Bulwark')
    -A pair of ornate, finely-crafted metal wrist-guards, enchanted to provide armor-like protection to their wielder. - - Grants wearer AC of 11 + 1d4 when worn without armor. - Grants no bonus when worn with armor. diff --git a/src/pages/magic-items/broom-of-flying.md b/src/pages/magic-items/broom-of-flying.md index 97ba85f..b7b73cd 100644 --- a/src/pages/magic-items/broom-of-flying.md +++ b/src/pages/magic-items/broom-of-flying.md @@ -7,14 +7,14 @@ content_type: feature short_code: m1b0f --- +A well-made, wooden broom, craved with arcane symbols that make it capable of flight. +
    ![Broom of Flying, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/broom-of-flying.jpg 'Broom of Flying')
    -A well-made, wooden broom, craved with arcane symbols that make it capable of flight. - - When wielder speaks command word (_Ready_), broom begins to hover, whereupon it may be mounted and flown. - Capable of flying at 80' / round (8' per second or 5 MPH) while carrying a passenger. - Can carry an additional passenger (up to 200 lbs), but speed is reduced to 60' / round (6' per second or 4 MPH). diff --git a/src/pages/magic-items/cape-of-muuntehbahnk-gm.md b/src/pages/magic-items/cape-of-muuntehbahnk-gm.md index 196e8f6..8f051f9 100644 --- a/src/pages/magic-items/cape-of-muuntehbahnk-gm.md +++ b/src/pages/magic-items/cape-of-muuntehbahnk-gm.md @@ -8,14 +8,14 @@ short_code: gmc0m status: hidden --- +A black and red cape decorated with gold arcane symbols. +
    ![The Cape of Muun'teh'bahn'k, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/cape-of-muuntehbahnk.jpg "The Cape of Muun'teh'bahn'k")
    -A black and red cape decorated with gold arcane symbols. - - Smells faintly of brimstone. ### Sentience diff --git a/src/pages/magic-items/cape-of-muuntehbahnk.md b/src/pages/magic-items/cape-of-muuntehbahnk.md index bcc2ea7..557a559 100644 --- a/src/pages/magic-items/cape-of-muuntehbahnk.md +++ b/src/pages/magic-items/cape-of-muuntehbahnk.md @@ -7,14 +7,14 @@ content_type: feature short_code: mc0m --- +A black and red cape decorated with gold arcane symbols, and which smells faintly of brimstone. +
    ![The Cape of Muun'teh'bahn'k, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/cape-of-muuntehbahnk.jpg "The Cape of Muun'teh'bahn'k")
    -A black and red cape decorated with gold arcane symbols, and which smells faintly of brimstone. - ### Teleport While worn, wearer can cast [Teleport](/spells/teleport) on themselves once per day. diff --git a/src/pages/magic-items/chain-whip-emyul-holy-avenger.md b/src/pages/magic-items/chain-whip-emyul-holy-avenger.md index c98c607..7102600 100644 --- a/src/pages/magic-items/chain-whip-emyul-holy-avenger.md +++ b/src/pages/magic-items/chain-whip-emyul-holy-avenger.md @@ -7,14 +7,16 @@ content_type: feature short_code: emyu1 --- +A sentient, silver chain whip with a spiked tip etched with runes that glow with divine power. + +[[toc]] +
    ![Emyul, Holy Avenger, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/emyul.jpg 'Emyul, Holy Avenger')
    -A sentient, silver chain whip with a spiked tip etched with runes that glow with divine power. - ### Holy Powers When wielded by a lawful knight, paladin, hunter, or similar: diff --git a/src/pages/magic-items/chamber-of-lightning-bolts.md b/src/pages/magic-items/chamber-of-lightning-bolts.md index 0ba7bc2..bebc4b7 100644 --- a/src/pages/magic-items/chamber-of-lightning-bolts.md +++ b/src/pages/magic-items/chamber-of-lightning-bolts.md @@ -7,13 +7,19 @@ content_type: feature short_code: mc1b --- +A small cube (1" per side) of smooth, black stone which has been carved with runes before being hollowed out and having one face of the cube removed (so it looks like an open box). + +[[toc]] +
    ![A chamber of lightning bolts, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/chamber-of-lightning-bolts.jpg 'A chamber of lightning bolts')
    -A small cube (1" per side) of smooth, black stone which has been carved with runes before being hollowed out and having one face of the cube removed (so it looks like an open box). The inside of the cube is lined with mirrors. As long as there is at least one charge remaining, a tiny ball of blue-white lightning appears to float in the middle of the box, although it cannot be touched. The bottom of the cube is inscribed with the word "bolt" in archaic common. +- The inside of the cube is lined with magical mirrors. +- As long as there is at least one charge remaining, a tiny ball of blue-white lightning appears to float in the middle of the box, although it cannot be touched. +- The bottom of the cube is inscribed with the word "bolt" in archaic common. ### Activation diff --git a/src/pages/magic-items/crossbow-of-distance-hand.md b/src/pages/magic-items/crossbow-of-distance-hand.md index 13ee735..575a9a3 100644 --- a/src/pages/magic-items/crossbow-of-distance-hand.md +++ b/src/pages/magic-items/crossbow-of-distance-hand.md @@ -7,14 +7,14 @@ content_type: feature short_code: m1hcd --- +A small crossbow of exceptional craftsmanship, made of a dark wood, and capable of firing with double the normal range. +
    ![Hand Crossbow of Distance, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/crossbow-distance-hand.jpg 'Hand Crossbow of Distance')
    -A small crossbow of exceptional craftsmanship, made of a dark wood, and capable of firing with double the normal range. - - +1 to attack and damage (1d4+1). - **Range**: 40' / 80' / 120' diff --git a/src/pages/magic-items/crystal-skull-of-jund.md b/src/pages/magic-items/crystal-skull-of-jund.md index 184bb9e..ead231f 100644 --- a/src/pages/magic-items/crystal-skull-of-jund.md +++ b/src/pages/magic-items/crystal-skull-of-jund.md @@ -7,14 +7,16 @@ content_type: feature short_code: m1csj --- +An elongated crystal skull with 3 eye sockets (with the third lying in between and above the other two eyes). + +[[toc]] +
    ![The Crystal Skull of Jund, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/crystal-skull-of-jund.jpg 'The Crystal Skull of Jund')
    -An elongated crystal skull with 3 eye sockets (with the third lying in between and above the other two eyes). - **Invocation**: _"O great crystal skull of Jund, we beseech you, share your knowledge and give us the guidance we seek,"_ at which point it starts to glow and speaks in a booming voice "The Crystal Skull of Jund awaits your queries". - Once invoked, continues to operate for up to 10 minutes (1 turn), answering any questions it is asked until it is deactivated. diff --git a/src/pages/magic-items/darklurker-dagger.md b/src/pages/magic-items/darklurker-dagger.md index 5b3a0e0..7d24af2 100644 --- a/src/pages/magic-items/darklurker-dagger.md +++ b/src/pages/magic-items/darklurker-dagger.md @@ -8,14 +8,16 @@ content_type: feature short_code: mdk --- +An ornate dagger with tiny, blood red veins of energy running through its intricate metalwork. + +[[toc]] +
    ![Darklurker, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/darklurker.jpg 'Darklurker')
    -An ornate dagger with tiny, blood red veins of energy running through its intricate metalwork. - - +2 to attack and damage rolls (1d4+2) with additional +2 to attack and damage rolls against a lawful target. ### Sentience diff --git a/src/pages/magic-items/disc-of-flying.md b/src/pages/magic-items/disc-of-flying.md index 5a54fff..531aa70 100644 --- a/src/pages/magic-items/disc-of-flying.md +++ b/src/pages/magic-items/disc-of-flying.md @@ -7,14 +7,14 @@ content_type: feature short_code: m1df --- +A flat, circular disc, 10' in diameter and with a 1' diameter hole in the center, made of a super-thin, flexible, paper-like substance with a silvery, pearlescent color. +
    ![Top-down view of a Disc of Flying, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/disc-of-flying.jpg 'Disc of Flying')
    -A flat, circular disc, 10' in diameter and with a 1' diameter hole in the center, made of a super-thin, flexible, paper-like substance with a silvery, pearlescent color. - - Can be folded and rolled up like a scroll, or folded up like paper and put into a bag or pocket. - Anyone touching it instinctively knows they can use a mental command to activate it it, whereupon it instantly flattens itself and hovers 2' off the ground. - The person who activated it remains in control of it until they deactivate it with a mental command (which they instinctively know upon activation). diff --git a/src/pages/magic-items/drum-of-panic.md b/src/pages/magic-items/drum-of-panic.md index 159bc47..30e5768 100644 --- a/src/pages/magic-items/drum-of-panic.md +++ b/src/pages/magic-items/drum-of-panic.md @@ -7,14 +7,14 @@ content_type: feature short_code: m1d0p --- +A large, ornately-carved war-drum that causes those hearing it to flee in panic. +
    ![Drum of panic, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/drum-panic.jpg 'Drum of panic')
    -A large, ornately-carved war-drum that causes those hearing it to flee in panic. - - Effects creatures between 10' and 240' away - 10' radius is protected from effect. - Affected creatures must **Save vs Spells** or immediately make a morale check at -2. diff --git a/src/pages/magic-items/fay-zurs-stone-of-blasting.md b/src/pages/magic-items/fay-zurs-stone-of-blasting.md index 2667c20..683b13d 100644 --- a/src/pages/magic-items/fay-zurs-stone-of-blasting.md +++ b/src/pages/magic-items/fay-zurs-stone-of-blasting.md @@ -7,14 +7,16 @@ content_type: feature short_code: m1fzs --- +A smoothed, palm-sized red gem, framed in ornate platinum and gold metalwork carved-through with ancient runes and adorned with two small rounded stones, each the size of a thumbnail. + +[[toc]] +
    ![Fay-Zur's Stone of Blasting, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/stone-blasting.jpg "Fay-Zur's Stone of Blasting")
    -A smoothed, palm-sized red gem, framed in ornate platinum and gold metalwork carved-through with ancient runes and adorned with two small rounded stones, each the size of a thumbnail. - - As long as at least one charge remains, the gem glows slightly, including through the runes in the metalwork. ### Activation diff --git a/src/pages/magic-items/flame-lance.md b/src/pages/magic-items/flame-lance.md index 8fe58c5..004a8e3 100644 --- a/src/pages/magic-items/flame-lance.md +++ b/src/pages/magic-items/flame-lance.md @@ -9,6 +9,8 @@ short_code: m1f1 A 10' long shining steel lance, wrapped in rune-covered metal coils, with a handle wrapped in black leather, and which fires gouts of flame from the small ruby in its tip. The handle is wrapped in black leather and has a single, fiery rune just above the grip. +[[toc]] + - +1 to attack and damage rolls (1d6+1). ### Activation diff --git a/src/pages/magic-items/flaming-sword-vahki.md b/src/pages/magic-items/flaming-sword-vahki.md index fd22ef0..d855d9c 100644 --- a/src/pages/magic-items/flaming-sword-vahki.md +++ b/src/pages/magic-items/flaming-sword-vahki.md @@ -8,15 +8,17 @@ content_type: feature short_code: mvfd --- +A high-quality longsword, exquisitely decorated with the fire and dragon iconography of the royal house of Dulara, and bound with a fire elemental. + +[[toc]] +
    ![Vah'ki, Flametongue of Dulara, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/vah-ki.jpg "Vah'ki, Flametongue of Dulara")
    -A high-quality longsword, exquisitely decorated with the fire and dragon iconography of the royal house of Dulara, and bound with a fire elemental. - -Previously wielded by Prince Lorwin of Dulara, the sword's name means "Flametongue" in Dularan, and was named for a great dragon that his grandfather, King Drannyl, often rode into battle. +Previously wielded by Prince Lorwin of Dulara, the sword's name means "Flametongue" in Dularan, and was named for (and inspired by) a great dragon that his grandfather, King Drannyl, often rode into battle. ### Sentience diff --git a/src/pages/magic-items/flaming-sword.md b/src/pages/magic-items/flaming-sword.md index 7344372..953c142 100644 --- a/src/pages/magic-items/flaming-sword.md +++ b/src/pages/magic-items/flaming-sword.md @@ -7,6 +7,10 @@ content_type: feature short_code: mfs --- +A high-quality longsword, exquisitely decorated with fire and dragon iconography. + +[[toc]] +
    ![A flaming sword, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/flaming-sword-1.jpg 'A flaming sword') @@ -15,8 +19,6 @@ short_code: mfs
    -A high-quality longsword, exquisitely decorated with fire and dragon iconography. - - +1 to attack and damage rolls (1d8+1 / 1d10+1) ### Flame diff --git a/src/pages/magic-items/helm-of-halos.md b/src/pages/magic-items/helm-of-halos.md index 590c37e..b280dad 100644 --- a/src/pages/magic-items/helm-of-halos.md +++ b/src/pages/magic-items/helm-of-halos.md @@ -8,6 +8,10 @@ content_type: feature short_code: mhoh --- +A polished silver helmet adorned with etchings of archaic runes of blessing and a small wing on each temple. + +[[toc]] +
    ![A Helm of Immaculate Conservation, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/helm-of-halos.jpg 'A Helm of Immaculate Conservation') @@ -17,8 +21,6 @@ short_code: mhoh - aka The Helm of Beatific Bulwark - aka The Helm of Halos -A polished silver helmet adorned with etchings of archaic runes of blessing and a small wing on each temple. - ### Enchantments - +1 AC, and wearer can see a glowing halo over every friendly humanoid within 60' (including themself). diff --git a/src/pages/magic-items/horn-of-blasting.md b/src/pages/magic-items/horn-of-blasting.md index a8f1fa6..1d56037 100644 --- a/src/pages/magic-items/horn-of-blasting.md +++ b/src/pages/magic-items/horn-of-blasting.md @@ -7,14 +7,14 @@ content_type: feature short_code: m1h0b --- +An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruction when blown, up to once per turn (10 minutes). +
    ![A horn of blasting, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/horn-of-blasting.jpg 'A horn of blasting')
    -An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruction when blown, up to once per turn (10 minutes). - - Creatures in cone must **Save vs Spells**. - On a failure, they take 2d6 damage and are [deafened](/rules/adventuring.html#deafened) for 1 turn (10 minutes). - On a success, they take 1/2 damage. diff --git a/src/pages/magic-items/index.md b/src/pages/magic-items/index.md index 0fe85ac..ad77005 100644 --- a/src/pages/magic-items/index.md +++ b/src/pages/magic-items/index.md @@ -7,6 +7,8 @@ content_type: feature short_code: m11 --- +[[toc]] + Below you'll find a growing list of 75+ magic items that can be found across the multiverse. ### Swords diff --git a/src/pages/magic-items/jar-of-preserving.md b/src/pages/magic-items/jar-of-preserving.md index 0ba24c4..d5aca67 100644 --- a/src/pages/magic-items/jar-of-preserving.md +++ b/src/pages/magic-items/jar-of-preserving.md @@ -7,14 +7,16 @@ content_type: feature short_code: m1jp --- +A small jar, 3" tall and 2" in diameter, wrapped at the top by a sigil-engraved brass ring, and sealed with a wooden lid wrapped by a matching ring. + +[[toc]] +
    ![Jar of preserving, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/jar-preserving.jpg 'Jar of preserving')
    -A small jar, 3" tall and 2" in diameter, wrapped at the top by a sigil-engraved brass ring, and sealed with a wooden lid wrapped by a matching ring. - ### Capturing If the command word (_Preservo_) is spoken as the lid is removed, target creature within 60' must **Save vs Spells** or be drawn into the jar. diff --git a/src/pages/magic-items/lenses-of-necroscopy.md b/src/pages/magic-items/lenses-of-necroscopy.md index 9ce5654..4a173cb 100644 --- a/src/pages/magic-items/lenses-of-necroscopy.md +++ b/src/pages/magic-items/lenses-of-necroscopy.md @@ -7,13 +7,13 @@ content_type: feature short_code: m10n --- +Silver-framed, round spectacles with mirrored lenses. +
    ![Lenses of Necroscopy, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/lenses-necroscopy.jpg 'Lenses of Necroscopy')
    -Silver-framed, round spectacles with mirrored lenses. - - While worn, wearer can see undead and ethereal beings within 30 feet, even when invisible or hidden. - Once per day, the wearer may ask three questions of the spirit of a deceased being within 30', as per the [Speak with Dead](/spells/speak-with-dead.html) spell, but with no limit on the maximum deceased time. diff --git a/src/pages/magic-items/light-globe.md b/src/pages/magic-items/light-globe.md index f06ac56..fa8ed01 100644 --- a/src/pages/magic-items/light-globe.md +++ b/src/pages/magic-items/light-globe.md @@ -7,6 +7,8 @@ content_type: feature short_code: m11g --- +A palm-sized round stone magically enchanted to produce light and wrapped in a sliding metal cover, allowing the amount of light given off to be adjusted by twisting the cover. +
    ![A light globe, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/light-globe-1.jpg 'A light globe') @@ -15,8 +17,6 @@ short_code: m11g
    -A palm-sized round stone magically enchanted to produce light and wrapped in a sliding metal cover, allowing the amount of light given off to be adjusted by twisting the cover. - - Light generated is as per [Continual Light spell](spells/continual-light.html). - Shines in 30' radius. - Bright as full daylight, effects creatures as with daylight. diff --git a/src/pages/magic-items/limbcleaver-greatsword-of-sharpness.md b/src/pages/magic-items/limbcleaver-greatsword-of-sharpness.md index b869d56..0c4d70d 100644 --- a/src/pages/magic-items/limbcleaver-greatsword-of-sharpness.md +++ b/src/pages/magic-items/limbcleaver-greatsword-of-sharpness.md @@ -7,14 +7,16 @@ content_type: feature short_code: m1lcg --- +An absolutely enormous broadsword with a nearly 5' long, 1' wide blade, etched with various arcane symbols which glow a dull purple whenever the blade inflicts a wound, set on a black, bejeweled pommel. + +[[toc]] +
    ![Limbcleaver, Greatsword of Sharpness, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/limbcleaver.jpg 'Limbcleaver, Greatsword of Sharpness')
    -An absolutely enormous broadsword with a nearly 5' long, 1' wide blade, etched with various arcane symbols which glow a dull purple whenever the blade inflicts a wound, set on a black, bejeweled pommel. - ### Enchantments - +2 to attack and damage rolls (1d12+2). diff --git a/src/pages/magic-items/lornath-breaker-of-darkness-gm.md b/src/pages/magic-items/lornath-breaker-of-darkness-gm.md index 4f2a29d..5836cf4 100644 --- a/src/pages/magic-items/lornath-breaker-of-darkness-gm.md +++ b/src/pages/magic-items/lornath-breaker-of-darkness-gm.md @@ -8,14 +8,16 @@ short_code: mg10r status: hidden --- +A pale, silver mace of very fine craftsmanship, etched with archaic runes in a dwarvish script, and held with a grip wrapped in fine black leather. + +[[toc]] +
    ![Lor'nath, Breaker of Darkness, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/lornath-breaker-of-darkness.jpg "Lor'nath, Breaker of Darkness")
    -A pale, silver mace of very fine craftsmanship, etched with archaic runes in a dwarvish script, and held with a grip wrapped in fine black leather. - ### Enhancements - +1 to attack and damage rolls (1d6+1). diff --git a/src/pages/magic-items/lornath-breaker-of-darkness.md b/src/pages/magic-items/lornath-breaker-of-darkness.md index 5e6be23..478f1f5 100644 --- a/src/pages/magic-items/lornath-breaker-of-darkness.md +++ b/src/pages/magic-items/lornath-breaker-of-darkness.md @@ -7,14 +7,16 @@ content_type: feature short_code: m1bd --- +A pale, silver mace of very fine craftsmanship, etched with archaic runes in a dwarvish script, and held with a grip wrapped in fine black leather. + +[[toc]] +
    ![Lor'nath, Breaker of Darkness, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/lornath-breaker-of-darkness.jpg "Lor'nath, Breaker of Darkness")
    -A pale, silver mace of very fine craftsmanship, etched with archaic runes in a dwarvish script, and held with a grip wrapped in fine black leather. - ### Enhancements - +1 to attack and damage rolls (1d6+1). diff --git a/src/pages/magic-items/mirror-of-telepresence.md b/src/pages/magic-items/mirror-of-telepresence.md index b5ec0a5..7edde8a 100644 --- a/src/pages/magic-items/mirror-of-telepresence.md +++ b/src/pages/magic-items/mirror-of-telepresence.md @@ -7,6 +7,10 @@ content_type: feature short_code: m1mt --- +A mirror with intricately-carved detailing which allows its user to view and speak with the owners of other mirrors remotely, as long as they are on the same plane. + +[[toc]] +
    ![A mirror of telepresence, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/mirror-of-telepresence-1.jpg 'A mirror of telepresence') @@ -15,8 +19,6 @@ short_code: m1mt
    -A mirror with intricately-carved detailing which allows its user to view and speak with the owners of other mirrors remotely, as long as they are on the same plane. - - Size and shape vary by usage: can be large and ornate or small and compact (pocket-sized). - Most mirrors come with a bell or similar component that rings to indicate an incoming communication request. diff --git a/src/pages/magic-items/morlokk-lightning-rod.md b/src/pages/magic-items/morlokk-lightning-rod.md index 2686b9c..316270b 100644 --- a/src/pages/magic-items/morlokk-lightning-rod.md +++ b/src/pages/magic-items/morlokk-lightning-rod.md @@ -8,14 +8,16 @@ short_code: m1m1r status: hidden --- +A lightweight, blackened metal rod, 2' in length, and tipped with a small smooth ball that glows and crackles with small arcs of lightning when readied. + +[[toc]] +
    ![A morlokk lightning rod, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/morlokk-lightning-rod.jpg 'A morlokk lightning rod')
    -A lightweight, blackened metal rod, 2' in length, and tipped with a small smooth ball that glows and crackles with small arcs of lightning when readied. - - +1 to attack and damage rolls (as mace, 1d6+1). ### Activation diff --git a/src/pages/magic-items/nunchaku-kaaji-jukai-defense.md b/src/pages/magic-items/nunchaku-kaaji-jukai-defense.md index 6c37972..2208511 100644 --- a/src/pages/magic-items/nunchaku-kaaji-jukai-defense.md +++ b/src/pages/magic-items/nunchaku-kaaji-jukai-defense.md @@ -7,14 +7,16 @@ content_type: feature short_code: m1kj --- +A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a 1" length of chain and inlaid with golden arcane symbols. + +[[toc]] +
    ![Kaaji-jukai, Nunchaku of Defense, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/kaaji-jukai.jpg 'Kaaji-jukai, Nunchaku of Defense')
    -A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a 1" length of chain and inlaid with golden arcane symbols. - ### Enchantments - +2 to attack and damage rolls (2d4+2). diff --git a/src/pages/magic-items/pet-rock.md b/src/pages/magic-items/pet-rock.md index 4cf2711..40941f9 100644 --- a/src/pages/magic-items/pet-rock.md +++ b/src/pages/magic-items/pet-rock.md @@ -7,6 +7,8 @@ content_type: feature short_code: mpr --- +A small polished stone, about 2-inches in diameter, typically with a rune or glyph on carved on it. +
    ![A pet rock, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/pet-rock-1.jpg 'A pet rock') @@ -15,8 +17,6 @@ short_code: mpr
    -A small polished stone, about 2-inches in diameter, typically with a rune or glyph on carved on it. - - Bonds with anyone who gives it a command while holding it, treating that person as it's master. ### Commands diff --git a/src/pages/magic-items/polearm-morlokk-pain-staff.md b/src/pages/magic-items/polearm-morlokk-pain-staff.md index 96fe6a7..c2822de 100644 --- a/src/pages/magic-items/polearm-morlokk-pain-staff.md +++ b/src/pages/magic-items/polearm-morlokk-pain-staff.md @@ -10,6 +10,8 @@ status: hidden A lightweight, blackened metal pole, tipped with a tiny spiked ball that glows and crackles with small arcs of lightning when readied. +[[toc]] + - +1 to attack and damage rolls (1d10+1). ### Shocking Damage diff --git a/src/pages/magic-items/polearm-vokdec-giantspike.md b/src/pages/magic-items/polearm-vokdec-giantspike.md index 8b20367..3b3b874 100644 --- a/src/pages/magic-items/polearm-vokdec-giantspike.md +++ b/src/pages/magic-items/polearm-vokdec-giantspike.md @@ -7,14 +7,14 @@ content_type: feature short_code: vokdec --- +A lightweight wooden pole, nearly 10' in length, carved with arcane runes which pulse slowly with a dull green glow, and tipped with a large spiked spearhead. +
    ![Vokdec Giantspike, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/vokdec.jpg 'Vokdec Giantspike')
    -A lightweight wooden pole, nearly 10' in length, carved with arcane runes which pulse slowly with a dull green glow, and tipped with a large spiked spearhead. - - +4 to attack and damage rolls (1d10+4). - Wielder may cause the pike to grow or shrink on command by touching the correct runes. - Can be any length between 5' and 15' diff --git a/src/pages/magic-items/portable-pole.md b/src/pages/magic-items/portable-pole.md index c6986d9..d229b41 100644 --- a/src/pages/magic-items/portable-pole.md +++ b/src/pages/magic-items/portable-pole.md @@ -7,13 +7,13 @@ content_type: feature short_code: m1pp --- +A remarkably strong but lightweight metal rod, 1' long and 1/2" in diameter, consisting of 2 shafts side-by-side, both etched with gnomish symbols. +
    ![A portable pole, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/portable-pole.jpg 'A portable pole')
    -A remarkably strong but lightweight metal rod, 1' long and 1/2" in diameter, consisting of 2 shafts side-by-side, both etched with gnomish symbols. - - As a free action, the shafts may be turned against each other, extending the rod up to a length of 10' or shrinking it back down to 1'. - When used as a weapon, wielder can make an unarmed melee attack against a foe within reach of the pole. diff --git a/src/pages/magic-items/ring-of-eldritch-blasting.md b/src/pages/magic-items/ring-of-eldritch-blasting.md index 62b979a..0f119ac 100644 --- a/src/pages/magic-items/ring-of-eldritch-blasting.md +++ b/src/pages/magic-items/ring-of-eldritch-blasting.md @@ -8,14 +8,14 @@ content_type: feature short_code: mreb --- +A simple gold band etched with an arcane rune for the word "blast". +
    ![A ring of eldritch blasting, released under [CC0](/licenses/cc0/) license.](/images/magic-items/ring-of-eldritch-blasting.jpg 'A ring of eldritch blasting')
    -A simple gold band etched with an arcane rune for the word "blast". - **Use**: On speaking the command word, a ray of dark-purple eldritch energy shoots from the wielder's hand towards target within 150', who must make **Save vs Spells** or take 1d6 damage. **Usage limits**: Can be used up to 3 times per day. diff --git a/src/pages/magic-items/ring-of-psychic-shielding.md b/src/pages/magic-items/ring-of-psychic-shielding.md index 90c89b7..3f0a058 100644 --- a/src/pages/magic-items/ring-of-psychic-shielding.md +++ b/src/pages/magic-items/ring-of-psychic-shielding.md @@ -7,14 +7,14 @@ content_type: feature short_code: mrops --- +A simple silver band engraved with glyphs of mental protection. +
    ![A ring of psychic shielding, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/ring-of-psychic-shielding.jpg 'A ring of psychic shielding')
    -A simple silver band engraved with glyphs of mental protection. - - Wearer is immune to magical (or similar) effects that allow others to do the following: - read wearer's thoughts, intentions, alignment, or nature, including determining truthfulness; or diff --git a/src/pages/magic-items/ring-of-shielding.md b/src/pages/magic-items/ring-of-shielding.md index c7786d1..a1550ed 100644 --- a/src/pages/magic-items/ring-of-shielding.md +++ b/src/pages/magic-items/ring-of-shielding.md @@ -7,14 +7,14 @@ content_type: feature short_code: m1r0s --- +A small silver band etched with arcane glyphs of protection and defense. +
    ![Ring of shielding, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/ring-of-shielding.jpg 'Ring of shielding')
    -A small silver band etched with arcane glyphs of protection and defense. - - Once during the wearer's combat turn, they may say a command word as a free action. - If they say the command word (_Shield_), the ring grows into a small, lightweight, enchanted metal shield (strapped to arm that wore the ring), granting +2 AC. - If they say the command word (_Ring_), the shield reverts into ring form. diff --git a/src/pages/magic-items/ring-of-the-scholar.md b/src/pages/magic-items/ring-of-the-scholar.md index 72b7f2a..d7c4885 100644 --- a/src/pages/magic-items/ring-of-the-scholar.md +++ b/src/pages/magic-items/ring-of-the-scholar.md @@ -8,12 +8,12 @@ content_type: feature short_code: mrots --- +A simple silver band with an archaic symbol for knowledge on it. +
    ![A ring of the scholar, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/silver-ring-scholar.jpg 'A ring of the scholar')
    -A simple silver band with an archaic symbol for knowledge on it. - **While worn**: Increases INT up to 4 points, to a maximum of 14. diff --git a/src/pages/magic-items/rod-of-lordly-might-zormut.md b/src/pages/magic-items/rod-of-lordly-might-zormut.md index aea768d..6d8d1a6 100644 --- a/src/pages/magic-items/rod-of-lordly-might-zormut.md +++ b/src/pages/magic-items/rod-of-lordly-might-zormut.md @@ -7,14 +7,16 @@ content_type: feature short_code: zormut --- +An exceptionally crafted golden rod, 3' long and 1" in diameter, with an ornate, spherical head and 8 various small gems of different colors inlaid around it. When held by a character that can wield it, the gems glow slightly. + +[[toc]] +
    ![Zormut, Gnomish Warscepter of Lordly Might, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/zormut.jpg 'Zormut, Gnomish Warscepter of Lordly Might')
    -An exceptionally crafted golden rod, 3' long and 1" in diameter, with an ornate, spherical head and 8 various small gems of different colors inlaid around it. When held by a character that can wield it, the gems glow slightly. - - Changes size to accommodate size of wielder, between 2' and 4' in length. - +2 to attack and damage (1d8+2). - -2 to attack if wielder is not a gnome and has STR of 15 or less. diff --git a/src/pages/magic-items/sack-of-storing.md b/src/pages/magic-items/sack-of-storing.md index 64bd8f9..768c07e 100644 --- a/src/pages/magic-items/sack-of-storing.md +++ b/src/pages/magic-items/sack-of-storing.md @@ -7,10 +7,10 @@ content_type: feature short_code: ms0s --- -[[toc]] - A magical bag (of one of various sizes) with its own pocket dimension that can be used for storing things. +[[toc]] + - Different-sized sacks are known by different names. - Retrieving an item from one during combat takes a full action. - When pierced, torn, or overloaded, it ruptures and is destroyed, scattering contents in the Astral Plane. diff --git a/src/pages/magic-items/scarab-of-protection.md b/src/pages/magic-items/scarab-of-protection.md index d3ca303..c864537 100644 --- a/src/pages/magic-items/scarab-of-protection.md +++ b/src/pages/magic-items/scarab-of-protection.md @@ -7,14 +7,14 @@ content_type: feature short_code: m1s0p --- +A small, golden medallion shaped like a beetle and inlaid with a single round, glowing, white gem in the center. +
    -![A scarab of protection created with [Bing Image Creator](https://www.bing.com/images/create), released under a [CC0](/licenses/cc0/) license.](/images/magic-items/scarab-of-protection.jpg 'A scarab of protection') +![A scarab of protection, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/scarab-of-protection.jpg 'A scarab of protection')
    -A small, golden medallion shaped like a beetle and inlaid with a single round, glowing, white gem in the center. - - While held in hand for 1 round, an arcane inscription appears on the edge of the amulet revealing its nature. - Wielder gains advantage on saves vs spells. - Wielder is protected from all types of curses (including Finger of Death). diff --git a/src/pages/magic-items/spear-melaydius-backstabbing.md b/src/pages/magic-items/spear-melaydius-backstabbing.md index 0454d81..ce7c05b 100644 --- a/src/pages/magic-items/spear-melaydius-backstabbing.md +++ b/src/pages/magic-items/spear-melaydius-backstabbing.md @@ -7,14 +7,16 @@ content_type: feature short_code: m1ms0b --- +An exceptionally well-crafted spear made of shiny red wood carved with blackened arcane symbols and a large, slightly-hooked tip. + +[[toc]] +
    ![Melaydius, Spear of Backstabbing, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/melaydius.jpg 'Melaydius, Spear of Backstabbing')
    -An exceptionally well-crafted spear made of shiny red wood carved with blackened arcane symbols and a large, slightly-hooked tip. - - +2 to attack and damage rolls (1d6+2 / 1d8+2). - When thrown, deals 1d4 additional damage on a successful hit. - May be thrown double the range of a normal spear. diff --git a/src/pages/magic-items/spear-scalehunter-gm.md b/src/pages/magic-items/spear-scalehunter-gm.md index 76f2dc5..a86b0bf 100644 --- a/src/pages/magic-items/spear-scalehunter-gm.md +++ b/src/pages/magic-items/spear-scalehunter-gm.md @@ -8,14 +8,16 @@ short_code: gm1sh status: hidden --- +A lightweight, metal spear tipped with a large, jagged spearhead and carved with arcane runes. + +[[toc]] +
    ![Scalehunter, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/scalehunter.jpg 'Scalehunter')
    -A lightweight, metal spear tipped with a large, jagged spearhead and carved with arcane runes. - - +2 to attack and damage rolls (1d6+2 / 1d8+2). - +3 to attack and damage rolls against dragons (1d6+3 / 1d8+3). diff --git a/src/pages/magic-items/spear-scalehunter.md b/src/pages/magic-items/spear-scalehunter.md index 008ddb0..7eafec6 100644 --- a/src/pages/magic-items/spear-scalehunter.md +++ b/src/pages/magic-items/spear-scalehunter.md @@ -7,14 +7,16 @@ content_type: feature short_code: m1sh --- +A lightweight, metal spear tipped with a large, jagged spearhead and carved with arcane runes. + +[[toc]] +
    ![Scalehunter, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/scalehunter.jpg 'Scalehunter')
    -A lightweight, metal spear tipped with a large, jagged spearhead and carved with arcane runes. - - +2 to attack and damage rolls (1d6+2 / 1d8+2). - +3 to attack and damage rolls against dragons (1d6+3 / 1d8+3). diff --git a/src/pages/magic-items/stone-of-blinding.md b/src/pages/magic-items/stone-of-blinding.md index 1de12ad..20039d9 100644 --- a/src/pages/magic-items/stone-of-blinding.md +++ b/src/pages/magic-items/stone-of-blinding.md @@ -7,14 +7,14 @@ content_type: feature short_code: m1sb --- +A piece of pumice with rounded edges, about the size of a human fist. +
    ![A stone of blinding, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/stone-of-blinding.jpg 'A stone of blinding')
    -A piece of pumice with rounded edges, about the size of a human fist. - - Once per day, when the wielder says the command word, the rock emits a blinding flash of light in a 60' radius. - All unaware creatures within the range must **Save vs Paralyze** or be [blinded](/rules/adventuring.html#blinded) for 1d6 rounds. - The command word is in Or'bokk'i, and is difficult for most races to pronounce correctly. diff --git a/src/pages/magic-items/sword-lumye-hopes-defender.md b/src/pages/magic-items/sword-lumye-hopes-defender.md index 45400dd..f583b27 100644 --- a/src/pages/magic-items/sword-lumye-hopes-defender.md +++ b/src/pages/magic-items/sword-lumye-hopes-defender.md @@ -7,14 +7,14 @@ content_type: feature short_code: 1umye --- +A golden longsword, edged and crusted in diamonds, that glows when readied or attacking. +
    ![Lumye, Hope's Defender, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/lumye.jpg "Lumye, Hope's Defender")
    -A golden longsword, edged and crusted in diamonds, that glows when readied or attacking. - - +4 to attack and damage rolls (1d8+4 / 1d10+4). - Casts light in 30' radius, as with a torch. - Can only be doused by sheathing the blade. diff --git a/src/pages/magic-items/sword-nemesys-the-enforcer.md b/src/pages/magic-items/sword-nemesys-the-enforcer.md index 01836da..cf79a87 100644 --- a/src/pages/magic-items/sword-nemesys-the-enforcer.md +++ b/src/pages/magic-items/sword-nemesys-the-enforcer.md @@ -7,14 +7,14 @@ content_type: feature short_code: m1nte --- +A blackened metal longsword, etched with eldritch runes that glow faintly green, which counter-attacks anyone who attacks its wielder. +
    ![Nemesys, the Enforcer, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/nemesys.jpg 'Nemesys, the Enforcer')
    -A blackened metal longsword, etched with eldritch runes that glow faintly green, which counter-attacks anyone who attacks its wielder. - - +2 to attack and damage rolls (1d8+2 / 1d10+2). - Wielder always attacks at the end of the round. - After making their normal attack with this sword, the wielder may also attack any opponent who attacked them in melee this round. diff --git a/src/pages/magic-items/sword-of-charming-sayka.md b/src/pages/magic-items/sword-of-charming-sayka.md index 14e96ff..d4265f3 100644 --- a/src/pages/magic-items/sword-of-charming-sayka.md +++ b/src/pages/magic-items/sword-of-charming-sayka.md @@ -7,14 +7,14 @@ content_type: feature short_code: sayka --- +A finely-honed silver short sword with decorative golden adornments, and a large purple gem which glows faintly from its ornate hilt. +
    ![Sayka, Sword of Charming, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/sayka-sword-of-charming.jpg 'Sayka, Sword of Charming')
    -A finely-honed silver short sword with decorative golden adornments, and a large purple gem which glows faintly from its ornate hilt. - - +2 to attack and damage rolls (1d6+2). ### Charm Person diff --git a/src/pages/magic-items/sword-of-quickness-saiju.md b/src/pages/magic-items/sword-of-quickness-saiju.md index 5198c61..b6c928a 100644 --- a/src/pages/magic-items/sword-of-quickness-saiju.md +++ b/src/pages/magic-items/sword-of-quickness-saiju.md @@ -7,7 +7,7 @@ content_type: feature short_code: sa1ju --- -saiju.jpg +A incredibly lightweight, finely-crafted, straight-edged short sword, etched with archaic runes of speed and the name _Sai'ju_ in an ancient elvish script, and held by a smooth, black grip.
    @@ -15,7 +15,5 @@ saiju.jpg
    -A incredibly lightweight, finely-crafted, straight-edged short sword, etched with archaic runes of speed and the name _Sai'ju_ in an ancient elvish script, and held by a smooth, black grip. - - +2 to attack and damage (1d6+2). - When beginning a combat round with this weapon ready, wielder always attacks first (as if they had won initiative). diff --git a/src/pages/magic-items/sword-ryssa-vorpal.md b/src/pages/magic-items/sword-ryssa-vorpal.md index 21498e8..d298f38 100644 --- a/src/pages/magic-items/sword-ryssa-vorpal.md +++ b/src/pages/magic-items/sword-ryssa-vorpal.md @@ -7,14 +7,16 @@ content_type: feature short_code: ryssa --- +A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, arcane symbols. + +[[toc]] +
    ![Ryssa, Misery's Edge, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/ryssa.jpg "Ryssa, Misery's Edge")
    -A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, arcane symbols. - - +2 to attack and damage rolls (1d8+2 / 1d10+2). !!!include(magic-items/decapitation.md)!!! diff --git a/src/pages/magic-items/sword-vozath-the-wizards-wail-gm.md b/src/pages/magic-items/sword-vozath-the-wizards-wail-gm.md index 157babd..6eaf020 100644 --- a/src/pages/magic-items/sword-vozath-the-wizards-wail-gm.md +++ b/src/pages/magic-items/sword-vozath-the-wizards-wail-gm.md @@ -8,14 +8,16 @@ short_code: gmvtww status: hidden --- +An elvish blade of exceptional quality, edged in the finest silver and emblazoned with arcane symbols which glow slightly when the sword's powers are in use. + +[[toc]] +
    ![Vozath, the Wizard's Wail, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/vozath.jpg "Vozath, the Wizard's Wail")
    -An elvish blade of exceptional quality, edged in the finest silver and emblazoned with arcane symbols which glow slightly when the sword's powers are in use. - - +1 to attack and damage rolls (1d8+1 / 1d10+1). - +2 to attack and damage rolls against arcane spellcasters (1d8+2 / 1d10+2). diff --git a/src/pages/magic-items/sword-vozath-the-wizards-wail.md b/src/pages/magic-items/sword-vozath-the-wizards-wail.md index fee97f1..03f5e68 100644 --- a/src/pages/magic-items/sword-vozath-the-wizards-wail.md +++ b/src/pages/magic-items/sword-vozath-the-wizards-wail.md @@ -7,14 +7,16 @@ content_type: feature short_code: vozath --- +An elvish blade of exceptional quality, edged in the finest silver and emblazoned with arcane symbols which glow slightly when the sword's powers are in use. + +[[toc]] +
    ![Vozath, the Wizard's Wail, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/vozath.jpg "Vozath, the Wizard's Wail")
    -An elvish blade of exceptional quality, edged in the finest silver and emblazoned with arcane symbols which glow slightly when the sword's powers are in use. - - +1 to attack and damage rolls (1d8+1 / 1d10+1). - +2 to attack and damage rolls against arcane spellcasters (1d8+2 / 1d10+2). diff --git a/src/pages/magic-items/sword-zyshak-unholy-avenger-gm.md b/src/pages/magic-items/sword-zyshak-unholy-avenger-gm.md index f35cff3..aebaa52 100644 --- a/src/pages/magic-items/sword-zyshak-unholy-avenger-gm.md +++ b/src/pages/magic-items/sword-zyshak-unholy-avenger-gm.md @@ -8,14 +8,16 @@ short_code: gzyshak status: hidden --- +A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law. + +[[toc]] +
    ![Zyshak, Unholy Avenger, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/zyshak.jpg 'Zyshak, Unholy Avenger')
    -A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law. - ### Unholy Powers - +4 to attack and damage rolls (1d8+4 / 1d10+4). diff --git a/src/pages/magic-items/sword-zyshak-unholy-avenger.md b/src/pages/magic-items/sword-zyshak-unholy-avenger.md index fe54460..820a714 100644 --- a/src/pages/magic-items/sword-zyshak-unholy-avenger.md +++ b/src/pages/magic-items/sword-zyshak-unholy-avenger.md @@ -7,14 +7,16 @@ content_type: feature short_code: zyshak --- +A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law. + +[[toc]] +
    ![Zyshak, Unholy Avenger, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/zyshak.jpg 'Zyshak, Unholy Avenger')
    -A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law. - ### Unholy Powers - +4 to attack and damage rolls (1d8+4 / 1d10+4). diff --git a/src/pages/magic-items/thune-rod-of-parrying.md b/src/pages/magic-items/thune-rod-of-parrying.md index fd49f0d..69b639c 100644 --- a/src/pages/magic-items/thune-rod-of-parrying.md +++ b/src/pages/magic-items/thune-rod-of-parrying.md @@ -7,14 +7,14 @@ content_type: feature short_code: thune --- +A 5' long, 2" diameter, cobalt-blue metal rod inscribed with cryptic runes. +
    ![Thune, Rod of Parrying, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/thune-rod-of-parrying.jpg 'Thune, Rod of Parrying')
    -A 5' long, 2" diameter, cobalt-blue metal rod inscribed with cryptic runes. - - +2 to attack and damage (1d8+2). - Instead of attacking, may use rod defensively to parry an incoming attack, gaining +4 AC until end of round. - Can't be used to parry while retreating. diff --git a/src/pages/magic-items/tome-of-forbidden-whispers.md b/src/pages/magic-items/tome-of-forbidden-whispers.md index aa208a4..8fe1d62 100644 --- a/src/pages/magic-items/tome-of-forbidden-whispers.md +++ b/src/pages/magic-items/tome-of-forbidden-whispers.md @@ -1,26 +1,33 @@ --- title: The Tome of Forbidden Whispers -description: A magical reference book for those that deal with device for navigating to a desired location on the astral plane. +description: An ancient tome, bound in black leather, and inscribed with purple eldritch symbols, concerning several entities from the Far Planes. date_pub: 2023-03-04T02:57:00-05:00 -date_upd: 2023-05-22T08:57:00-04:00 section: magic items content_type: feature short_code: mtofw --- +An ancient tome, bound in black leather, and inscribed with purple eldritch symbols. +
    ![The Tome of Forbidden Whispers, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/tome-of-forbidden-whispers.jpg 'The Tome of Forbidden Whispers')
    -An ancient tome, bound in black leather, and inscribed with purple eldritch symbols. The text itself is written in common (albeit in a slightly odd style), and is filled with the lunatic ravings of it's author, Malakyre, the Mad (the so-called "Whispering Warlock"). Rumors persist that messages about the Far Realms and its loathsomely angled gods are hidden within its pages. +- The text itself is written in common (albeit in a slightly odd style), and is filled with the lunatic ravings of its author, Malakyre, the Mad (the so-called "Whispering Warlock"). +- Rumors persist that messages about the Far Realms and its loathsomely angled gods are hidden within its pages. + +### Reading + +Reaction to reading the book is dictated largely by spellcasting type. - Divine spell casters see the book as evil, regardless of alignment. - Arcane and Eldritch spell casters add [Cause Fear]() and [ESP](https://oldschoolessentials.necroticgnome.com/srd/index.php/ESP) to the list of spells they can prepare and/or cast. The first time that either spell added this way is cast each day, the caster must **Save vs Spells** or spend 1d6 combat rounds in a catatonic state, unable to move or attack. -- Others (including non-spell casters) see the book as an oddly-written "reference guide" to several major (but mostly forgotten) Great Old Ones and Outer Gods from the Far Planes (+2 to Ability checks when researching). +- Others (including non-spell casters) see the book as an oddly-written "reference guide" to several major (but mostly forgotten) Great Old Ones and Outer Gods from the Far Planes. + - Grants +2 to Ability checks when using it for research. -> I've seen this book up close twice, and neither person who held it is currently alive. +> I've seen this book up close twice, and neither person who held it is currently alive. The danger of possessing it cannot be understated. > > But, it's more than that.... It's like the words themselves seem to worm their way into your brain as you read them... Like a dagger in your mind's eye... It can lead to some disquieting moments, to say the least. > diff --git a/src/pages/magic-items/trident-of-submission-parguk.md b/src/pages/magic-items/trident-of-submission-parguk.md index 71c55f2..3938a13 100644 --- a/src/pages/magic-items/trident-of-submission-parguk.md +++ b/src/pages/magic-items/trident-of-submission-parguk.md @@ -7,14 +7,14 @@ content_type: feature short_code: parguk --- +A fearsome-looking trident with a single, large, glowing, red gemstone set just below the tines, and the word _Parguk_ etched in orcish on the shaft. +
    ![Parguk, Trident of Submission, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/parguk.jpg 'Parguk, Trident of Submission')
    -A fearsome-looking trident with a single, large, glowing, red gemstone set just below the tines, and the word _Parguk_ etched in orcish on the shaft. - - +1 to attack and damage rolls (1d6+1 / 1d8+1). - On a successful hit, wielder can speak the command word (_Parguk_) as a free action. - The target must **Save vs Spells** or become demoralized for 2d4 rounds. diff --git a/src/pages/magic-items/tyrhung-wolf-hunter.md b/src/pages/magic-items/tyrhung-wolf-hunter.md index e9297ab..9525b75 100644 --- a/src/pages/magic-items/tyrhung-wolf-hunter.md +++ b/src/pages/magic-items/tyrhung-wolf-hunter.md @@ -7,14 +7,14 @@ content_type: feature short_code: mtwh --- +A finely-crafted silver longsword, acid-etched with lunar iconography and the name _Tyrhung_ in an ancient elvish script, held by an ornately-carved grip. +
    ![Tyrhung, Wolf Hunter, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/tyrhung.jpg 'Tyrhung, Wolf Hunter')
    -A finely-crafted silver longsword, acid-etched with lunar iconography and the name _Tyrhung_ in an ancient elvish script, held by an ornately-carved grip. - ### Abilities - +2 to attack and damage rolls (1d8+2 / 1d10+2), +3 vs werewolves (1d8+3 / 1d10+3). diff --git a/src/pages/magic-items/wand-of-cold.md b/src/pages/magic-items/wand-of-cold.md index f038e61..8a5c821 100644 --- a/src/pages/magic-items/wand-of-cold.md +++ b/src/pages/magic-items/wand-of-cold.md @@ -7,6 +7,8 @@ content_type: feature short_code: m1w0c --- +A small wand made of a light grey wood and carved with blue runes. +
    ![A wand of cold, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/wand-cold-1.jpg 'A wand of cold') @@ -15,8 +17,6 @@ short_code: m1w0c
    -A small wand made of a light grey wood and carved with blue runes. - - As long as at least one charge remains, the runes glow faintly while the wand is wielded. - May only be used by an arcane spellcaster. @@ -27,7 +27,7 @@ When the wand is waved by an arcane spellcaster, a cone of freezing energy fires - Cone is 60' long and 30' wide at the far end. - Creatures in cone take 6d6 damage or **Save vs Wands** for half. -### Usage Die +#### Usage Die - Starts at d10. - After each use, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1), as the glow becomes dimmer. diff --git a/src/pages/magic-items/wand-of-desparking.md b/src/pages/magic-items/wand-of-desparking.md index bdf3ce0..e582182 100644 --- a/src/pages/magic-items/wand-of-desparking.md +++ b/src/pages/magic-items/wand-of-desparking.md @@ -7,14 +7,14 @@ content_type: feature short_code: m1wd --- +A simple, 16" steel shaft with a small yellow crystal at one end. +
    ![A Wand of Desparking, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/wand-of-desparking.jpg 'A wand of desparking')
    -A simple, 16" steel shaft with a small yellow crystal at one end. - - As long as at least one charge remains, the crystal glows slightly. ### Activation @@ -23,7 +23,7 @@ When waved at an automaton within 50', a charge is used as a small yellow bolt s - The targeted automaton must make a **Save vs Wielded** at -2 or be [paralyzed](/rules/adventuring.html#paralyzed) for 1d6+6 turns. -### Usage Die +#### Usage Die - Starts at d10. - After each use, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1), as the glow becomes dimmer. diff --git a/src/pages/magic-items/wand-of-druidcraft.md b/src/pages/magic-items/wand-of-druidcraft.md index 8193f17..27e0e5b 100644 --- a/src/pages/magic-items/wand-of-druidcraft.md +++ b/src/pages/magic-items/wand-of-druidcraft.md @@ -7,14 +7,14 @@ content_type: feature short_code: mwd --- +A simple, 16" wooden wand with a small green crystal at one end. +
    ![A wand of druidcraft, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/wand-druidcraft.jpg 'A wand of druidcraft')
    -A simple, 16" wooden wand with a small green crystal at one end. - - As long as at least one charge remains, the green crystal glows slightly. - May only be used by a druid. @@ -41,7 +41,7 @@ When the wand is waved in a certain way by a druid, one of the following effects If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect in combat as an action. -### Usage Die +#### Usage Die - Starts at d12. - After each use, roll the current die, and on a 1-2, the die drops one step (d12 -> d10 -> d8 -> d6 -> d4 -> 1), as the glow becomes dimmer. diff --git a/src/pages/magic-items/wand-of-illusions.md b/src/pages/magic-items/wand-of-illusions.md index d48aaa8..2b3eab7 100644 --- a/src/pages/magic-items/wand-of-illusions.md +++ b/src/pages/magic-items/wand-of-illusions.md @@ -7,6 +7,8 @@ content_type: feature short_code: mw01 --- +A small wand made out of a dark wood, carved with light blue runes, and inlaid with a light blue gem. +
    ![A wand of illusions, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/wand-illusions-1.jpg 'A wand of illusions') @@ -15,8 +17,6 @@ short_code: mw01
    -A small wand made out of a dark wood, carved with light blue runes, and inlaid with a light blue gem. - - As long as at least one charge remains, the runes glow faintly while the wand is wielded. - May only be used by an arcane spellcaster. @@ -26,7 +26,7 @@ When the wand is waved by an arcane spellcaster, an illusion of the wielder's ch - The wielder may move at up to half normal speed while [concentrating](/rules/magic.html#concentration). -### Usage Die +#### Usage Die - Starts at d10. - After each use, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1), as the glow becomes dimmer. diff --git a/src/pages/magic-items/wand-of-polymorph.md b/src/pages/magic-items/wand-of-polymorph.md index c02a149..b1e4840 100644 --- a/src/pages/magic-items/wand-of-polymorph.md +++ b/src/pages/magic-items/wand-of-polymorph.md @@ -7,14 +7,14 @@ content_type: feature short_code: mw0p --- +A wand composed of a single twisting, gnarled branch, embedded with several small gems and stones. +
    ![A wand of polymorph, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/wand-polymorph.jpg 'A wand of polymorph')
    -A wand composed of a single twisting, gnarled branch, embedded with several small gems and stones. - - As long as at least one charge remains, the gems glow faintly while the wand is wielded. - May only be used by an arcane spellcaster. @@ -25,7 +25,7 @@ When the wand is waved in a certain way by an arcane spellcaster, one of the fol - Cast [Polymorph Self](/spells/polymorph-self.html), or - Cast [Polymorph Others](/spells/polymorph-others.html) on target creature within 60'. -### Usage Die +#### Usage Die - Starts at d10. - After each use, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1), as the glow becomes dimmer. diff --git a/src/pages/magic-items/warhammer-tharruum.md b/src/pages/magic-items/warhammer-tharruum.md index 9cddf46..dd34c6f 100644 --- a/src/pages/magic-items/warhammer-tharruum.md +++ b/src/pages/magic-items/warhammer-tharruum.md @@ -7,14 +7,16 @@ content_type: feature short_code: m1th0t --- +A massive, silver war hammer of remarkable construction, trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung. + +[[toc]] +
    ![Tharruum, Hammer of Torzen, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/tharruum.jpg 'Tharruum, Hammer of Torzen')
    -A massive, silver war hammer of remarkable construction, trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung. - - +4 to attack and damage rolls (1d6+4 / 1d8+4). - Can only be wielded by dwarves or characters of 17 STR or higher - May be hurled up to 60' as a missile weapon. diff --git a/src/pages/magic-items/whayve-the-flood-gm.md b/src/pages/magic-items/whayve-the-flood-gm.md index 181bb75..f84846c 100644 --- a/src/pages/magic-items/whayve-the-flood-gm.md +++ b/src/pages/magic-items/whayve-the-flood-gm.md @@ -8,14 +8,16 @@ short_code: gm1wtf status: hidden --- +An ornate trident, made of blue steel and coral, tipped in gold, and decorated with 6 golden glyphs on its handle. + +[[toc]] +
    ![Wha'yve, the Flood, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/wha-yve.jpg "Wha'yve, the Flood")
    -An ornate trident, made of blue steel and coral, tipped in gold, and decorated with 6 golden glyphs on its handle. - _"Help me serve the queen, and together we will wash away all who stand against her!"_ - +3 to attack and damage rolls (1d6+3 / 1d8+3), +5 for water priests and merfolk. diff --git a/src/pages/magic-items/whayve-the-flood.md b/src/pages/magic-items/whayve-the-flood.md index 4768560..2d46cfb 100644 --- a/src/pages/magic-items/whayve-the-flood.md +++ b/src/pages/magic-items/whayve-the-flood.md @@ -8,14 +8,16 @@ short_code: m1wtfg status: hidden --- +An ornate trident, made of blue steel and coral, tipped in gold, and decorated with 6 golden glyphs on its handle. + +[[toc]] +
    ![Wha'yve, the Flood, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/wha-yve.jpg "Wha'yve, the Flood")
    -An ornate trident, made of blue steel and coral, tipped in gold, and decorated with 6 golden glyphs on its handle. - _"Help me serve the queen, and together we will wash away all who stand against her!"_ - +3 to attack and damage rolls (1d6+3 / 1d8+3), +5 for water priests and merfolk. diff --git a/src/pages/magic-items/whispering-stones.md b/src/pages/magic-items/whispering-stones.md index f7ef2bc..5e6de24 100644 --- a/src/pages/magic-items/whispering-stones.md +++ b/src/pages/magic-items/whispering-stones.md @@ -7,14 +7,14 @@ content_type: feature short_code: mws --- +A pair of small stones, each about the size of a human thumb and covered in arcane runes. +
    ![A pair of whispering stones, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/whispering-stones.jpg 'A pair of whispering stones')
    -A pair of small stones, each about the size of a human thumb and covered in arcane runes. - - Each may be touched to cast the [Whisper](/spells/whisper.html) spell from it up to 3 times per day. - When used this way, the target for the whisper must be the holder of the other stone. - If the other stone isn't being held by anyone, the Whisper fails (and the sender knows it). diff --git a/src/pages/magic-items/wylm-the-eternal-rest-gm.md b/src/pages/magic-items/wylm-the-eternal-rest-gm.md index 6a6656c..87f3c9f 100644 --- a/src/pages/magic-items/wylm-the-eternal-rest-gm.md +++ b/src/pages/magic-items/wylm-the-eternal-rest-gm.md @@ -8,14 +8,16 @@ short_code: m1weg status: hidden --- +A dwarven warhammer of exceptional quality, made of silver, with two massive heads, and etched with numerous intricate runes. + +[[toc]] +
    ![Wylm, the Eternal Rest, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/wylm.jpg 'Wylm, the Eternal Rest')
    -A dwarven warhammer of exceptional quality, made of silver, with two massive heads, and etched with numerous intricate runes. - _"Our duty is to forever hunt for evil, and see it put to rest."_ ### Sentience diff --git a/src/pages/magic-items/wylm-the-eternal-rest.md b/src/pages/magic-items/wylm-the-eternal-rest.md index 8d61b65..5070519 100644 --- a/src/pages/magic-items/wylm-the-eternal-rest.md +++ b/src/pages/magic-items/wylm-the-eternal-rest.md @@ -8,14 +8,16 @@ short_code: m1we status: hidden --- +A dwarven warhammer of exceptional quality, made of silver, with two massive heads, and etched with numerous intricate runes. + +[[toc]] +
    ![Wylm, the Eternal Rest, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/wylm.jpg 'Wylm, the Eternal Rest')
    -A dwarven warhammer of exceptional quality, made of silver, with two massive heads, and etched with numerous intricate runes. - _"Our duty is to forever hunt for evil, and see it put to rest."_ ### Sentience diff --git a/src/pages/npcs/rivertail/amylee-mouserel.md b/src/pages/npcs/rivertail/amylee-mouserel.md index 9a9271f..1b4932b 100644 --- a/src/pages/npcs/rivertail/amylee-mouserel.md +++ b/src/pages/npcs/rivertail/amylee-mouserel.md @@ -9,7 +9,7 @@ short_code: nram
    -![Amylee Mouserel, created with [DALL-E](https://labs.openai.com/) and released under a [CC0](/licenses/cc0/) license.](/images/rivertail/amylee-mouserel.jpg 'Amylee Mouserel') +![Amylee Mouserel, released under a [CC0](/licenses/cc0/) license.](/images/rivertail/amylee-mouserel.jpg 'Amylee Mouserel')
    @@ -57,4 +57,4 @@ Where verses unfurl, gentle and demure.
    For in this enchanted realm, where secrets reside,
    I, a field mouse poet, find solace and abide. -_Created with [ChatGPT](https://chat.openai.com/) and released under a [CC0](/licenses/cc0/) license._ +_Released under a [CC0](/licenses/cc0/) license._ diff --git a/src/pages/npcs/rivertail/benjen-beaverdere.md b/src/pages/npcs/rivertail/benjen-beaverdere.md index fc8362c..a564962 100644 --- a/src/pages/npcs/rivertail/benjen-beaverdere.md +++ b/src/pages/npcs/rivertail/benjen-beaverdere.md @@ -9,7 +9,7 @@ short_code: nrbb
    -![Benjen Beaverdere, created with [DALL-E](https://labs.openai.com/) and released under a [CC0](/licenses/cc0/) license.](/images/rivertail/benjen-beaverdere.jpg 'Benjen Beaverdere') +![Benjen Beaverdere, released under a [CC0](/licenses/cc0/) license.](/images/rivertail/benjen-beaverdere.jpg 'Benjen Beaverdere')
    diff --git a/src/pages/npcs/rivertail/brae-badgerton.md b/src/pages/npcs/rivertail/brae-badgerton.md index 38f2146..2f28851 100644 --- a/src/pages/npcs/rivertail/brae-badgerton.md +++ b/src/pages/npcs/rivertail/brae-badgerton.md @@ -9,7 +9,7 @@ short_code: nrbb1
    -![Brae Badgerton, created with [DALL-E](https://labs.openai.com/) and released under a [CC0](/licenses/cc0/) license.](/images/rivertail/brae-badgerton.jpg 'Brae Badgerton') +![Brae Badgerton, released under a [CC0](/licenses/cc0/) license.](/images/rivertail/brae-badgerton.jpg 'Brae Badgerton')
    @@ -57,4 +57,4 @@ The badger wanders, a free spirit's guide,
    And in its wake, a trail of words and wonder,
    A testament to the wild, where poets dance and ponder.
    -_Created with [ChatGPT](https://chat.openai.com/) and released under a [CC0](/licenses/cc0/) license._ +_Released under a [CC0](/licenses/cc0/) license._ diff --git a/src/pages/npcs/rivertail/frobyrt-frogimus.md b/src/pages/npcs/rivertail/frobyrt-frogimus.md index e4e0f2b..0e60aed 100644 --- a/src/pages/npcs/rivertail/frobyrt-frogimus.md +++ b/src/pages/npcs/rivertail/frobyrt-frogimus.md @@ -9,7 +9,7 @@ short_code: nrf1
    -![Frobyrt Frogimus, created with [DALL-E](https://labs.openai.com/) and released under a [CC0](/licenses/cc0/) license.](/images/rivertail/frobyrt-frogimus.jpg 'Frobyrt Frogimus') +![Frobyrt Frogimus, released under a [CC0](/licenses/cc0/) license.](/images/rivertail/frobyrt-frogimus.jpg 'Frobyrt Frogimus')
    @@ -159,4 +159,4 @@ in
    silent
    reverie
    -_Created with [ChatGPT](https://chat.openai.com/) and released under a [CC0](/licenses/cc0/) license._ +_Released under a [CC0](/licenses/cc0/) license._ diff --git a/src/pages/npcs/rivertail/omyt-ottermore.md b/src/pages/npcs/rivertail/omyt-ottermore.md index 822e163..9ed40fe 100644 --- a/src/pages/npcs/rivertail/omyt-ottermore.md +++ b/src/pages/npcs/rivertail/omyt-ottermore.md @@ -9,7 +9,7 @@ short_code: nr01
    -![Omyt Ottermore, created with [DALL-E](https://labs.openai.com/) and released under a [CC0](/licenses/cc0/) license.](/images/rivertail/omyt-ottermore.jpg 'Omyt Ottermore') +![Omyt Ottermore, released under a [CC0](/licenses/cc0/) license.](/images/rivertail/omyt-ottermore.jpg 'Omyt Ottermore')
    @@ -60,4 +60,4 @@ reciting Ginsburgian verses of liberation and love,
    reclaiming your place as poets of the wild,
    in the enchanted forest's eternal symphony.
    -_Created with [ChatGPT](https://chat.openai.com/) and released under a [CC0](/licenses/cc0/) license._ +_Released under a [CC0](/licenses/cc0/) license._ diff --git a/src/pages/npcs/rivertail/syndee-slothig.md b/src/pages/npcs/rivertail/syndee-slothig.md index 6f2c56c..c12aaef 100644 --- a/src/pages/npcs/rivertail/syndee-slothig.md +++ b/src/pages/npcs/rivertail/syndee-slothig.md @@ -9,7 +9,7 @@ short_code: nrs1
    -![Syndee Slothig, created with [DALL-E](https://labs.openai.com/) and released under a [CC0](/licenses/cc0/) license.](/images/rivertail/syndee-slothig.jpg 'Syndee Slothig') +![Syndee Slothig, released under a [CC0](/licenses/cc0/) license.](/images/rivertail/syndee-slothig.jpg 'Syndee Slothig')
    @@ -62,4 +62,4 @@ Listen closely, let the poetry reign.
    In the heart of nature's magical chorus,
    Discover the beat of the enchanted forest's poets.
    -_Created with [ChatGPT](https://chat.openai.com/) and released under a [CC0](/licenses/cc0/) license._ +_Released under a [CC0](/licenses/cc0/) license._ diff --git a/src/pages/npcs/rivertail/talla-toadington.md b/src/pages/npcs/rivertail/talla-toadington.md index a329dd3..8b15e12 100644 --- a/src/pages/npcs/rivertail/talla-toadington.md +++ b/src/pages/npcs/rivertail/talla-toadington.md @@ -9,7 +9,7 @@ short_code: nrt1
    -![Talla Toadington, created with [DALL-E](https://labs.openai.com/) and released under a [CC0](/licenses/cc0/) license.](/images/rivertail/talla-toadington.jpg 'Talla Toadington') +![Talla Toadington, released under a [CC0](/licenses/cc0/) license.](/images/rivertail/talla-toadington.jpg 'Talla Toadington')
    @@ -67,4 +67,4 @@ To honor and cherish this watery caress,
    May the lost swamp find solace and peace,
    As its story echoes, refusing to cease.
    -_Created with [ChatGPT](https://chat.openai.com/) and released under a [CC0](/licenses/cc0/) license._ +_Released under a [CC0](/licenses/cc0/) license._ diff --git a/src/pages/planes/material/index.md b/src/pages/planes/material/index.md index 1a1762a..a513876 100644 --- a/src/pages/planes/material/index.md +++ b/src/pages/planes/material/index.md @@ -13,10 +13,10 @@ What most adventurers would think of as their "known world" is really only a one - Each plane is different from the others (some slightly, some significantly). - Some planes are single worlds, while others are entire cosmoses unto themselves -### Ayreon +### Aeryon - Standard medieval fantasy world -- Home to the Sapphire Coast, the city of Portown, and barony of Vystmark. +- Home to the Sapphire Coast, the city of Portown, barony of Vystmark, and Blacktyde Bay. - Can be accessed via the portal at Xynohpus (Sapphire) Cove. ### Lyffu diff --git a/src/pages/planes/near/faewolde.md b/src/pages/planes/near/faewolde.md index 762b496..902429e 100644 --- a/src/pages/planes/near/faewolde.md +++ b/src/pages/planes/near/faewolde.md @@ -1,5 +1,5 @@ --- -title: "The Faewolde" +title: 'The Faewolde' description: The Plane of Faerie for OSR gaming. date_pub: 2023-05-04T18:10:00-04:00 section: planes @@ -7,117 +7,119 @@ content_type: feature short_code: pnf --- +[[toc]] + _The Plane of Faerie_ -- A plane of wild, primal magic, mostly consisting of a great forest surrounded by various domains. -- Depending on the season, the plane is ruled by one of the four seasonal courts. - - Seasons typically last around 4 years, although some last much longer. - - It is currently the last year of a 10-year-long summer. -- The length of each day and night are random, averaging just around 12 hours. - - Most last between 9 and 15 hours, although some have been known to last 24 hours or more. +- A plane of wild, primal magic, mostly consisting of a great forest surrounded by various domains. +- Depending on the season, the plane is ruled by one of the four seasonal courts. + - Seasons typically last around 4 years, although some last much longer. + - It is currently the last year of a 10-year-long summer. +- The length of each day and night are random, averaging just around 12 hours. + - Most last between 9 and 15 hours, although some have been known to last 24 hours or more. ### Major Races -- Boggarts / Boggies (Goblins) -- Brownies -- Bullywugs -- Centaur -- Darklings -- Dryads -- Dwarves -- Elves -- Faerie Dragons -- Firbolgs -- Dragons -- Giants -- Griffons -- Harekin -- Pixies -- Quicklings -- Redcaps (Hobgoblins) -- Satyrs -- Sprites -- Trolls -- Unicorns -- Vampires -- Will'o'wisps -- Wyrmlings (Pseudodragons) -- ...plus various awakened / enchanted birds and beasts of the woodlands +- Boggarts / Boggies (Goblins) +- Brownies +- Bullywugs +- Centaur +- Darklings +- Dryads +- Dwarves +- Elves +- Faerie Dragons +- Firbolgs +- Dragons +- Giants +- Griffons +- Harekin +- Pixies +- Quicklings +- Redcaps (Hobgoblins) +- Satyrs +- Sprites +- Trolls +- Unicorns +- Vampires +- Will'o'wisps +- Wyrmlings (Pseudodragons) +- ...plus various awakened / enchanted birds and beasts of the woodlands ### Realms #### The Great Forest -- A massive expanse of old-growth trees of all kinds, intersected with various, ever-changing pathways. -- Many of the animals (and some of the trees) can readily speak Low Fae. -- The realms of the [Fae Courts](#the-fae-courts) lie in the four cardinal directions (Summer to the North, Autumn to the East, Winter to the South, and Spring to the West). - - Different species of plants and animals become more (or less) prevalent as one approaches the courts. -- The various [Mirthlands](#the-mirthlands) lie at the edges of the great forest, between the court realms. -- Portals to (and from) here occasionally manifest in the material planes at locations of great, natural power (often in the most ancient forests). +- A massive expanse of old-growth trees of all kinds, intersected with various, ever-changing pathways. +- Many of the animals (and some of the trees) can readily speak Low Fae. +- The realms of the [Fae Courts](#the-fae-courts) lie in the four cardinal directions (Summer to the North, Autumn to the East, Winter to the South, and Spring to the West). + - Different species of plants and animals become more (or less) prevalent as one approaches the courts. +- The various [Mirthlands](#the-mirthlands) lie at the edges of the great forest, between the court realms. +- Portals to (and from) here occasionally manifest in the material planes at locations of great, natural power (often in the most ancient forests). ##### Locations -- **The Moot**: The crossroads of the plane, where many different pathways literally intersect, including some that lead to other planes of existence. -- **The Wandering Lake**: A large body of fresh water that teleports to a new place everyday, temporarily flooding wherever it goes. +- **The Moot**: The crossroads of the plane, where many different pathways literally intersect, including some that lead to other planes of existence. +- **The Wandering Lake**: A large body of fresh water that teleports to a new place everyday, temporarily flooding wherever it goes. #### The Mirthlands -- An odd assortment of dominions, each under the control of one or more Archfae. -- Each has a climate and tone dictated by the Archfae in charge, leading to abrupt changes when traveling between the Mirthlands. +- An odd assortment of dominions, each under the control of one or more Archfae. +- Each has a climate and tone dictated by the Archfae in charge, leading to abrupt changes when traveling between the Mirthlands. #### Known Mirthlands -- **The Giant Mountains**: Massive mountains populated by various kinds of giants. +- **The Giant Mountains**: Massive mountains populated by various kinds of giants. -- **Tu'un'lan**: A chaotic land of wild illusions. +- **Tu'un'lan**: A chaotic land of wild illusions. - - Home of the Tu'un, a race of strange pixies that disguise themselves in bright, illusory shapes, and then engage in bloodless (but hilarious) ritual combat. + - Home of the Tu'un, a race of strange pixies that disguise themselves in bright, illusory shapes, and then engage in bloodless (but hilarious) ritual combat. -- **Fun'ga'lan (The Kingdom of the Mushrooms)**: A land of immense mushrooms and tall, viny plants. - - Home of the Fun'to, a race of short, adorable mushroom people. - - Ruled by the tyrannical dragon, Bau'sa, King of the Kuu'pah +- **Fun'ga'lan (The Kingdom of the Mushrooms)**: A land of immense mushrooms and tall, viny plants. + - Home of the Fun'to, a race of short, adorable mushroom people. + - Ruled by the tyrannical dragon, Bau'sa, King of the Kuu'pah #### The Underwolde -- Enormous underground caverns that exist beneath the Great Forest. -- Controlled by the Fomar, a race of misshapen ogres. +- Enormous underground caverns that exist beneath the Great Forest. +- Controlled by the Fomar, a race of misshapen ogres. #### The Fae Courts -- All creatures who live in the Faewolde owe allegiance to either (or both) the Day Queen and/or Night King, but must obey the rules of each court when they are in charge. -- Each court has it's own climate, with the surrounding woods reflecting that climate. -- Each courts' power peaks during it's time of day and season. +- All creatures who live in the Faewolde owe allegiance to either (or both) the Day Queen and/or Night King, but must obey the rules of each court when they are in charge. +- Each court has it's own climate, with the surrounding woods reflecting that climate. +- Each courts' power peaks during it's time of day and season. **The Seelie (Day) Court** - The fairest of the noble Fae. -- Live in Castle Noonsky, in the clouds high above the Summer Realm of Everbright. -- Ruled by the Day Queen, Tay'tan'ya. -- Surrounded by deciduous, fruiting trees that are almost always in season. +- Live in Castle Noonsky, in the clouds high above the Summer Realm of Everbright. +- Ruled by the Day Queen, Tay'tan'ya. +- Surrounded by deciduous, fruiting trees that are almost always in season. **The Evening Court** - Pensive, occasionally gloomy Fae nobles of varying colors and appearances. -- Live in Castle Twilight, at the edge of the Autumn Realm of Evergloom. -- Ruled by the Dusk Prince, E'Duar, and his sickly sister, B'Laa, Princess of the Moon. -- Surrounded by maples and various deciduous trees that grows leaves in the morning, only for them to change color and wither by days end, falling overnight. +- Live in Castle Twilight, at the edge of the Autumn Realm of Evergloom. +- Ruled by the Dusk Prince, E'Duar, and his sickly sister, B'Laa, Princess of the Moon. +- Surrounded by maples and various deciduous trees that grows leaves in the morning, only for them to change color and wither by days end, falling overnight. **The Unseelie (Night) Court** - Haunting, dark, and occasionally terrifying noble Fae. -- Live in Castle Midnight, deep in the Ice Mountains of the Winter Realm of Evernight. -- Ruled by the Night King, O'bron, the Cold. -- Surrounded by coniferous evergreens and blackened, leafless deciduous trees. +- Live in Castle Midnight, deep in the Ice Mountains of the Winter Realm of Evernight. +- Ruled by the Night King, O'bron, the Cold. +- Surrounded by coniferous evergreens and blackened, leafless deciduous trees. **The Morning Court** - The smallest but most energetic of the noble Fae. -- Live in Castle Daybreak, in the center of the Spring Realm of Everbloom. -- Ruled by the Dawn Princess, Aur'on'ya. -- Surrounded by willows and blossoming deciduous trees. +- Live in Castle Daybreak, in the center of the Spring Realm of Everbloom. +- Ruled by the Dawn Princess, Aur'on'ya. +- Surrounded by willows and blossoming deciduous trees. ### Other Creatures -- Basilisks -- Blink Dogs -- Dragons -- Pegasi -- Owlbears -- Shambling Mounds -- ...plus the various woodlands birds and beasts +- Basilisks +- Blink Dogs +- Dragons +- Pegasi +- Owlbears +- Shambling Mounds +- ...plus the various woodlands birds and beasts diff --git a/src/pages/planes/near/index.md b/src/pages/planes/near/index.md index 5747946..0083cbe 100644 --- a/src/pages/planes/near/index.md +++ b/src/pages/planes/near/index.md @@ -8,6 +8,8 @@ content_type: feature short_code: pn1 --- +[[toc]] + ### The Dreamlands _The Plane of Imagination_ @@ -26,9 +28,9 @@ _The Plane of the Dead_ _The Plane of Faerie_ -[More Details](./faewolde.html) - - The whole plane is infused with a wild, primal magic. - Depending on the season (and time of day), ruled by either the Day Queen and her Seelie Court, or the Night King and his Unseelie Court. - Most consists of a great forest, surrounded by numerous smaller domains called the Mirthlands, controlled by the various Archfae. - Portals to the Faewolde occasionally manifest in the material planes at locations of great, natural power (often in the most ancient forests). + +[More Details](./faewolde.html) diff --git a/src/pages/races/automaton.md b/src/pages/races/automaton.md index 28ff3af..49d98d7 100644 --- a/src/pages/races/automaton.md +++ b/src/pages/races/automaton.md @@ -1,8 +1,7 @@ --- title: Automaton -description: TBD +description: Magically-powered, fully sentient beings composed of metal and wood. date_pub: 2023-02-15T00:26:00-05:00 -date_upd: 2023-02-15T00:26:00-05:00 section: races content_type: feature short_code: ra1 @@ -10,6 +9,8 @@ short_code: ra1 [[toc]] +A magically-powered, sentient being composed of metal and wood. +
    | | | @@ -17,33 +18,11 @@ short_code: ra1 | **Requirements** | Minimum CON 9 | | **Ability modifiers** | None | | **Languages** | Alignment, Common | +| **Size** | Medium |
    -Automatons are magically-powered, fully sentient beings composed of metal and wood. - -### Available Classes and Max Level - -- **Assassin**: 10th -- **Barbarian**: 8th -- **Bard**: 8th -- **Cleric**: 7th -- **Corsair**: 10th -- **Druid**: 7th -- **Fighter**: 12th -- **Knight**: 10th -- **Mystic**: 7th -- **Paladin**: 8th -- **Priest**: 7th -- **Ranger**: 7th -- **Sorcerer**: 9th -- **Thief**: 10th -- **Warlock**: 9th -- **Wizard**: 9th - -### Artificial Resilience - -Possess remarkable fortitude: +### Artificially Resilient - No need to eat, drink, or breathe. - Immune to disease. @@ -52,12 +31,16 @@ Possess remarkable fortitude: ### Integrated Armor -Body has built=in defensive layers which may be enhanced with armor. +Body has built-in defensive layers which may be enhanced with armor. -- +1 to Armor Class. +- +1 to base Armor Class. - Takes one hour to don or doff armor, must remain in contact with armor for duration. - Worn armor can't be removed while living. + + ### Sentry Mode To gain benefits of long rest, must spend at least six hours in an inactive, motionless state (rather than sleeping). diff --git a/src/pages/races/beastkin.md b/src/pages/races/beastkin.md new file mode 100644 index 0000000..ed5459d --- /dev/null +++ b/src/pages/races/beastkin.md @@ -0,0 +1,210 @@ +--- +title: Beastkin +description: TBD +date_pub: 2023-02-15T00:26:00-05:00 +section: races +content_type: feature +short_code: rbe +status: hidden +--- + +[[toc]] + +
    + +| | | +| --------------------- | --------------------------- | +| **Requirements** | None | +| **Ability modifiers** | None (Unless Specified) | +| **Languages** | Alignment, Common, Beaspeak | +| **Size** | Medium | + +
    + +### Beaspeak + +A common language spoken by all beastkin, with each subtype having its own dialect. + +### Subtype + +The type of beastkin, defining the appearance and edges that they (and others like them) have. + +#### Alligator + +- [Natural Armor](./edges/index.html#natural-armor) +- [Natural Weapons](./edges/index.html#natural-weapon): Bite (1d4), Tail Slam (1d6) +- [Swimming](./edges/index.html#swimming) + +#### Armadillo + +- [Hearty](./edges/index.html#hearty) +- [Natural Armor](./edges/index.html#natural-armor) +- [Tough](./edges/index.html#tough) + +#### Bat + +- [Echolocation](./edges/index.html#echolocation) +- [Stealthy](./edges/index.html#stealthy) +- [Wings](./edges/index.html#wings) + +#### Boar + +- Frenzy +- [Natural Weapons](./edges/index.html#natural-weapon): Tusks (1d6) +- [Tough](./edges/index.html#tough) + +#### Bull + +- [Enhanced Strength](./edges/index.html#enhanced-strength) +- [Natural Weapons](./edges/index.html#natural-weapon): Hooves (1d4), Horns (1d6) +- [Tough](./edges/index.html#tough) + +#### Chameleon + +- [Chameleon Skin](./edges/index.html#chameleon-skin) +- [Enhanced Climbing](./edges/index.html#enhanced-climbing) +- [Sticky Tongue](./edges/index.html#sticky-tongue) + +#### Cougar + +- [Claws](./edges/index.html#claws) +- [Enhanced Leaping](./edges/index.html#enhanced-leaping) +- [Natural Weapons](./edges/index.html#natural-weapon): Bite (1d4) +- [Stealthy](./edges/index.html#stealthy) + +#### Crab + +- [Amphibious](./edges/index.html#amphibious) +- [Natural Armor](./edges/index.html#natural-armor) +- [Pincer](./edges/index.html#pincer) + +#### Deer + +- [Enhanced Movement](./edges/index.html#enhanced-movement) +- [Natural Weapons](./edges/index.html#natural-weapon): Hooves (1d4), Horns (1d4) +- [Sure-Footed](./edges/index.html#sure-footed) + +#### Duck + +- [Natural Compass](./edges/index.html#natural-compass) +- [Swimming](./edges/index.html#swimming) +- [Wings](./edges/index.html#wings) + +#### Elephant + +- [Large Size](./edges/index.html#large-size) +- [Prehensile Trunk](./edges/index.html#prehensile-trunk) +- [Natural Armor](./edges/index.html#natural-armor) + +#### Fox + +- [Enhanced Hearing](./edges/index.html#enhanced-hearing) +- [Enhanced Smell](./edges/index.html#enhanced-smell) +- [Natural Weapons](./edges/index.html#natural-weapon): Fangs (1d40) +- [Stealthy](./edges/index.html#stealthy) + +#### Frog + +- [Amphibious](./edges/index.html#amphibious) +- [Enhanced Leaping](./edges/index.html#enhanced-leaping) +- [Sticky Tongue](./edges/index.html#sticky-tongue) + +#### Goat + +- [Enhanced Digestion](./edges/index.html#enhanced-digestion) +- [Enhanced Sight](./edges/index.html#enhanced-sight) +- [Natural Weapons](./edges/index.html#natural-weapon): Hooves (1d4), Horns (1d4) + +#### Gorilla + +- [Enhanced Strength](./edges/index.html#enhanced-strength) +- [Enhanced Climbing](./edges/index.html#enhanced-climbing) +- [Prehensile Feet](./edges/index.html#prehensile-feet) + +#### Hawk + +- [Enhanced Sight](./edges/index.html#enhanced-sight) +- [Natural Compass](./edges/index.html#natural-compass) +- [Natural Weapons](./edges/index.html#natural-weapon): Beak (1d4), Talons (1d4) +- [Wings](./edges/index.html#wings) + +#### Horse + +- [Enhanced Movement](./edges/index.html#enhanced-movement) +- [Enhanced Strength](./edges/index.html#enhanced-strength) +- [Natural Weapons](./edges/index.html#natural-weapon): Hooves (1d4) + +#### Monkey + +- [Enhanced Climbing](./edges/index.html#enhanced-climbing) +- [Enhanced Leaping](./edges/index.html#enhanced-leaping) +- [Prehensile Feet](./edges/index.html#prehensile-feet) + +#### Otter + +- [Contortionist](./edges/index.html#contortionist) +- [Natural Weapons](./edges/index.html#natural-weapon): Bite (1d4) +- [Swimming](./edges/index.html#swimming) + +#### Porcupine + +- [Infravision](./edges/index.html#infravision) +- [Hearty](./edges/index.html#hearty) +- [Quills](./edges/index.html#quills) + +#### Racoon + +- [Enhanced Digestion](./edges/index.html#enhanced-digestion) +- [Infravision](./edges/index.html#infravision) +- [Stealthy](./edges/index.html#stealthy) + +#### Rhinoceros + +- [Enhanced Strength](./edges/index.html#enhanced-strength) +- [Natural Weapons](./edges/index.html#natural-weapon): Horn (1d6) +- [Tough](./edges/index.html#tough) + +#### Sheep + +- [Enhanced Sight](./edges/index.html#enhanced-sight) +- [Natural Weapons](./edges/index.html#natural-weapon): Hooves (1d4), Horns (1d4) +- [Sure-Footed](./edges/index.html#sure-footed) + +#### Skunk + +- [Stink Spray](./edges/index.html#stink-spray) +- [Infravision](./edges/index.html#infravision) +- [Stealthy](./edges/index.html#stealthy) + +#### Snake + +- [Contortionist](./edges/index.html#contortionist) +- [Poisonous](./edges/index.html#poisonous) +- [Stealthy](./edges/index.html#stealthy) + +#### Tiger + +- [Natural Weapons](./edges/index.html#natural-weapon): Bite (1d4), Claw (1d4) +- [Enhanced Sight](./edges/index.html#enhanced-sight) +- [Enhanced Smell](./edges/index.html#enhanced-smell) +- [Enhanced Strength](./edges/index.html#enhanced-strength) + +#### Turtle + +- [Carapace](./edges/index.html#carapace) +- [Claws](./edges/index.html#claws) +- [Swimming](./edges/index.html#swimming) + +#### Weasel + +- [Contortionist](./edges/index.html#contortionist) +- [Infravision](./edges/index.html#infravision) +- [Stealthy](./edges/index.html#stealthy) + +#### Wolf + +- [Enhanced Hearing](./edges/index.html#enhanced-hearing) +- [Enhanced Smell](./edges/index.html#enhanced-smell) +- [Infravision](./edges/index.html#infravision) +- [Natural Weapons](./edges/index.html#natural-weapon): Bite (1d4), Claw (1d4) +- [Enhanced Movement](./edges/index.html#enhanced-movement) diff --git a/src/pages/races/bugbear.md b/src/pages/races/bugbear.md index 34721cd..51e1c9a 100644 --- a/src/pages/races/bugbear.md +++ b/src/pages/races/bugbear.md @@ -1,12 +1,14 @@ --- -title: Bugbear (Race) -description: The Bugbear race for OSR gaming. +title: Bugbear +description: Large, hairy goblin-like creatures. date_pub: 2023-07-04T15:12:00-04:00 section: races content_type: feature short_code: rbu --- +A 7'-tall, hairy, goblin-like creature. + [[toc]]
    @@ -16,38 +18,15 @@ short_code: rbu | **Requirements** | CON 9+ | | **Ability modifiers** | +1 STR, -1 WIS | | **Languages** | Alignment, Common, Goblinoid | +| **Size** | Medium |
    -Large, hairy goblin-like creatures. - -### Available Classes and Max Level - -- **Assassin**: 10th -- **Barbarian**: 11th -- **Bard**: 6th -- **Cleric**: 8th -- **Corsair**: 8th -- **Druid**: 9th -- **Fighter**: 10th -- **Knight**: 6th -- **Mystic**: 8th -- **Paladin**: 7th -- **Priest**: 8th -- **Ranger**: 10th -- **Sorcerer**: 9th -- **Thief**: 10th -- **Warlock**: 9th -- **Wizard**: 8th - -### Detect Secrets & Traps - -2-in-6 chance of detecting construction tricks (secret doors, panels, etc.) or non-magical room traps while underground. - -### Infravision - -Can see heat signatures up to 60', even in total darkness. - ### Fortitude -Gains CON bonus + 2 to all saves vs poison, spells, and wielded items. +Gains a bonus to all saves vs poison, spells, and wielded items equal to CON bonus + 2. + +### Subterranean Dweller + +- 60' [infravision](/rules/adventuring.html#infravision) +- +3 when searching for construction tricks (secret doors, panels, etc.) or non-magical room traps while underground. diff --git a/src/pages/races/centaur.md b/src/pages/races/centaur.md new file mode 100644 index 0000000..1572a17 --- /dev/null +++ b/src/pages/races/centaur.md @@ -0,0 +1,36 @@ +--- +title: Centaur +description: Race of beings possessing a humanoid upper body and the legs and lower body of a horse. +date_pub: 2024-11-27T21:55:37.000-04:00 +section: races +content_type: feature +short_code: rce +--- + +A creature possessing a humanoid upper body and a horse-like lower body. + +[[toc]] + +
    + +| | | +| --------------------- | ----------------- | +| **Requirements** | CON 9 | +| **Ability modifiers** | +1 STR, -1 INT | +| **Languages** | Alignment, Common | +| **Size** | Medium | + +
    + +### Charge + +Inflicts double damage when wielding a lance or other weapon with [Charge property](/rules/combat.html#weapon-properties). + +- Can't use while engaged in melee. +- Requires a clear run of 60' (20 yards). + +### Equine Body + +- 60' base movement speed. +- Can carry and open doors as next highest STR category. +- Unarmed attacks deal 1d4 damage (hooves). diff --git a/src/pages/races/dracokin.md b/src/pages/races/dracokin.md index db40f48..5af84a4 100644 --- a/src/pages/races/dracokin.md +++ b/src/pages/races/dracokin.md @@ -1,13 +1,14 @@ --- -title: Dracokin race -description: TBD +title: Dracokin +description: Scaled lizard-people with an apparent (if distant) ancestry to dragons. date_pub: 2023-02-15T00:26:00-05:00 -date_upd: 2023-04-01T21:18:00-04:00 section: races content_type: feature short_code: rda --- +A scaled lizard-like humanoid with an apparent (if distant) ancestry to dragons. + [[toc]]
    @@ -17,30 +18,10 @@ short_code: rda | **Requirements** | Minimum CON 9 | | **Ability modifiers** | +1 STR, -1 WIS | | **Languages** | Alignment, Common, Draconic | +| **Size** | Medium |
    -Scaled lizard-people with an apparent (if distant) ancestry to dragons. - -### Available Classes and Max Level - -- **Assassin**: 10th -- **Barbarian**: 11th -- **Bard**: 7th -- **Cleric**: 7th -- **Corsair**: 9th -- **Druid**: 7th -- **Fighter**: 12th -- **Knight**: 11th -- **Mystic**: 7th -- **Paladin**: 11th -- **Priest**: 7th -- **Ranger**: 12th -- **Sorcerer**: 9th -- **Thief**: 9th -- **Warlock**: 9th -- **Wizard**: 9th - ### Breath Weapon Exhale destructive energy. @@ -62,29 +43,29 @@ Exhale destructive energy. ### Draconic Ancestry -Choose (or roll) a type of dragon to determine breath weapon damage and area. +Type of dragon determines breath weapon damage and area. - +2 to all saves vs Blasts of the same type as breath weapon.
    -| 1d20 | Color | Breath Weapon | -| :---: | :------: | :------------------------: | -| 1 | Amethyst | 30' Line of Cold | -| 2-3 | Black | 30' Line of Acid | -| 4-5 | Blue | 30' Line of Lightning | -| 6 | Brass | 20' Cone of Sleep Gas[^1] | -| 7 | Bronze | 30' Line of Lightning | -| 8 | Copper | 30' Line of Acid | -| 9 | Emerald | 20' Cone of Acid | -| 10 | Gold | 20' Cone of Fire | -| 11-12 | Green | 10' Cloud of Chlorine Gas | -| 13 | Onyx | 10' Cloud of Chlorine Gas | -| 14-15 | Red | 20' Cone of Fire | -| 16 | Ruby | 30' Line of Fire | -| 17 | Silver | 20' Cone of Cold | -| 18 | Topaz | 10' Cloud of Sleep Gas[^1] | -| 19-20 | White | 20' Cone of Cold | +| 1d20 | Color | Breath Weapon | +| :---: | :------: | :-----------------------: | +| 1 | Amethyst | 30' Line of Cold | +| 2-3 | Black | 30' Line of Acid | +| 4-5 | Blue | 30' Line of Lightning | +| 6 | Brass | 20' Cone of Sleep Gas[^1] | +| 7 | Bronze | 30' Line of Lightning | +| 8 | Copper | 30' Line of Acid | +| 9 | Emerald | 20' Cone of Acid | +| 10 | Gold | 20' Cone of Fire | +| 11-12 | Green | 10' Cloud of Chlorine Gas | +| 13 | Onyx | 10' Cloud of Chlorine Gas | +| 14-15 | Red | 20' Cone of Fire | +| 16 | Ruby | 30' Line of Fire | +| 17 | Sapphire | 20' Cone of Lightning | +| 18 | Silver | 20' Cone of Cold | +| 19-20 | White | 20' Cone of Cold | [Dracokin Draconic Ancestry] diff --git a/src/pages/races/drawbacks/index.md b/src/pages/races/drawbacks/index.md new file mode 100644 index 0000000..a776455 --- /dev/null +++ b/src/pages/races/drawbacks/index.md @@ -0,0 +1,19 @@ +--- +title: Drawbacks +description: TBD +date_pub: 2024-06-02T21:30:05.000-04:00 +section: races +content_type: feature +short_code: reg +status: hidden +--- + +[[toc]] + +### Light Sensitivity + +Gets -2 to attack rolls and -1 to AC when in bright light (daylight, [Continual Light](/spells/continual-light.html), etc.). + +### Sensitive to Evil + +Gets -2 to attack rolls and -1 to AC when near powerful "evil" force (relic or sentient creature of level+3 HD or greater). diff --git a/src/pages/races/drow.md b/src/pages/races/drow.md index 1059c83..a3a35b5 100644 --- a/src/pages/races/drow.md +++ b/src/pages/races/drow.md @@ -1,67 +1,36 @@ --- -title: Drow (Race) -description: The Drow race for DAGGR / OSR gaming. +title: Drow +description: Dark-skinned, slender demihumans, possibly related to elves, who dwell deep underground. date_pub: 2023-04-01T21:06:00-04:00 section: races content_type: feature short_code: rdr --- +A dark-skinned, slender, fey-like demihuman who can typically be found living deep underground. + [[toc]]
    -| | | -| --------------------- | ---------------------------------------------- | -| **Requirements** | Minimum INT 9 | -| **Ability modifiers** | -1 CON, +1 DEX | -| **Languages** | Alignment, Common, Deepcommon, Elvish, Gnomish | +| | | +| --------------------- | --------------------------------------------- | +| **Requirements** | Minimum INT 9 | +| **Ability modifiers** | -1 CON, +1 DEX | +| **Languages** | Alignment, Common, Duncommon, Elvish, Gnomish | +| **Size** | Medium |
    -Dark-skinned, slender demihumans, possibly related to elves, who dwell deep underground. +### Enhanced Subterranean Perception -### Available Classes and Max Level - -- **Assassin**: 10th -- **Barbarian**: 10th -- **Bard**: 7th -- **Bloodmage**: 9th -- **Cleric**: 11th -- **Corsair**: 11th -- **Druid**: 9th -- **Fighter**: 7th -- **Knight**: 9th -- **Mystic**: 7th -- **Paladin**: 7th -- **Priest**: 11th -- **Ranger**: 9th -- **Sorcerer**: 9th -- **Thief**: 11th -- **Warlock**: 11th -- **Wizard**: 9th - -### Detect Secrets - -2-in-6 chance of detecting secret doors, panels, etc. while underground. - -### Hear Noises - -2-in-6 chance (ex: when listening at a door). - -### Immune to Ghoul Paralysis - -Unaffected by the paralysis inflicted by ghouls. - -### Infravision - -Sees heat signatures up to 60', even in total darkness. +- 90' [infravision](/rules/adventuring.html#infravision) +- +3 when searching for secret doors, panels, etc. while underground. +- +3 when listening for noises. +- Disadvantage on attack rolls checks involving seeing when in bright light (daylight, [Continual Light](/spells/continual-light.html), etc.). ### Innate Magic +- Immune to the paralysis inflicted by ghouls. - From 2nd level, can cast [Darkness](/spells/light.html#darkness) once per day. - From 4th level, can cast [Detect Magic](/spells/detect-magic.html) once per day. - -### Light Sensitivity - --2 to attack rolls and -1 to AC when in bright light (daylight, [Continual Light](/spells/continual-light.html), etc.). diff --git a/src/pages/races/dwarf.md b/src/pages/races/dwarf.md index cf23fb0..2acada7 100644 --- a/src/pages/races/dwarf.md +++ b/src/pages/races/dwarf.md @@ -1,78 +1,43 @@ --- -title: Dwarf (Race) -description: The Dwarf race for OSR gaming. +title: Dwarf +description: Short and hairy demihumans with an affinity for mining and crafting. date_pub: 2023-04-01T21:06:00-04:00 section: races content_type: feature short_code: rdw --- -Short and hairy demihumans with an affinity for mining and crafting. +A stout, bearded demihuman, about 4' tall, who typically lives underground and loves gold, crafting, fine food, and strong drink. [[toc]]
    -| | | -| --------------------- | ---------------------------------------------------- | -| **Requirements** | Minimum CON 9 | -| **Ability modifiers** | -1 CHA, +1 CON | -| **Languages** | Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold | +| | | +| --------------------- | ----------------------------------------------- | +| **Requirements** | Minimum CON 9 | +| **Ability modifiers** | -1 CHA, +1 CON | +| **Languages** | Alignment, Common, Dwarvish, Gnomish, Goblinoid | +| **Size** | Medium |
    -Stout, bearded demihumans, about 4' tall, who usually live underground and love gold, crafting, fine food, and strong drink. +- **Smell Gold**: With a successful WIS check, knows the direction to the nearest stash of gold within 100'. -### Available Classes and Max Level +### Magical Resilience -- **Assassin**: 7th -- **Barbarian**: 10th -- **Bard**: 9th -- **Cleric**: 10th -- **Corsair**: 7th -- **Druid**: 10th -- **Fighter**: 8th -- **Knight**: 8th -- **Mystic**: 10th -- **Paladin**: 8th -- **Priest**: 10th -- **Ranger**: 9th -- **Sorcerer**: 8th -- **Thief**: 7th -- **Warlock**: 8th -- **Wizard**: 8th +Gains a bonus to all saves vs poison, spells, and wielded items equal to CON bonus + 2. -### Detect Secrets & Traps +- Immune to the paralysis inflicted by ghouls. -2-in-6 chance of detecting construction tricks (secret doors, panels, etc.) or non-magical room traps while underground. +### Subterranean Perception -### Infravision - -Can see heat signatures up to 60', even in total darkness. - -### Hear Noises - -2-in-6 chance (ex: when listening at a door). - -### Resilience - -Natural fortitude and resistance to magic grants bonus to saves vs poison, spells, and wielded items (wand, rods, staves, etc.), based on CON: - -
    - -| CON | Bonus | -| :--------: | :---: | -| 6 or lower | 0 | -| 7-10 | +2 | -| 11-14 | +3 | -| 15-17 | +4 | -| 18+ | +5 | - -[Dwarf Save Bonus] - -
    +- 60' [infravision](/rules/adventuring.html#infravision) +- +3 when searching for construction tricks (secret doors, panels, etc.) or non-magical room traps while underground. +- +3 when listening for noises. ### Small Stature -- Can only use small or normal sized-weapons. - - Cannot use longbows or 2-handed swords. +Can only use small or medium sized-weapons. + +- Cannot use longbows or 2-handed swords. diff --git a/src/pages/races/edges/index.md b/src/pages/races/edges/index.md new file mode 100644 index 0000000..e6d0f48 --- /dev/null +++ b/src/pages/races/edges/index.md @@ -0,0 +1,394 @@ +--- +title: Edges +description: TBD +date_pub: 2024-06-02T21:30:05.000-04:00 +section: races +content_type: feature +short_code: reg +status: hidden +--- + +[[toc]] + +Edges are special traits that grant bonus abilities, actions, or attributes to their owners. + +Edges can be used for Cyborgs, Mutants, Robots, or Beastkin (who usually possess the same edges as other beastkin of the same genotype). + +### Absorb Energy + +Take 1/2 damage from energy attacks. + +### Absorb Kinetic Energy + +Take 1/2 damage from kinetic attacks (most weapons). + +### Amphibious + +Can breathe and move at normal speed while in water. + +### Artificial Resilience\* + +- No need to eat, drink, or breathe. +- Immune to disease. +- +2 on saving throws vs. poison +- No need to sleep and can't be put to sleep by magic. + - Rather than sleeping, must spend at least six hours in a motionless, inactive state. + - While in this state, can see and hear as normal despite appearing inert. + +### Breath Weapon + +Exhale destructive energy. + +- May be used a number of times per day equal to 1/2 level, rounded up. +- All creatures in area must **Save vs Blasts**, taking listed damage on a fail and half-damage on a success: + +
    + +| Level | HP Damage | +| :---: | :-------: | +| 1-5 | 2d4 | +| 6-11 | 3d4 | +| 12+ | 4d4 | + +[Breath Weapon Damage] + +
    + +### Carapace + +Provides protection as indicated. + +- Cannot wear other armor. + +
    + +| Level | Armor Class | +| :---: | :---------: | +| 1-4 | 13 | +| 5-8 | 15 | +| 9+ | 17 | + +[Carapace Armor Class] + +
    + +### Chameleon Skin + +Able to change skin color to match surroundings. + +- Gets +33% (2-in-6) bonus to stealth checks (ex: hide in shadows). + +### Claws + ++1d2 damage to unarmed attacks. + +### Contortionist + +Can fit through any space head an fit through, +2 / +4 to all checks and saves involving twisting or squeezing body. + +### Detect Secrets & Traps + +2-in-6 chance of detecting construction tricks (secret doors, panels, etc.) or non-magical room traps while underground. + +### Echolocation + +Can "see" up to 60' via high-pitched sounds, functions in total darkness, around corners, and thru thin walls. Can be heard by those with enhanced hearing (or echolocation). + +### Energy Blast + +1d6 damage, level x 10' range, type of energy chosen when added to character. + +- Energy types: heat, cold, lightning, sonic, +- May be used a number of times per day equal to 1/2 level, rounded up. + +### Enhanced Abilities + +May distribute 2 additional points among ability scores, with a maximum of 20. + +### Enhanced Climbing + ++2 to all checks or saves involving climbing or grabbing onto ledges (ex: falling). + +### Enhanced Digestion + +Can gain nourishment from any organic matter that can be chewed and swallowed (ex: paper, tree bark, natural sponges, leather). + +### Enhanced Hearing + +50% (3-in-6) chance to hear noises (ex: when listening at a door). + +### Enhanced Leaping + +Can leap up to 1/2 normal movement speed (horizontally & vertically). + +### Enhanced Movement + ++20' to movement speed. + +### Enhanced Smell + ++2 to all perception checks involving scents and odors. + +### Enhanced Sight + ++2 to all perception checks involving sight. + +### Enhanced Speed + +May move and act at double speed for up to 1 turn, as per [Haste spell](https://www.planarvagabond.com/spells/haste.html) + +- May be used a number of times per day equal to 1/4 level, rounded up. + +### Enhanced Strength + ++1 STR. + +- Can carry and open doors as next highest STR category. + +### Extra Arms + +Gains additional arms and an additional attack with _one_ of them. + +### Extra Senses + +Can detect invisible creatures to level x 5'. + +### Extraordinary Luck + +- May be used a number of times per day equal to 1/2 level, rounded up. +- After any die roll, may force a re-roll, taking either the highest or lowest result (player's choice). + +### Fortitude + +Gains CON bonus + 2 to all saves vs poison, spells, and wielded items. + +### Frenzy + +https://coinsandscrolls.blogspot.com/2017/09/osr-class-barbarians.html +https://dwarfstar.brainiac.com/ds_barbarianprince.html +https://savevsdragon.blogspot.com/2017/03/new-bx-character-classes-3-barbarians.html +https://bxblackrazor.blogspot.com/2009/09/bx-barbarians.html + +### Grow + +Double in size for up to 1 turn, as per [Grow spell](https://www.planarvagabond.com/spells/grow.html) + +- May be used a number of times per day equal to 1/4 level, rounded up. + +### Hearty + ++2 to non-magical saving throws. + +### Hold Breath + +Can hold breath for up to 1 hour. + +### Holographic Skin + +May turn invisible for up to 1 turn, as per [Invisibility spell](https://www.planarvagabond.com/spells/invisibility.html) + +- May be used a number of times per day equal to 1/4 level, rounded up. + +### Immune to Ghoul Paralysis + +Unaffected by the paralysis inflicted by ghouls. + +### Infravision + +Can see heat signatures up to 60', even in total darkness. + +### Innate Magic + +- From 2nd level, can cast a specific level 1 spell (ex: [Darkness](/spells/light.html#darkness)) once per day. +- From 4th level, can cast a specific level 1 or level 2 spell (ex: [Detect Magic](/spells/detect-magic.html)) once per day. + +### Innate Resilience + +Gets +2 bonus to saves vs poison, spells, and wielded items. + +### Integrated Armor + +Body has built-in defensive layers which may be enhanced with armor. + +- +1 to Armor Class. +- Takes one hour to don or doff armor, must remain in contact with armor for duration. +- Worn armor can't be removed while living. + +### Large Size + +- Armor and weapons must be tailored to size. +- Can wield any two-handed melee weapon with only one hand. +- Can carry and open doors as next highest STR category. + +### Light blast + +Target within level x 10' must **Save vs Spells** or be [blinded](/rules/adventuring.html#blinded) for 1 turn. + +- May be used a number of times per day equal to 1/4 level, rounded up. + +### Mental squeeze + +Target must **Save vs Paralysis** or be held in place, taking 1d6 damage each round (victim can try to save on subsequent rounds). + +- May be used a number of times per day equal to 1/4 level, rounded up. + +### Natural Armor + +- +2 AC while not wearing armor. +- Can be combined with a shield. + +### Natural Compass + +Max 17% (1-in-6) chance to get lost. + +### Natural Weapon + +Can be used to make a melee attack, dealing the indicated damage on a successful hit. + +### Pincer + +Unarmed attacks deal 1d3 damage plus locks onto victim, automatically dealing 1d3 damage while locked (**Save vs Paralyze** to escape). + +### Plasticity + +Reach increases by 15', can melee attack at that range. + +### Poisonous + +Has a 1d3 melee attack that also inflicts poison. + +- May be used a number of times per day equal to 1/4 level, rounded up. +- Roll or pick a poison effect: + - Blindness - **Save vs Poison** or be [blinded](/rules/adventuring.html#blinded) for 1d6 turns + - Paralysis - **Save vs Poison** or be [paralyzed](/rules/adventuring.html#paralyzed) for 1d6 turns. + - Sickness - **Save vs Poison** or be [poisoned](/rules/adventuring.html#poisoned) for 1d4 turns. + - Death - **Save vs Poison** or die. +- On successful save, -2 to attack for 1 turn instead. + +### Prehensile Feet + ++2 to climbing checks and saves, can be used as a hand, but all rolls to use it this way are at disadvantage. + +### Prehensile Tail + +Can be used to hold small items or, when empty, to gain an additional attack for 1d4 damage. + +- Can be used for simple tasks (ex: hold, lift, drop, push, or pull an object or a creature; open or close a container or door; swing for an unarmed attack; etc). +- Can’t hold weapons or shields. +- Can’t make precision movements (ex: for casting spells or using tools). + +### Prehensile Trunk + +- 5’ long +- Can carry weight equivalent to 10 x STR score in pounds. +- Can be used for simple tasks (ex: hold, lift, drop, push, or pull an object or a creature; open or close a container or door; swing for an unarmed attack; etc). +- Can’t hold weapons or shields. +- Can’t make precision movements (ex: for casting spells or using tools). +- Can be used as a snorkel. + +### Quills + +Gets +1 AC. + +- Quills can be fired 10' for 1d4 damage. + +### Regeneration + +Can passively heal 1d6 HP in a single combat round. + +- May be used a number of times per day equal to 1/2 level, rounded up. + +### Rock Throw + +Can use rocks as thrown projectiles. + +- Range: 50' / 100' / 150'. +- 1d6 damage on hit. + +### Seasonal Affinity + +Each day, choose which of the following Fae-seasons influences your physical and emotional being. + +- **Evening (Autumn)**: Goodwill and harmony, when all share in the harvest of the day. +- **Night (Winter)**: Quiet and contemplative, as the dynamic energy of the world sleeps, and only the dark remains... +- **Morning (Spring)**: Joy and celebration, a phase of rejuvenation and hope as the sorrows of the night pass. +- **Day (Summer)**: Courage and determination, channelling aggressive energy and desires for action. + +### Sentry Mode + +To gain benefits of long rest, must spend at least six hours in an inactive, motionless state (rather than sleeping). + +- While in this state, can see and hear as normal despite appearing inert. + +### Shrink + +Shrink to 6" for up to 1 turn, as per [Shrink spell](https://www.planarvagabond.com/spells/grow.html#shrink) + +- May be used a number of times per day equal to 1/4 level, rounded up. + +### Shapechanger + +Can change appearance and voice on demand, as per a [Mimikin's Shapechanger power](https://www.planarvagabond.com/races/mimikin.html#shapechanger). + +### Small Stature + +- Can only use small or medium sized-weapons. +- Cannot use longbows or 2-handed swords. +- +2 AC vs creatures bigger than humanoid size. + +### Speak with Burrowing Mammals + +- Can freely converse with burrowing mammals. +- Often keep such animals (badgers, moles, etc.) as pets + +### Spring Attack + +Can jump up to 30' forward to gain +1 attack, counts as charge for double damage if wielding impaling weapon. + +### Stealthy + +While motionless, can hide in shadows or behind cover with a minimum 33% (2-in-6) chance of success. + +### Sticky Tongue + +Can grab object up to 15' away and pull it to mouth (optionally biting for 1d3 damage). + +### Stink Spray + +Can spray a 10' diameter cloud of gas that sticks to and sickens humanoids. + +- Any caught in cloud must **Save vs Poison** or get -2 to attacks until they spend one round cleaning themselves off. +- Can be used a number of times per day equal to 1/2 level, rounded up. + +### Sure-Footed + ++2 to all checks or saves involving dodging or keeping footing (ex: earthquake). + +### Swimming + +Has a 40' swim movement rate. + +- Can hold breath for up to 10 minutes (1 turn). + +### Tough + +Gets +1 to all saves. + +### Tunnelling + +Can burrow a 4' wide tunnel at rate of 1' / round in dirt (1/2 or less in mud, rocks, etc). This includes digging pit traps. + +### Wings + +Can fly at normal movement speed, can't be used while wearing anything heavier than chainmail. + + diff --git a/src/pages/races/elekin.md b/src/pages/races/elekin.md index 1a37c25..f905b12 100644 --- a/src/pages/races/elekin.md +++ b/src/pages/races/elekin.md @@ -1,12 +1,14 @@ --- title: Elekin -description: The Elekin race for OSR gaming. +description: Large, elephant-like humanoids with four digits and 5' long trunks. date_pub: 2023-04-09T14:38:00-04:00 section: races content_type: feature short_code: rek --- +A large, elephant-like humanoid with four digits and 5' long trunks. + [[toc]]
    @@ -16,30 +18,10 @@ short_code: rek | **Requirements** | STR 9 | | **Ability modifiers** | +1 CON, -1 WIS | | **Languages** | Alignment, Common, Greyok | +| **Size** | Medium or Large |
    -Large, elephant-like humanoids with four digits and 5' long trunks. - -### Available Classes and Max Level - -- **Assassin**: 6th -- **Barbarian**: 10th -- **Bard**: 8th -- **Cleric**: 10th -- **Corsair**: 8th -- **Druid**: 11th -- **Fighter**: 8th -- **Knight**: 7th -- **Mystic**: 10th -- **Paladin**: 7th -- **Priest**: 9th -- **Ranger**: 11th -- **Sorcerer**: 10th -- **Thief**: 8th -- **Warlock**: 10th -- **Wizard**: 10th - ### Large Size - Armor and weapons must be tailored to size. @@ -48,11 +30,14 @@ Large, elephant-like humanoids with four digits and 5' long trunks. ### Natural Armor -Grants +2 AC while not wearing armor. Can be combined with a shield. +Grants +2 AC while not wearing armor. + +- Can be combined with a shield. ### Trunk -- 5' long +Possesses a 5' long, prehensile snout. + - Can carry weight equivalent to 10 x STR score in coins. - Can be used for simple tasks (ex: hold, lift, drop, push, or pull an object or a creature; open or close a container or door; swing for an unarmed attack; etc). - Can't hold weapons or shields. diff --git a/src/pages/races/elf.md b/src/pages/races/elf.md index e583110..9ddc208 100644 --- a/src/pages/races/elf.md +++ b/src/pages/races/elf.md @@ -1,5 +1,5 @@ --- -title: Elf (Race) +title: Elf description: Thin, fey demihumans with sharp features and sensitivity to strong magic. date_pub: 2023-04-02T00:22:00-04:00 section: races @@ -7,61 +7,28 @@ content_type: feature short_code: ref --- +A thin, fey demihuman with sharp features and an innate magical ability. + [[toc]]
    -| | | -| --------------------- | --------------------------------------------------- | -| **Requirements** | Minimum INT 9 | -| **Ability modifiers** | -1 CON, +1 DEX | -| **Languages** | Alignment, Common, Elvish, Gnoll, Hobgoblin, Orcish | +| | | +| --------------------- | ------------------------------------------------------ | +| **Requirements** | Minimum INT 9 | +| **Ability modifiers** | -1 CON, +1 DEX | +| **Languages** | Alignment, Common, Elvish, Gnollish, Goblinoid, Orcish | +| **Size** | Medium |
    -Thin, fey demihumans with sharp features and sensitivity to strong magic. +### Enhanced Perception -### Available Classes and Max Level - -- **Assassin**: 10th -- **Barbarian**: 8th -- **Bard**: 7th -- **Bloodmage**: 11th -- **Cleric**: 7th -- **Corsair**: 10th -- **Druid**: 8th -- **Fighter**: 7th -- **Knight**: 11th -- **Mystic**: 8th -- **Paladin**: 9th -- **Priest**: 7th -- **Ranger**: 11th -- **Sorcerer**: 11th -- **Thief**: 10th -- **Warlock**: 12th -- **Wizard**: 11th - -### Detect Secrets - -2-in-6 chance of detecting secret doors, panels, etc. while underground. - -### Hear Noises - -2-in-6 chance (ex: when listening at a door). - -### Immune to Ghoul Paralysis - -Unaffected by the paralysis inflicted by ghouls. - -### Infravision - -Sees heat signatures up to 60', even in total darkness. +- 60' [infravision](/rules/adventuring.html#infravision) +- +3 when searching for secret doors, panels, etc. while underground. +- +3 when listening for noises. ### Innate Magic -- From 2nd level, can cast [Light](/spells/light.html) once per day. -- From 4th level, can cast [Detect Magic](/spells/detect-magic.html) once per day. - -### Sensitive to Evil - --2 to attack rolls and -1 to AC when near powerful "evil" force (relic or sentient creature of level+3 HD or greater). +- Immune to the paralysis inflicted by ghouls. +- From 2nd level, can cast [Detect Magic](/spells/detect-magic.html) once per day. diff --git a/src/pages/races/elfaye.md b/src/pages/races/elfaye.md index 514d152..66c101c 100644 --- a/src/pages/races/elfaye.md +++ b/src/pages/races/elfaye.md @@ -1,13 +1,14 @@ --- -title: Elfaye (Race) +title: Elfaye description: Thin, fey demihumans, related to elves and native to the Faewolde, with the ability to project their seasonal temperaments. date_pub: 2023-04-21T21:07:00-04:00 -date_upd: 2023-05-31T23:04:00-04:00 section: races content_type: feature short_code: re1 --- +A thin, fey demihuman, related to [elves](./elf.html) and native to the Faewolde, with the ability to project seasonal temperaments. + [[toc]]
    @@ -17,57 +18,27 @@ short_code: re1 | **Requirements** | Minimum WIS 9 | | **Ability modifiers** | -1 INT, +1 CHA | | **Languages** | Alignment, Common, Elvish, Faerie (High and Low) | +| **Size** | Medium |
    -Thin, fey demihumans, related to [elves](./elf.html) and native to the Faewolde, with the ability to project their seasonal temperaments. +### Enhanced Perception -### Available Classes and Max Level - -- **Assassin**: 10th -- **Barbarian**: 8th -- **Bard**: 7th -- **Bloodmage**: 11th -- **Cleric**: 7th -- **Corsair**: 10th -- **Druid**: 12th -- **Fighter**: 7th -- **Knight**: 11th -- **Mystic**: 8th -- **Paladin**: 9th -- **Priest**: 7th -- **Ranger**: 11th -- **Sorcerer**: 11th -- **Thief**: 10th -- **Warlock**: 12th -- **Wizard**: 11th - -### Detect Secrets - -2-in-6 chance of detecting secret doors, panels, etc. while underground. - -### Hear Noises - -2-in-6 chance (ex: when listening at a door). - -### Immune to Ghoul Paralysis - -Unaffected by the paralysis inflicted by ghouls. +- 60' [infravision](/rules/adventuring.html#infravision) +- +3 when searching for secret doors, panels, etc. while underground. +- +3 when listening for noises. ### Innate Magic +- Immune to the paralysis inflicted by ghouls. - From 2nd level, can cast [Hidden Step](/spells/hidden-step.html) once per day. -- From 6th level, can cast [Hidden Step](/spells/hidden-step.html) twice per day, plus an additional effect occurs when cast, based on caster's current [seasonal affinity](#seasonal-affinity): +- From 4th level, an additional effect occurs when casting Hidden Step, based on caster's current [seasonal affinity](#seasonal-affinity): - **Evening (Autumn)**: Immediately after using hidden step, up to two target creatures within 10 feet must **Save vs Spells** or be charmed for 1 minute (or until damage is dealt to them). - - **Night (Winter)**: When using hidden step, up to one target creature within 10' of where the caster started must **Save vs Spells** or be frightened of the caster (as per the _fear_ spell). - - **Morning (Spring)**: When using hidden step, the caster may touch one target willing creature who is teleported instead. + - **Night (Winter)**: When using hidden step, up to one target creature within 10' of where the caster started must **Save vs Spells** or be frightened of the caster (as per the [Scare spell](/spells/calm.html#scare)). + - **Morning (Spring)**: When using hidden step, the caster may touch one willing creature who is teleported instead. - **Day (Summer)**: Immediately after using hidden step, any number of target creatures within 10 feet take 1d4 damage (**Save vs Spells** for half). -### Infravision - -Can see heat signatures up to 60', even in total darkness. - ### Seasonal Affinity Each day, choose which of the following Fae-seasons influences your physical and emotional being. @@ -76,7 +47,3 @@ Each day, choose which of the following Fae-seasons influences your physical and - **Night (Winter)**: Quiet and contemplative, as the dynamic energy of the world sleeps, and only the dark remains... - **Morning (Spring)**: Joy and celebration, a phase of rejuvenation and hope as the sorrows of the night pass. - **Day (Summer)**: Courage and determination, channelling aggressive energy and desires for action. - -### Sensitive to Evil - --2 to attack rolls and -1 to AC when near powerful "evil" force (relic or sentient creature of level+3 HD or greater). diff --git a/src/pages/races/felinar.md b/src/pages/races/felinar.md index 466a08d..3aeb215 100644 --- a/src/pages/races/felinar.md +++ b/src/pages/races/felinar.md @@ -1,13 +1,14 @@ --- title: Felinar -description: TBD +description: Tall, thin cat-people, covered in thick fur. date_pub: 2023-02-15T00:26:00-05:00 -date_upd: 2023-04-01T22:05:00-04:00 section: races content_type: feature short_code: rfr --- +A tall, thin, cat-like humanoid covered in thick fur. + [[toc]]
    @@ -17,38 +18,19 @@ short_code: rfr | **Requirements** | None | | **Ability modifiers** | +1 DEX, -1 WIS | | **Languages** | Alignment, Common, any 1 other language | +| **Size** | Medium |
    -Tall, thin cat-people, covered in thick fur. +### Feline Features -### Available Classes and Max Level +- 60' [infravision](/rules/adventuring.html#infravision) +- Natural claws give +1d2 damage to unarmed attacks. -- **Assassin**: 11th -- **Barbarian**: 9th -- **Bard**: 8th -- **Cleric**: 7th -- **Corsair**: 11th -- **Druid**: 7th -- **Fighter**: 9th -- **Knight**: 8th -- **Mystic**: 7th -- **Paladin**: 8th -- **Priest**: 7th -- **Ranger**: 10th -- **Sorcerer**: 10th -- **Thief**: 11th -- **Warlock**: 11th -- **Wizard**: 10th +### Wanderer -### Claw Attack +Known languages include: -Natural claws give +1d2 damage to unarmed attacks. - -### Infravision - -Can see heat signatures to 60', even in total darkness. - -### Languages - -Know Common, their alignment language, and at least 1 other language. +- common, +- the appropriate alignment language, and +- at least one other language (determined randomly or chosen by player, at GM's discretion). diff --git a/src/pages/races/firfolk.md b/src/pages/races/firfolk.md index 4371b8e..b145f0c 100644 --- a/src/pages/races/firfolk.md +++ b/src/pages/races/firfolk.md @@ -1,59 +1,37 @@ --- -title: Firfolk (Race) -description: TBD +title: Firfolk +description: Large, grey-skinned demihumans, usually found in the forest, with a distant relation to the fey. date_pub: 2023-02-15T00:26:00-05:00 -date_upd: 2023-04-01T22:31:00-04:00 section: races content_type: feature short_code: rfk --- +A grey-skinned demihuman, up to 8' tall, typically found in the forest, and distantly related to the fey. + [[toc]]
    -| | | -| --------------------- | ------------------------------- | -| **Requirements** | Minimum CON 9 | -| **Ability modifiers** | -1 INT, +1 WIS | -| **Languages** | Alignment, Common, Firspeak[^1] | +| | | +| --------------------- | -------------------------- | +| **Requirements** | Minimum CON 9 | +| **Ability modifiers** | -1 INT, +1 WIS | +| **Languages** | Alignment, Common, Firbish | +| **Size** | Medium or Large |
    -Large, grey-skinned demihumans, usually found in the forest, with a distant relation to the fey. - -### Available Classes and Max Level - -- **Assassin**: 6th -- **Barbarian**: 10th -- **Bard**: 8th -- **Cleric**: 10th -- **Corsair**: 8th -- **Druid**: 11th -- **Fighter**: 8th -- **Knight**: 7th -- **Mystic**: 10th -- **Paladin**: 7th -- **Priest**: 9th -- **Ranger**: 11th -- **Sorcerer**: 10th -- **Thief**: 8th -- **Warlock**: 10th -- **Wizard**: 10th - ### Innate Magic - From 2nd level, can cast [glamour](./spells/glamour.html) once per day. - From 4th level, can cast [invisibility](./spells/invisibility.html) once per day. -### Innate Resilience +### Powerful Build -- +2 bonus to saves vs poison, spells, and wielded items. - -### Large Size - -- Armor and weapons must be tailored to size. +- +3 to STR checks. - Can wield any two-handed melee weapon with only one hand. -- Open doors as next highest STR category. -[^1]: The native language of the firfolk. +### Resilience + +Gets advantage on all saves vs poison, spells, and wielded items. diff --git a/src/pages/races/giantkin.md b/src/pages/races/giantkin.md index b3bd25b..b676bcb 100644 --- a/src/pages/races/giantkin.md +++ b/src/pages/races/giantkin.md @@ -1,12 +1,14 @@ --- -title: Giantkin (Race) -description: The Giantkin race for OSR gaming. +title: Giantkin +description: Large demihumans with a distant relation to giants, usually found near human settlements. date_pub: 2024-03-18T22:19:10.000-04:00 section: races content_type: feature short_code: rg1 --- +Large demihumans with a distant relation to giants, usually found near human settlements. + [[toc]]
    @@ -16,39 +18,18 @@ short_code: rg1 | **Requirements** | Minimum CON 9 and STR 9 | | **Ability modifiers** | -1 INT, +1 STR | | **Languages** | Alignment, Common, Giant | +| **Size** | Medium or Large |
    -Large demihumans with a distant relation to giants, usually found near human settlements. - -### Available Classes and Max Level - -- **Assassin**: 6th -- **Barbarian**: 10th -- **Bard**: 8th -- **Cleric**: 10th -- **Corsair**: 8th -- **Druid**: 11th -- **Fighter**: 8th -- **Knight**: 7th -- **Mystic**: 10th -- **Paladin**: 7th -- **Priest**: 9th -- **Ranger**: 11th -- **Sorcerer**: 10th -- **Thief**: 8th -- **Warlock**: 10th -- **Wizard**: 10th - ### Fortitude -Gains CON bonus + 2 to all saves vs poison, spells, and wielded items. +Gains a bonus to all saves vs poison, spells, and wielded items equal to CON bonus + 2. -### Large Size +### Powerful Build -- Armor and weapons must be tailored to size. +- +3 to STR checks. - Can wield any two-handed melee weapon with only one hand. -- Open doors as next highest STR category. ### Rock Throw diff --git a/src/pages/races/gnome.md b/src/pages/races/gnome.md index 4a62852..ddcda05 100644 --- a/src/pages/races/gnome.md +++ b/src/pages/races/gnome.md @@ -1,5 +1,5 @@ --- -title: Gnome (Race) +title: Gnome description: Short, stout demihumans with a fondness for burrowing mammals, contraptions, and red hats. date_pub: 2023-07-30T19:33:00-04:00 section: races @@ -11,71 +11,37 @@ short_code: rgn
    -| | | -| --------------------- | -------------------------------------------------------------------------------------- | -| **Requirements** | Minimums: CON 9, INT 9 | -| **Ability modifiers** | None | -| **Languages** | Alignment, Common, Dwarvish, Gnomish, Kobold, the secret language of burrowing mammals | +| | | +| --------------------- | --------------------------------------------- | +| **Requirements** | Minimums: CON 9, INT 9 | +| **Ability modifiers** | None | +| **Languages** | Alignment, Common, Dwarvish, Gnomish, Chitter | +| **Size** | Tiny |
    -Short, stout demihumans with a fondness for burrowing mammals, contraptions, and red hats. +A tiny, stout demihuman, typically known for their fondness for burrowing mammals, contraptions, growing things, and red hats. -### Available Classes and Max Level +### Magically Resistant -- **Assassin**: 6th -- **Barbarian**: 6th -- **Bard**: 7th -- **Bloodmage**: 6th -- **Cleric**: 7th -- **Corsair**: 6th -- **Druid**: 8th -- **Fighter**: 6th -- **Knight**: 6th -- **Mystic**: 7th -- **Paladin**: 6th -- **Priest**: 7th -- **Ranger**: 8th -- **Sorcerer**: 7th -- **Thief**: 8th -- **Warlock**: 7th -- **Wizard**: 8th - -### Detect Secrets - -2-in-6 chance of detecting construction tricks (secret doors, panels, etc.) while underground. - -### Hear Noises - -2-in-6 chance (ex: when listening at a door). - -### Infravision - -Can see heat signatures up to 90', even in total darkness. - -### Tiny Stature - -- Can only use small or normal sized-weapons. - - Cannot use longbows or 2-handed swords. -- Gain +2 to AC when attacked by opponents who are larger than humans. - -### Magical Resistance - -Natural resistance to magic grants bonus to saving throws vs spells and wielded items (wand, rods, staves, etc.), based on CON: - -
    - -| CON | Bonus | -| :--------: | :---: | -| 6 or lower | 0 | -| 7-10 | +2 | -| 11-14 | +3 | -| 15-17 | +4 | -| 18+ | +5 | - -[Gnome Save Bonus] +Gains a bonus to all saves vs spells, and wielded items equal to CON bonus + 2. ### Speak with Burrowing Mammals -- Can freely converse with burrowing mammals. -- Often keep such animals (badgers, moles, etc.) as pets +Fluent in "Chitter", the secret language of burrowing mammals. + +- Can freely converse with such animals (badgers, moles, etc.). +- Often keep such animals as pets. + +### Superior Subterranean Perception + +- 90' [infravision](/rules/adventuring.html#infravision) +- +3 when searching for construction tricks (secret doors, panels, etc.) or non-magical room traps while underground. +- +3 when listening for noises. + +### Tiny Stature + +- Armor and weapons must be tailored to size. + - Unable to wield a normal-sized melee weapon bigger than a dagger. + - Unable to use longbows. +- +2 AC when attacked by opponents who are size [Medium](/rules/adventuring.html#size) or bigger. diff --git a/src/pages/races/halfling.md b/src/pages/races/halfling.md index a167252..33fde87 100644 --- a/src/pages/races/halfling.md +++ b/src/pages/races/halfling.md @@ -1,5 +1,5 @@ --- -title: Halfling (Race) +title: Halfling description: Short, stout demihumans with curly hair and furry feet, known for their peaceful lifestyles and extraordinary luck. date_pub: 2023-07-30T21:36:00-04:00 section: races @@ -16,42 +16,23 @@ short_code: rha | **Requirements** | Minimums: CON 9, DEX 9 | | **Ability modifiers** | +1 DEX, -1 STR | | **Languages** | Alignment, Common, Halfling | +| **Size** | Small |
    -Short, stout demihumans with curly hair and furry feet, known for their peaceful lifestyles and extraordinary luck. - -### Available Classes and Max Level - -- **Assassin**: 7th -- **Barbarian**: 6th -- **Bard**: 7th -- **Bloodmage**: 6th -- **Cleric**: 6th -- **Corsair**: 7th -- **Druid**: 8th -- **Fighter**: 6th -- **Knight**: 6th -- **Mystic**: 7th -- **Paladin**: 6th -- **Priest**: 7th -- **Ranger**: 7th -- **Sorcerer**: 7th -- **Thief**: 8th -- **Warlock**: 7th -- **Wizard**: 6th +A small, stout demihuman, typically possessing curly hair and furry feet, and known for their peaceful lifestyles and extraordinary luck. ### Extraordinary Luck - May be used a number of times per day equal to 1/2 level, rounded up. - After any die roll, may force a re-roll, taking either the highest or lowest result (player's choice). -### Hear Noises +### Improved Perception -2-in-6 chance (ex: when listening at a door). +- +3 when listening for noises. -### Tiny Stature +### Small Size -- Can only use small or normal sized-weapons. - - Cannot use longbows or 2-handed swords. -- Gain +2 to AC when attacked by opponents who are larger than humans. +- Can only use small-sized weapons. + - Cannot use longbows or most 2-handed weapons. +- +2 AC when attacked by opponents who are size [Large](/rules/adventuring.html#size) or bigger. diff --git a/src/pages/races/human.md b/src/pages/races/human.md index 1bd9890..604b211 100644 --- a/src/pages/races/human.md +++ b/src/pages/races/human.md @@ -1,5 +1,5 @@ --- -title: Human (Race) +title: Human description: Bipedal ape descendants which makeup the bulk of the humanoid population on most planes. date_pub: 2024-05-25T21:48:04.000-04:00 section: races @@ -7,6 +7,8 @@ content_type: feature short_code: rhh --- +A bipedal ape descendant, as can be found on most material planes. + [[toc]]
    @@ -16,13 +18,20 @@ short_code: rhh | **Requirements** | None | | **Ability modifiers** | +1 to any 2 abilities | | **Languages** | Alignment, Common, any 1 other language | +| **Size** | Medium |
    -Bipedal ape descendants which makeup the bulk of the humanoid population on most planes. - -_This race is included to put humans an even playing field when compared with the other available races (without resorting to racial class limits)._ - ### Hearty -Gains +2 on **Save vs Death** rolls. +Gains +2 on saves vs death. + +### Wanderer + +Known languages include: + +- the appropriate alignment language, +- common, and +- at least one other language (determined randomly or chosen by player, at GM's discretion). + +_This race is included to put humans an somewhat more even playing field when compared with the other available races (without resorting to racial class limits)._ diff --git a/src/pages/races/index.md b/src/pages/races/index.md index 6139d51..de608ad 100644 --- a/src/pages/races/index.md +++ b/src/pages/races/index.md @@ -7,19 +7,22 @@ content_type: feature short_code: r1 --- -- [Automaton](./automaton.html): Mechanical beings powered by ancient, arcane magicks. -- [Bugbear](./bugbear.html): Large, hairy goblin-like creatures. +- [Automaton](./automaton.html): Magically-powered, sentient beings composed of metal and wood. +- [Bugbear](./bugbear.html): Hairy, 7'-tall, goblin-like creatures. +- [Centaur](./centaur.html): Creatures possessing humanoid upper bodies and horse-like lower bodies. - [Dracokin](./dracokin.html): Lizardfolk with distant relations to dragons. -- [Drow](./drow.html): Dark-skinned, slender demihumans, possibly related to elves, who dwell deep underground. -- [Dwarf](./dwarf.html): Short and hairy demihumans with an affinity for mining and crafting. +- [Drow](./drow.html): Dark-skinned, slender, fey-like demihumans who can typically be found living deep underground. +- [Dwarf](./dwarf.html): Stout, bearded demihumans, about 4' tall, who usually live underground and love gold, crafting, fine food, and strong drink. - [Elekin](./elekin.html): Large, elephant-like humanoids with four digits and long trunks. - [Elf](./elf.html): Thin, fey demihumans with sharp features and sensitivity to strong magic. - [Elfaye](./elfaye.html): Thin, fey demihumans, related to elves, with the ability to project their seasonal temperaments. -- [Felinar](./felinar.html): A race of anthropomorphic, catlike beings. +- [Felinar](./felinar.html): Tall, thin, cat-like humanoids covered in thick fur. - [Firfolk](./firfolk.html): Magical, gray half-giants that live in harmony with nature. -- [Gnome](./gnome.html): Short, stout demihumans with a fondness for burrowing mammals, contraptions, and red hats. -- [Halfling](./halfling.html): Short, stout demihumans with curly hair and furry feet, known for their peaceful lifestyles and extraordinary luck. -- [Human](./human.html): Bipedal ape descendants which makeup the bulk of the humanoid population on most planes. -- [Mimikin](./mimikin.html): A race of demihumans able to shift their physical forms at will. -- [Rhinokin](./rhinokin.html): Large, rhinoceros-like humanoids with four digits and a long horn protruding upwards from each one's face. -- [Tortokin](./tortokin.html): Anthropomorphic, upright turtles of roughly human stature. +- [Giantkin](./giantkin.html): Grey-skinned demihumans, up to 8' tall, typically found in the forest, and distantly related to the fey. +- [Gnome](./gnome.html): Tiny, stout demihumans, typically known for their fondness for burrowing mammals, contraptions, growing things, and red hats. +- [Halfling](./halfling.html): Small, stout demihumans, typically possessing curly hair and furry feet, and known for their peaceful lifestyles and extraordinary luck. +- [Human](./human.html): Bipedal ape descendants, as can be found on most material planes. +- [Mimikin](./mimikin.html): Pale demihumans, approximately 5.5' tall, with grey skin, silvery hair, and the ability to shift their physical form to that of other similarly-sized humans and demihumans. +- [Ogrekin](./ogrekin.html): Massive, monstrous demihumans, 8'+ tall, and distantly related to ogres. +- [Rhinokin](./rhinokin.html): Grey, rhinoceros-like humanoids with four digits and long horns protruding upwards from their faces. +- [Tortokin](./tortokin.html): Tortoise-like, amphibious humanoids, typically around 5.5' tall, with leathery, earth-toned skin and large, dark, tortoise-like shells on their backs capable of containing their entire bodies. diff --git a/src/pages/races/mimikin.md b/src/pages/races/mimikin.md index 5170771..1ab6f6e 100644 --- a/src/pages/races/mimikin.md +++ b/src/pages/races/mimikin.md @@ -1,50 +1,27 @@ --- title: Mimikin -description: TBD +description: Tall (5.5') demihumans who are able to shift their physical form to that of other similarly-sized humans and demihumans. date_pub: 2023-02-15T00:26:00-05:00 -date_upd: 2023-04-21T23:52:00-04:00 section: races content_type: feature short_code: rm1 --- +A pale demihuman, approximately 5.5' tall, with grey skin, silvery hair, and the ability to shift their physical form to that of other similarly-sized humans and demihumans. + [[toc]]
    -| | | -| --------------------- | ---------------------------------------- | -| **Requirements** | Minimum CHA 9 | -| **Ability modifiers** | None | -| **Languages** | Alignment, Common, any 2 other languages | +| | | +| --------------------- | --------------------------------------- | +| **Requirements** | CHA 9+ | +| **Ability modifiers** | None | +| **Languages** | Alignment, Common, any 1 other language | +| **Size** | Medium |
    -Tall (5.5') demihumans with naturally pale, grey skin, unnervingly blank facial features, and silvery hair, who are able to shift their physical form to that of other similarly-sized humans and demihumans. - -### Available Classes and Max Level - -- **Assassin**: 10th -- **Barbarian**: 8th -- **Bard**: 10th -- **Cleric**: 5th -- **Corsair**: 10th -- **Druid**: 8th -- **Fighter**: 6th -- **Knight**: 6th -- **Mystic**: 6th -- **Paladin**: 6th -- **Priest**: 6th -- **Ranger**: 8th -- **Sorcerer**: 8th -- **Thief**: 10th -- **Warlock**: 8th -- **Wizard**: 8th - -### Languages - -Know Common, their alignment language, and at least 2 other languages. - ### Shapechanger Can change appearance and voice on demand. @@ -52,6 +29,14 @@ Can change appearance and voice on demand. - Includes choosing specific colorations of eyes, skin, and hair, along with hair length, and sex - Height and weight can be adjusted within human standards. - Can duplicate the appearance of any human-sized creature seen that has the same basic arrangement of limbs. -- Change process takes 1 round. -- Does not effect clothing or equipment. -- New form can be maintained until changing again or dying. +- Change process takes 1 combat round (10 seconds) +- Change does not effect clothing or equipment. +- New form can be maintained until choosing to change again or dying (whereupon they revert to their true form). + +### Wanderer + +Known languages include: + +- the appropriate alignment language, +- common, and +- at least one other language (determined randomly or chosen by player, at GM's discretion). diff --git a/src/pages/races/ogre.md b/src/pages/races/ogre.md deleted file mode 100644 index edd49e1..0000000 --- a/src/pages/races/ogre.md +++ /dev/null @@ -1,55 +0,0 @@ ---- -title: Ogre (Race) -description: TBD -date_pub: 2024-03-18T22:19:10.000-04:00 -section: races -content_type: feature -short_code: r0g ---- - -[[toc]] - -
    - -| | | -| --------------------- | ------------------------------ | -| **Requirements** | CON 9+, STR 9+ | -| **Ability modifiers** | -1 INT, -1 CHA, +1 CON, +1 STR | -| **Languages** | Alignment, Common, Orcish | - -
    - -Large, monstrous, powerful demihumans who typically dwell in caves. - -### Available Classes and Max Level - -- **Assassin**: 5th -- **Barbarian**: 8th -- **Bard**: 5th -- **Cleric**: 8th -- **Corsair**: 6th -- **Druid**: 8th -- **Fighter**: 8th -- **Knight**: 6th -- **Mystic**: 8th -- **Paladin**: 6th -- **Priest**: 7th -- **Ranger**: 9th -- **Sorcerer**: 8th -- **Thief**: 6th -- **Warlock**: 8th -- **Wizard**: 8th - -### Fortitude - -Gains CON bonus + 2 to all saves vs poison, spells, and wielded items. - -### Infravision - -Can see heat signatures up to 60', even in total darkness. - -### Large Size - -- Armor and weapons must be tailored to size. -- Can wield any two-handed melee weapon with only one hand. -- Open doors as next highest STR category. diff --git a/src/pages/races/ogrekin.md b/src/pages/races/ogrekin.md new file mode 100644 index 0000000..8cb1020 --- /dev/null +++ b/src/pages/races/ogrekin.md @@ -0,0 +1,33 @@ +--- +title: Ogrekin +description: Large, monstrous, powerful demihumans who typically dwell in caves. +date_pub: 2024-03-18T22:19:10.000-04:00 +section: races +content_type: feature +short_code: r0g +--- + +A massive, monstrous demihuman, 8'+ tall, and distantly related to ogres. + +[[toc]] + +
    + +| | | +| --------------------- | ------------------------------ | +| **Requirements** | CON 9+, STR 9+ | +| **Ability modifiers** | -1 INT, -1 CHA, +1 CON, +1 STR | +| **Languages** | Alignment, Common, Orcish | +| **Size** | Medium or Large | + +
    + +### Infravision + +Can see [heat signatures](/rules/adventuring.html#infravision) up to 60', even in total darkness. + +### Massive Build + +- +3 to STR checks. +- Can wield any two-handed melee weapon with only one hand. +- Gains a bonus to all saves vs poison, spells, and wielded items equal to CON bonus + 2. diff --git a/src/pages/races/oozion.md b/src/pages/races/oozion.md new file mode 100644 index 0000000..7d75af1 --- /dev/null +++ b/src/pages/races/oozion.md @@ -0,0 +1,38 @@ +--- +title: Oozion +description: Race of beings composed of ooze-like plasma. +date_pub: 2025-02-01T23:16:10.000-04:00 +section: races +content_type: feature +short_code: r0z +status: hidden +--- + +A being composed of ooze-like plasma with nerve clusters spread throughout. + +[[toc]] + +
    + +| | | +| --------------------- | ----------------------- | +| **Requirements** | None | +| **Ability modifiers** | +1 CON, -1 STR | +| **Languages** | Alignment, Common | +| **Size** | Small, Medium, or Large | + +
    + +### Ooze Physiology + +- When not wearing or carrying anything, can squeeze through 1" space. +- Can hold breath for up to 1 hour. +- Takes 1/2 damage from acid or poison damage. +- Gains advantage on saves against being poisoned or crushed. + +### Reshape Form + +Can change body shape, creating limbs and/or heads, or reabsorb any limbs and reshape into a blob. + +- Process takes one combat action (10 seconds). +- While possessing a humanoid shape (single head, and one or more arms and/or legs), can wear clothing and armor of appropriate size. diff --git a/src/pages/races/rhinokin.md b/src/pages/races/rhinokin.md index 2b6ab73..8078377 100644 --- a/src/pages/races/rhinokin.md +++ b/src/pages/races/rhinokin.md @@ -7,39 +7,21 @@ content_type: feature short_code: rrh --- +A grey, rhinoceros-like humanoid with four digits and a long horn protruding upwards from their face. + [[toc]]
    | | | | --------------------- | ------------------------- | -| **Requirements** | CON 9 | +| **Requirements** | CON 9+ | | **Ability modifiers** | +1 STR, -1 WIS | | **Languages** | Alignment, Common, Greyok | +| **Size** | Medium |
    -Large, rhinoceros-like humanoids with four digits and a long horn protruding upwards from each one's face. - -### Available Classes and Max Level - -- **Assassin**: 6th -- **Barbarian**: 10th -- **Bard**: 8th -- **Cleric**: 9th -- **Corsair**: 8th -- **Druid**: 10th -- **Fighter**: 11th -- **Knight**: 9th -- **Mystic**: 8th -- **Paladin**: 9th -- **Priest**: 7th -- **Ranger**: 10th -- **Sorcerer**: 9th -- **Thief**: 8th -- **Warlock**: 9th -- **Wizard**: 9th - ### Horn - Natural horn protruding upwards from tip of nose diff --git a/src/pages/races/spritekin.md b/src/pages/races/spritekin.md new file mode 100644 index 0000000..47e374d --- /dev/null +++ b/src/pages/races/spritekin.md @@ -0,0 +1,41 @@ +--- +title: Spritekin +description: A fey demihuman native to the Faewolde possessing small, insect-like wings, and who can shrink to 6" in size (or return to normal size) at will. +date_pub: 2025-02-01T23:16:10.000-04:00 +section: races +content_type: feature +short_code: rsp +status: hidden +--- + +A fey demihuman native to the [Faewolde](/planes/near/faewolde.html) possessing small, insect-like wings, and the ability to shrink to 6" in size (or return to normal size) at will. + +[[toc]] + +
    + +| | | +| --------------------- | ----------------- | +| **Requirements** | None | +| **Ability modifiers** | +1 CON, -1 STR | +| **Languages** | Alignment, Common | +| **Size** | Medium | + +
    + +### Shift Size + +Can change size between Diminutive and Medium at will. + +- Change takes one combat round (10 seconds). + +#### Diminutive Size + +Height becomes 6". + +- Armor and weapons must be tailored to size. +- Unable to harm any creatures larger than 1' tall. +- Can slip through narrow spaces. +- +2 AC when attacked by opponents who are size [Small](/rules/adventuring.html#size) or bigger. +- While remaining motionless, there's only a 10% chance of being spotted by a creature of size Small or bigger. +- Can fly at 20' per combat round. diff --git a/src/pages/races/stral.md b/src/pages/races/stral.md index eed6631..b6c288f 100644 --- a/src/pages/races/stral.md +++ b/src/pages/races/stral.md @@ -1,5 +1,5 @@ --- -title: Stral (Race) +title: Stral description: Thin, fey demihumans with sharp features and sensitivity to strong magic. date_pub: 2023-04-02T00:22:00-04:00 section: races @@ -8,44 +8,33 @@ short_code: rst status: draft --- +Thin, fey demihumans with sharp features, high cheekbones, and pointed ears. + [[toc]]
    | | | | --------------------- | -------------------------------------- | -| **Requirements** | Minimum INT 9 | +| **Requirements** | INT 9+ | | **Ability modifiers** | -1 WIS, +1 DEX | | **Languages** | Alignment, Common, Strallan, Elemental | +| **Size** | Medium |
    -Thin, fey demihumans with sharp features, high cheekbones, and... - -### Available Classes and Max Level - -- **Assassin**: 10th -- **Barbarian**: 8th -- **Bard**: 7th -- **Bloodmage**: 11th -- **Cleric**: 7th -- **Corsair**: 10th -- **Druid**: 8th -- **Fighter**: 7th -- **Knight**: 11th -- **Mystic**: 8th -- **Paladin**: 9th -- **Priest**: 7th -- **Ranger**: 11th -- **Sorcerer**: 11th -- **Thief**: 10th -- **Warlock**: 12th -- **Wizard**: 11th - ### Detect Secrets 2-in-6 chance of detecting secret doors, panels, etc. while underground. +### Elemental Affinity + +Is closely aligned with at least one of five elements (Air, Earth, Fire, Water, or Chaos). + +- Begins with a single element at level 1. +- Gains additional affinities at levels 6 and 11. +- Determines which spells are available for [Innate Magic](#innate-magic). + ### Hear Noises 2-in-6 chance (ex: when listening at a door). @@ -56,5 +45,11 @@ Sees heat signatures up to 60', even in total darkness. ### Innate Magic -- From 2nd level, can cast [light](/spells/light.html) once per day. -- From 4th level, can cast [detect magic](/spells/detect-magic.html) once per day. +- (low-level) elemental summoning? + +- From 2nd level, can cast a spell for each [Elemental Affinity](#elemental-affinity) once per day. + - **Air**: feather / levitate + - **Earth**: shield (rock) + - **Fire**: produce flame + - **Water**: chill touch? + - **Chaos**: darkness diff --git a/src/pages/races/tortokin.md b/src/pages/races/tortokin.md index 7123fbd..0f40668 100644 --- a/src/pages/races/tortokin.md +++ b/src/pages/races/tortokin.md @@ -1,69 +1,47 @@ --- title: Tortokin -description: TBD +description: Tortokin are a race of relatively tall (5.5') reptilian-looking humanoids with leathery, earth-toned skin and large, dark, tortoise-like shells on their backs capable of containing their entire bodies. date_pub: 2023-02-15T00:26:00-05:00 -date_upd: 2023-04-01T23:35:00-04:00 section: races content_type: feature short_code: rtn --- +A tortoise-like, amphibious humanoid, typically around 5.5' tall, with leathery, earth-toned skin and a large, dark, tortoise-like shell on their back capable of containing their entire body. + [[toc]]
    -| | | -| --------------------- | ---------------------------- | -| **Requirements** | Minimum WIS 9 | -| **Ability modifiers** | –1 DEX, +1 STR | -| **Languages** | Alignment, Common, Aquon[^1] | +| | | +| --------------------- | ------------------------ | +| **Requirements** | Minimum WIS 9 | +| **Ability modifiers** | –1 DEX, +1 STR | +| **Languages** | Alignment, Common, Aquon | +| **Size** | Medium |
    -Tortokin are a race of relatively tall (5.5') reptilian-looking humanoids with leathery, earth-toned skin and large, dark, tortoise-like shells on their backs capable of containing their entire bodies. They rarely wear any clothing, preferring instead to use belts and harnesses to carry their belongings. +### Tortoise Features -### Available Classes and Max Level - -- **Assassin**: 7th -- **Barbarian**: 10th -- **Bard**: 9th -- **Cleric**: 10th -- **Corsair**: 7th -- **Druid**: 10th -- **Fighter**: 8th -- **Knight**: 8th -- **Mystic**: 10th -- **Paladin**: 8th -- **Priest**: 10th -- **Ranger**: 9th -- **Sorcerer**: 8th -- **Thief**: 7th -- **Warlock**: 8th -- **Wizard**: 8th +- Unarmed attacks deal additional 1d2 damage (claws). +- Can hold breath for up to 1 hour. ### Protective Shell -- Shell provides protection as indicated. +- Shell provides protection equal to AC of 12 + 1/2 total levels, to a maximum of 17. - Cannot wear other armor.
    -| Level | Armor Class | -| :---: | :---------: | -| 1-4 | 13 | -| 5-8 | 15 | -| 9+ | 17 | +| Total Levels | Armor Class | +| :----------: | :---------: | +| 1-2 | 13 | +| 3-4 | 14 | +| 5-6 | 15 | +| 7-8 | 16 | +| 9+ | 17 | [Tortokin Armor Class]
    - -### Claw Attack - -Natural claws that can be used to make an attack, dealing an additional 1d2 damage on a successful hit. - -### Hold Breath - -Can hold their breath for up to 1 hour. - -[^1]: The language of water elementals. diff --git a/src/pages/rules/adventuring.md b/src/pages/rules/adventuring.md index 4e79334..948351b 100644 --- a/src/pages/rules/adventuring.md +++ b/src/pages/rules/adventuring.md @@ -9,112 +9,195 @@ short_code: uha [[toc]] +### Introduction + +In general, playing an RPG powered by HOSR comes down to running through a series of linked procedures or "game loops" (ex: [Exploration Procedure](#exploration-procedure)): + +1. **Setup**: GM determines the current situation (often using dice and tables), and describes it to the players. +2. **Response**: Players explain how they want to react to the situation, and make any checks that the GM calls for. +3. **Repeat**" Return to step 1 and repeat until the adventuring ends. + ### Ability Checks Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an Ability Check. For most checks, roll a 20-sided die (d20) and add the ability's modifier. -- The Referee may also add a situational modifier to the roll, typically between -4 and +4. +
    + +| Ability | Mod | +| :-----: | :-: | +| 3 | -3 | +| 4-5 | -2 | +| 6-8 | -1 | +| 9-12 | +0 | +| 13-15 | +1 | +| 16-17 | +2 | +| 18+ | +3 | + +[Ability Modifier] + +
    + +- The GM may also add a situational modifier to the roll, typically between -4 and +4. Then, check the results of the roll: -- A natural 20 means a critical success: the check succeeds, and often includes a bonus for the roller. -- An 11 or higher is a success. -- A 6-10 represents a partial success: the check succeeds, but with a potential complication or challenge for the roller. -- A 5 or less is a failure. -- A natural 1 means a critical failure: the check fails, and often includes an extra complication or challenge for the roller. +
    -### Exploration Procedure +| Roll | Result | +| :----------------------: | :-----------------: | +| 25+ or natural 20 | Critical Success | +| 11-24 | Complete Success | +| 6-10 | Complicated Success | +| 5 or less | Failure | +| Less than 0 or natural 1 | Fumble | -The general steps to take when exploring (dungeon, wilderness, etc.) +[Ability Check Result] -1. **Setup**: Referee describes the situation -2. **Marching Order**: Party determines general exploration process, including direction of travel and speed. -3. **Complication Check**: Referee rolls the complication die to see what effect it has. -4. **Actions / Responses / Complications**: Party declares actions, referee describes the results (and any complications). -5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends. +
    - - Dungeon: 180' - - Wilderness: 6 miles +- A natural 20 or a result of 25 or more is a **Critical Success**: the check succeeds, and often includes a bonus for the roller. +- An 11-24 indicates a **Complete Success**: the check succeeds. +- A 6-10 represents a **Complicated Success**: the check succeeds, but with a potential [complication](#complications) or challenge for the roller. +- A 5 or less is a **Failure**: the check fails. +- A natural 1 or a result of less than 0 is a **Fumble**: the check fails, and often includes an extra complication or challenge for the roller. -6. **Repeat**: Return to step 2 and repeat until the adventuring ends. +#### Skilled Ability Checks + +Many classes have unique skills which PCs learn as they gain levels in those classes. + +
    + +| Class Level | Mod | Term | +| :---------: | :-: | :------: | +| 1 | -1 | Novice | +| 2-4 | 0 | Beginner | +| 5-7 | +1 | Skilled | +| 8-10 | +2 | Advanced | +| 11-13 | +3 | Expert | +| 14+ | +4 | Master | + +[Skilled Ability Check Modifier] + +
    + +When making a check that involves a class skill, add the skill modifier for the PC's current level to the appropriate ability check roll. + +- ex: a 5th level thief that wants to use their Thief Skills to hide in the shadows would make a DEX ability check, rolling a d20 and adding their DEX modifier to the roll, and would _then_ add an additional +1 to the roll before determining the result. + +### Complications + +Complications can effect the immediate situation or the GM can optionally save them for later, tallying or counting them, and making a Complication Check for each one at the next appropriate time. #### Complication Check -Roll 1d6, ignoring results of 4+ for the first 4 turns in a session (or since they last occurred). +Roll 1d6. -1. **Encounter**: Wandering creature, social encounter, or some other random interaction. -2. **Signs / Portents**: Indications of possible encounter nearby - could be a clue, monster tracks, etc. -3. **Locality**: Some environmental or external event that affects the PCs - water rises, the assassin gets closer to the target, doors lock behind the party, etc. -4. **Fatigue**: Party must rest for 10 minutes (1 turn) or gain a level of [exhaustion](#exhaustion). - 5+ **No Complications** +
    -### Conditions +| 1d6 | Result | +| :-: | :--------------: | +| 1 | Encounter | +| 2 | Locality | +| 3 | Exhaustion | +| 4 | No complication | +| 5 | Signs / Portents | +| 6 | Discovery | + +[Complication Check Result] + +
    + +- **Encounter**: Wandering creature, social encounter, or some other random interaction. +- **Locality**: Some environmental or external event that affects the PCs. + - ex: a storm rolls in, party gets lost, the dungeon shifts, water rises, the assassin gets closer to the target, doors lock behind party. +- **Exhaustion**: Party must rest for a turn / watch or gain a level of [exhaustion](#exhaustion). + - May be ignored for the first few checks in a session, as appropriate. +- **Signs / Portents**: Indications of possible encounter nearby - could be a clue, monster tracks, etc. +- **Discovery**: Party finds something useful or helpful. + - ex: a magic item, a secret door, a hidden ally. + - May be ignored after first occurrence in a session, as appropriate. + +### Exploration Procedure + +The time scales for exploration vary based on the area being explored: + +- Dungeon exploration is divided into 10-minute turns, with each turn covering roughly 180 feet of unexplored dungeon. +- Wilderness exploration is divided into 4-hour watches, with each watch covering roughly 6 miles of unexplored (open) terrain. + +The general steps to take when exploring (for each turn / watch): + +1. **Setup**: GM describes the situation. +2. **Marching Order**: Party determines general exploration process, including direction of travel and speed. +3. [**Complication Check**](#complication-check): GM rolls the complication die to see what effect it has. +4. **Actions / Responses / Complications**: Party declares actions, GM describes the results (and any complications). +5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends. +6. **Repeat**: Return to step 2 and repeat until adventuring ends (or destination is reached). + +### Challenges and Hazards + +- Fall damage is 1d6 per 10'. #### Darkness - If unable to see, treat as [blinded](#blinded). - Candles light 10' radius. - Torches / lanterns light 30' radius. +- When moving through darkness with flame light, no chance of stealth / surprise. #### Infravision -- Can see heat tones, even in the dark. -- Usually works to 60'. +Allows creatures to see heat tones, even in [darkness](#darkness). -#### Listening at Doors +- Works to 60' unless noted otherwise. -Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noise. +#### Truesight -- Referee makes this roll. +Allows creatures to: + +- see in normal or magical darkness; +- see invisible creatures and objects; +- automatically detect, see-through, and Save vs visual illusions; +- perceive the true (original) form of a shapechanger or ploymorphed creature; and +- see into the ethereal plane to perceive ghosts and other spirits. + +#### Listening for Noises + +Spend a minute listening (ex: at a door) and make an [INT or WIS check](#ability-checks) to hear a noise. + +- GM rolls. #### Opening Doors - Locked Doors can be picked or broken. - - Picking a lock takes 1d6 minutes. + - Picking a lock takes up to 1d6 minutes. - Stuck Doors can be unstuck or broken. -- Doors always break on a 1. Failure can affect stealth / surprise. - -
    - -| STR | Unstick | Break | -| :---: | :-----: | :----: | -| 3-8 | --- | 1-in-6 | -| 9-12 | 2-in-6 | 1-in-6 | -| 13-15 | 3-in-6 | 2-in-6 | -| 16-17 | 4-in-6 | 3-in-6 | -| 18+ | 5-in-6 | 4-in-6 | - -[Forcing Door Chances] - -
    - -#### Other Hazards - -- Fall damage is 1d6 / 10'. +- To unstick or break a door, make a [STR check](#ability-checks) at -2. + - Doors always break on a critical success. + - Failure / complications can affect stealth / surprise. #### Swimming - Creatures are assumed to be able to swim at 1/2 their normal movement speed. - - Unless the creature is just floating, a STR or CON check is required every turn (10 minutes). + - Unless the creature is just floating, a [STR or CON check](#ability-checks) is required every turn (10 minutes). - For creatures carrying heavy loads or wearing metal armor, this check is required very combat round (10 seconds). - Failing this check results in a loss of 1 HP, and the check must be immediately attempted again. - The third failure indicates the creature begins [drowning](#drowning). -#### Drowning +##### Drowning -- Each combat round, a drowning creature must **Save vs Death** or take 1d8 drowning damage. +- Each combat round, a drowning creature must **Save** or take 1d8 drowning damage. - When a drowning creature is rescued, it gains 1 level of exhaustion. - Once the exhaustion is cleared, the creature gains back any HP lost to drowning. #### Urban Navigation -To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mod + INT mod. +To navigate to a location in a busting city, make an **Urban Exploration Roll** (2d6 + [CHA mod](#ability-modifier-table) + [INT mod](#ability-modifier-table)). - Modify roll in friendly, dangerous, or especially alien areas. - Navigation time includes time spent reading maps and getting directions, as well as any eating or rest stops needed along the way. -- Roll random encounter checks each hour +- Roll random encounter checks each hour.
    @@ -143,7 +226,14 @@ To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mo - 3 HD: May carry a creature 1/2 the size of a humanoid. - 6 HD: May carry a creature the size of a humanoid. - 12 HD: May carry a large creature (ex: horse) - - 24 HD: May carry a huge animal (ex: elephant) + - 24 HD: May carry a huge creature (ex: elephant) + +**Light** + +- During the daytime, fog or heavy rain will create dim light in open areas. +- At night: + - A full moon on a clear night will create dim light in open areas. + - Fog or moonless night will create [darkness](#darkness). +- Once a PC acquires a number of Level Points equal to their next desired level, they may gain a level in their desired class. #### Upon Gaining a Level When a PC increases their level, the following actions may be performed: -- Roll a hit die (based on the PC's class), and add it to their maximum hit points. - - 1s and 2s may be re-rolled. - - Alternatively, roll the next die step down and add 2. -- Their player may pick one of the PC's abilities, and roll 3d6. +- Roll a hit die (based on the class), and add it to their maximum hit points. + - 1s and 2s may be re-rolled a single time. +- Check the [Skilled Ability Check Modifier table](#skilled-ability-checks) to determine if their skill modifier increases. +- Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if they gain any new. +- The player may pick one of the PC's abilities, and roll 3d6. - If the resulting roll is higher than the ability score, increase the score by 1. -- Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if any new abilities are gained. -### Conditions +### Creature Conditions #### Blinded @@ -323,38 +382,45 @@ When a PC increases their level, the following actions may be performed: - only hits on a natural 20 (as a critical hit). - +4 to attacks against a blinded creature. -### Deafened +#### Deafened - A deafened creature: - can’t hear, and - automatically fails any ability check that requires hearing. - +2 to attacks against a deafened creature. +#### Entangled + +- An entangled creature: + - is unable to move, + - has disadvantage on attack rolls and ability checks that require moving, + - can make a new **Save** attempt each combat round, + - is automatically released if the entangling weapon is used to attack another opponent. +- Attack rolls against an entangled creature have advantage. + #### Exhausted - An exhausted creature: - gets -1 to _all_ rolls, and - - has their AC reduced by 1 for each level of exhaustion they have. + - has their AC reduced by 1. + - These effects are cumulative for each level of exhaustion they have. - Each level of exhaustion can be cleared by resting for 4 hours (1 watch). -- Gain 2 levels of exhaustion per day without a long rest. - - +- A frightened creature: + - is unable to willingly move closer to the source of its fear (desiring only to flee from it), and + - has disadvantage on ability checks and attack rolls while it can see the source of its fear. +- Most unintelligent creatures will actively flee when frightened. #### Invisible - An invisible creature: - - can't be seen without magic or a special sense, + - can't be seen without magic or a special sense (ex: [Truesight](#truesight)), - can only be tracked by any noise it makes or tracks it leaves, and - gets advantage on attacks. -- Attacks against an invisible creature have disadvantage. +- Attacks against an invisible creature have disadvantage and can only be made when attacking creature has _some_ idea of where the invisible creature is (or recently was). #### Paralyzed @@ -363,7 +429,7 @@ Most (unintelligent) frightened creatures will flee from the source of their fea - automatically fails any ability check that requires movement or speech. - Attack rolls against a paralyzed creature have advantage. - If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits). - - Optionally, the referee may rule that a paralyzed creature can be instantly killed (ex: slitting its throat). + - Optionally, the GM may rule that a paralyzed creature can be instantly killed (ex: slitting its throat). #### Petrified @@ -386,7 +452,7 @@ A poisoned creature has disadvantage on attack rolls and ability checks. - A prone creature: - moves at half normal speed, - - can stand up for half its normal speed (ending the condition), + - can stand up for half its normal speed (ending the condition), and - has disadvantage on attack rolls. - When attacking a prone creature: - melee attacks have advantage, and @@ -395,30 +461,27 @@ A poisoned creature has disadvantage on attack rolls and ability checks. #### Restrained - A restrained creature: - - can't move, and + - is unable to move, and - has disadvantage on attack rolls and ability checks that require moving. - Attack rolls against a restrained creature have advantage. - +- A stunned creature: + - is unable to move, attack, take any actions, and can speak only falteringly; and + - automatically fails any ability check that requires movement. +- Attack rolls against an stunned creature have advantage. #### Unconscious -- An unconscious creature +- An unconscious creature: - is unable to speak, move, attack, or take any actions; - automatically fails any ability check that requires movement or speech; and - is unaware of their surroundings. - When a creature is rendered unconscious, they drop whatever they are holding and fall prone. - Attack rolls against an unconscious creature have advantage. - If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits). - - Optionally, the referee may rule that a paralyzed creature can be instantly killed (ex: slitting its throat). + - Optionally, the GM may rule that a paralyzed creature can be instantly killed (ex: slitting its throat). ### Encumbrance @@ -427,8 +490,8 @@ Characters can carry a number of "Important Items", based on their Strength (STR - Items can be carried **At Ready** or **Packed**. - "At Ready" items may be grabbed and used without delay. - Packing or unpacking items takes 1 turn. -- Characters can carry a number of at-ready items up to their Strength (STR), to a minimum of 7. - - Additionally, characters may carry a number of packed items up to their Strength (STR), to a minimum of 7. +- Characters can carry a number of at-ready items up to their Strength (STR), with a minimum of 7. + - Additionally, characters may carry a number of packed items up to their Strength (STR), also with a minimum of 7. - Leather armor (with or without studs) counts as 1 item, chain mail and half plate each count as 2 items, and full plate counts as 3 items. - 2-handed weapons count as 2 items. - 100 coins or gems count as 1 item. @@ -445,7 +508,7 @@ The state of a character's health is determined by their number of hit points (H - Re-roll any 1s or 2s. - Modify the rolled value of each die by CON as below: -
    +
    | CON | Mod | | :---: | :-: | @@ -465,16 +528,41 @@ The state of a character's health is determined by their number of hit points (H #### Dying -- Monsters and NPCs usually die at 0 HP. -- When a PC drops to 0 HP or lower, they must **Save vs Death** at the beginning of each round of combat. - - On a success, they can move at half rate this round. - - On a fail, they lose 1 HP to blood loss and can't move this round. - - While a PC is at 0 HP or lower: - - They can't attack or cast spells. - - Anyone else may make an INT check to try and stabilize them. - - A success raises them to 1 HP and restores their ability to move and fight. - - Can't be used on oneself. - - At -(level) HP (or lower), they must **Save vs Death** or die. +- Creatures and NPCs usually die at 0 HP. +- When a PC drops below 0 HP, they are momentarily [stunned](#stunned) until they **Save** at the end of their next initiative turn. + - The Saving throw is modified as follows: + - the PC's CON modifier is applied to it, + - -1 for each HP bellow 0, and + - +1/2 current level (round up). + - On a success, the PC stabilizes at 0 HP. + - On a fail, the PC can give some potential final words before falling [unconscious](#unconscious), apparently dead. +- While a PC is stabilized at 0 HP, they: + - can only move 1/2 their normal rate, + - can't attack or cast spells, and + - can make an INT check and try to restore their mobility. + - The check counts as a combat action. + - On a full success, the PC heals to 1 HP and can move and attack as normal. + - On a complicated success, the PC remains at 0 HP. + - On a failure, the PC drops to -1 HP and is momentarily [stunned](#stunned) until they **Save** at the end of their next initiative turn. +- Any _other_ character may make an [INT check](#ability-checks) to try and help a stabilized or stunned PC at or below 0 HP, restoring their mobility. + - The check counts as a combat action. + - On a success, the PC heals to 1 HP and can move and attack as normal. + - On a normal failure, the PC remains at current HP. + - On a critical failure, the PC loses 1 HP and is momentarily [stunned](#stunned) until they **Save** at the end of their next initiative turn. + +##### Recovering the Body + +If the body of an apparently dead PC is recovered, the PC gets one final chance to **Save** or Die. + +- Add CON modifier to roll, +- On a success, the PC sits upright wheezing deeply, having only been winded or wounded, and is restored to 1 HP (able to move and attack as normal). +- On a failure, the PC is well and truly dead - there's nothing to do but go through their pockets for loose change. + + #### Healing @@ -484,15 +572,18 @@ The state of a character's health is determined by their number of hit points (H - A potion of healing restores up to 1d6+1 HP. - A potion of greater healing restores up to 2d6+2 HP. - A potion of supreme healing restores up to 3d8+3 HP. +- Quaffing a readied potion takes a combat action, but can be done while moving. + ### Languages -- Anyone who speaks a language can understand other related lanuages (ex: dialects) with a successful INT check. +- Anyone who speaks a language can understand other related languages (ex: dialects) with a successful INT check. - Some orders and guilds (especially those that engage in illegal / immoral acts) may teach their members secret or otherwise coded language. - The following lists of languages are not all-inclusive. @@ -521,6 +612,7 @@ Most class languages are secret, known only to members of their class, and often - **Aerian**: Native language of air elementals, dialect of elemental. - **Angelic**: Native language of angels (law elements), dialect of both lawful and elemental. - **Aquon**: Native language of water elementals, dialect of elemental. +- **Chitter**: The secret language of burrowing mammals, known to many gnomes. - **Demonic**: Native language of demons (chaos elements), dialect of both chaotic and elemental. - **Doppleganger**: Native language of dopplegangers. - **Draconic**: Native language of most intelligent reptilian races (kobolds, troglodytes, lizardfolk, dragons, dracokin, etc.). @@ -530,12 +622,12 @@ Most class languages are secret, known only to members of their class, and often - **Elvish**: Native language of elves, dialect of faerie. - **Faerie**: Native language of the fae, usually divided into 2 dialects: - **High Faerie** Spoken in the ruling courts of the Faewolde. - - **Low Faerie**: Spoken everywhere else in the Faewolde. + - **Low Faerie**: Spoken everywhere outside of the ruling courts of the Faewolde. - **Farspeak**: Language of the far realms. -- **Gargoyle**: Native language of gargoyles. +- **Firbish**: Native language of firbolgs. - **Giant**: Native language of giants. - **Goblinoid**: Native language of most intelligent goblinoid races (boggarts, bugbears, goblins, hobgoblins, etc.) -- **Gnollish**: Native language of gnolls. +- **Gnollish**: Native language of gnolls and jakkra. - **Gnomish**: Native language of gnomes. - **Greyok**: Native language of several intelligent mammalian animalkin races (Elekin, Hippokin, Rhinokin, Taurokin). - **Halfling**: Native language of halflings. @@ -562,7 +654,7 @@ Most class languages are secret, known only to members of their class, and often ### Perception Checks -Generally, perception can be checked by rolling highest of INT or WIS. +Generally, perception can be checked by making either an [INT or WIS check](#ability-checks). ### Size @@ -603,7 +695,7 @@ Some equipment (including many magic items) have limited uses, tracked via a **U - After each use, roll the current die, and on a 1-2, the die drops one step (d20 -> d12 -> d10 -> d8 -> d6 -> d4 -> 1) as uses are consumed. - After dropping a die step from a d4, the magic item has only 1 use remaining. - When no more uses are left, the item becomes inert. -- At the referee's discretion, it may be possible to recharge some magic items, increasing the usage die via complex magic rituals. +- At the GM's discretion, it may be possible to recharge some magic items, increasing the usage die via complex magic rituals. --> !!!include(license/wotc-cc-by.md)!!! diff --git a/src/pages/rules/backgrounds/fantasy.md b/src/pages/rules/backgrounds/fantasy.md new file mode 100644 index 0000000..ae8e011 --- /dev/null +++ b/src/pages/rules/backgrounds/fantasy.md @@ -0,0 +1,92 @@ +Most are not born to a life of adventure, and usually have a previous vocation or lifestyle which they can draw on for additional knowledge. + +- Characters may perform these functions at a basic level, allowing them to: + - assess the quality and worth of an item associated with the background, + - make minor repairs or alterations to items associated with the background, + - create simple items related to the background, or + - recall specific knowledge pertinent to the background. + +| dXX | Background | Starting Items | +| :-: | :-----------------------: | :-------------------------------------: | +| | Alchemist | Staff, flask of oil | +| | Animal trainer | Club, pony | +| | Apothecarist | Club, healing potion | +| | Actor | Dagger, costume | +| | Arcanist's Apprentice | Dagger, grimoire | +| | Armorer | Club (hammer), piece of armor | +| | Artisan | Staff, ??? | +| | Astrologer | Dagger, spyglass | +| | Baker | Club (roller), ??? | +| | Barber | Dagger (razor), ??? | +| | Barrister | Club (hammer), ??? | +| | Beadle | Dagger, ??? | +| | Beekeeper | Staff (broom), padded clothes (+1 AC) | +| | Barkeep / Waitstaff | Club (heavy tankard), ??? | +| | Blacksmith | Club (hammer), any single weapon | +| | Bookbinder | Dagger, grimoire | +| | Bowyer / Fletcher | Dagger, bow, arrows | +| | Brewer | Club (ladle), ??? | +| | Butcher | Hand Axe (cleaver), ??? | +| | Carpenter | Club (hammer), ??? | +| | Chandler | Club (wax pot), ??? | +| | Cheesemaker | Dagger (cheese needle), ??? | +| | Circus performer | Dagger, ??? | +| | Cobbler | Dagger (awl), ??? | +| | Confidence artist | Dagger, expensive cloak | +| | Cooper | Club (crowbar), barrel | +| | Costermonger | | +| | Cutpurse | Dagger, small chest | +| | Deacon | Club, prayer book | +| | Ditch Digger | Staff (shovel), dagger (trowel) | +| | Falconer | | +| | Farmer | Trident (pitchfork), wheelbarrow | +| | Fisher | Trident, small net | +| | Forester | Staff, healing potion | +| | Fortune-teller | Dagger, deck of cards | +| | Gambler | Club, set of dice or deck of cards | +| | Glassblower | | +| | Gongfarmer | Dagger (trowel), ??? | +| | Grave digger | Staff (shovel), dagger (trowel) | +| | Guard | Sword | +| | Healer | Club, healing potion | +| | Herbalist | Club, healing potion | +| | Herder | Staff, ??? | +| | Hunstman | Bow, pelt | +| | Indentured Servant | Staff, ??? | +| | Janitor | Staff (broom), ??? | +| | Jester | Dart, ??? | +| | Jeweler / Lapidary | Dagger, ??? | +| | Locksmith | Dagger, ??? | +| | Lorimer | Club (hammer), ??? | +| | Mapmaker | Club (hammer), ink, quill, parchment | +| | Mason | Dagger (trowel), ??? | +| | Mercenary | Sword, leather armor | +| | Miner | Pickaxe, lantern | +| | Minstrel | Dagger, musical instrument | +| | Noble | Sword, fine clothes | +| | Ostler | Staff, ??? | +| | Outlaw | Sword, leather armor | +| | Potter | Dagger (clay tool), ??? | +| | Roofer / Thatcher | Club (hammer), ??? | +| | Roper | Dagger, 50' rope | +| | Sage | Dagger, ink, quill, parchment | +| | Scribe | Dart, ink, quill, parchment | +| | Seafarer | Club (belaying pin), 50' rope | +| | Shaman | Mace, healing potion | +| | Shipwright | Club (belaying pin), ??? | +| | Slave | Club, manacles | +| | Smuggler | Dagger, waterproof sack | +| | Soldier | Spear, shield | +| | Squire | Longsword, piece of armor | +| | Tailor | Dagger (shears), fine clothes | +| | Tanner | Sling, pelt | +| | Trader | Sword, ??? | +| | Trapper | Sling, pelt | +| | Traveler | Sling, ??? | +| | Vagrant | Club, begging bowl | +| | Vintner | | +| | Wainwright | Club, ??? | +| | Weaver | Dagger, fine clothes | +| | Woodcutter | Handaxe, ??? | +| | Forgotten Past (Optional) | DM rolls in secret | +| | Secret past (Optional) | 2 lives, roll for both, why the change? | diff --git a/src/pages/rules/basics.md b/src/pages/rules/basics.md index a11dab8..32b7005 100644 --- a/src/pages/rules/basics.md +++ b/src/pages/rules/basics.md @@ -7,17 +7,19 @@ content_type: feature short_code: uhb --- -Designed to emulate the fun and fantasy of the earliest versions of the world's most famous roleplaying system, without getting bogged down by an excess of rules. +Designed to emulate the fun and fantasy of the classic "Basic" and "Expert" editions of the world's most famous roleplaying system, without getting bogged down by an excess of rules. -These rules are still a Work-in-Progress, so if there's some rule or feature you need that isn't here yet, feel free to either use the equivalent rule from your favorite B/X-compatible retroclone, or roll a die and see what happens. +These rules are still a Work-in-Progress, so if there's some rule or feature you need that isn't here yet, feel free to use the equivalent rule from your [favorite B/X-compatible retroclone](https://en.wikipedia.org/wiki/Dungeons_%26_Dragons_retro-clones) (we recommend [Old School Essentials](https://oldschoolessentials.necroticgnome.com/srd/index.php/Main_Page)). [[toc]] ### How to Play -There is one _referee_. Everyone else is a _player_. +There is one _GameMaster_ (or _GM_). Everyone else is a _player_. -The referee's job is to describe what's happening in the game, and the players describe how their characters respond. +Each player controls a character (a _player-character_, or _PC_). All of the PCs together make up the _party_. + +The GM's job is to describe what's happening in the game, and the players describe how their characters respond. Sometimes, dice are rolled. These dice are described by how many sides they have (d4, d6, d8, d10, d12, d20, and d100). @@ -25,54 +27,61 @@ Sometimes, dice are rolled. These dice are described by how many sides they have Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an [Ability Check](./adventuring.html#ability-checks). -For most checks, roll a 20-sided die (d20) and add the ability's modifier. +For most checks, roll a 20-sided die (d20), add any modifiers, and compare the result with this table: -- A natural 20 means a critical success: the check succeeds, and often includes a bonus for the roller. -- An 11 or higher is a success. -- A 6-10 represents a partial success: the check succeeds, but with a potential complication. -- A 5 or less is a failure. -- A natural 1 means a critical failure: the check fails, and often includes an extra complication. +
    + +| Roll | Result | +| :--------: | :-----------------: | +| Natural 20 | Critical Success | +| 11+ | Complete Success | +| 6-10 | Complicated Success | +| 5 or less | Failure | +| Natural 1 | Fumble | + +[Ability Check Result] + +
    + +- Rolling with **Advantage** means to roll 2 dice and keep the _highest_ result. +- Rolling with **Disadvantage** means to roll 2 dice and keep the _lowest_ result. ### Abilities -Each player character (_PC_) has 6 abilities that help to define how they can interact with the world. Each ability has a score from 3 to 18, and each score determines the modifier used when rolling a check for that ability. +Each PC has 6 abilities that help to define how they can interact with the world. Each ability has a score from 3 to 18 (to start), and each score determines the modifier used when rolling a check for that ability. - **Strength (STR)**: Raw physical power, affects melee damage and carrying capacity. - - **Dexterity (DEX)**: Speed and agility of movement, affects _armor class (AC)_ when under attack. - - **Constitution (CON)**: Mettle and gumption, affects _hit points (HP)_ gained at each level. - - **Intelligence (INT)**: Knowledge and reasoning, affects languages known and arcane magic. - - **Wisdom (WIS)**: Experience and insight, affects divine magic. - - **Charisma (CHA)**: Appearance and social capability, affects hirelings and eldritch magic. +### Race, Class, and Level + +Each PC has a race and levels in one or more classes. + +- A PC's race may influence their ability scores, and usually grants the PC one (or more) special features. +- A PC's class determines what kind of weapons and armor they can use, how much damage they can take, and what special skills they have access to (including spellcasting). + - As a PC gains new levels in a class, they may gain additional special features. + - Some PCs can also multiclass, gaining levels in multiple different classes. + ### Saving Throws When something (bad) happens to a character or monster, they can usually make a saving throw to avoid some (or all) of it. -To make one, roll 1d20 and consult the appropriate table (with higher results doing better). - -- **Death**: Poison, death ray, bleeding out. - -- **Wielded**: Wands and other aimed items. - -- **Paralyze**: Paralysis, petrification, being buried alive. - -- **Blasts**: Breath weapons and other area effects. - -- **Spells**: General magic, including from rods and staves. +- To make one, roll 1d20, add any appropriate modifiers, and compare the result with the **Save** value for your class and level. +- Some types of saves are harder, and have different modifiers: + - **Save vs Wielded** rolls (avoiding wands, ray guns, or similar) get -1. + - **Save vs Blasts** rolls (avoiding explosions, breath weapons, or the like) get -3. + - **Save vs Spells** rolls (avoiding direct, targeted magic) get -4. ### Alignment -Cosmic principles that represent broad world views +There are three alignments, cosmic principles that represent broad world views: - **Law**: Order, truth, justice, and civilization. Typically prosocial. - - **Chaos**: Anarchy, power, chance, and destruction. Typically pro-individual. - - **Neutrality**: Balance, mediation, and detachment. ### Character Creation @@ -80,19 +89,26 @@ Cosmic principles that represent broad world views 1. Roll Ability Scores. - Roll 4d6 and keep the highest 3 (aka "4d6KH3") for each ability. - - Either roll 4d6KH3 once for each ability in order and see what kind of character comes up, or make all 6 rolls and assign the results to fit a particular class and/or race. - - On Roll20, all 6 scores can be rolled at once with this command: `/roll [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]]`. + - Either roll 4d6KH3 once for each ability in order and see what kind of character comes up, or make all 6 rolls and assign the results to fit a particular class or concept. + - On [Roll20](https://roll20.net/), all 6 scores can be rolled at once with this command: -2. Choose a [Class](/classes/) (and, optionally, a [Race](/races/) besides human). -3. Determine Starting Level. - - If playing a legacy character, update starting XP appropriately. -4. Roll [Starting Hit Points](./adventuring.md#health-damage-and-dying). - - Type is determined by class, number is determined by level. - - Re-roll any 1s or 2s. - - Modify the rolled value by CON modifier. -5. Choose [Alignment](#alignment). -6. Note [Starting Languages](./adventuring.html#languages). -7. Buy [Equipment](./equipment/fantasy.html). -8. Determine [attacks and AC](./combat.html). +``` +/roll [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] [[4d6kh3]] +``` + +2. Determine starting [Class](/classes/) and [Race](/races/) (even when playing as a [human](/races/human.html)). +3. Determine starting level (ask the GM). +4. Note any special features the character has based on class, race, and level, including [class skills](./adventuring.html#skilled-ability-checks). +5. Roll Hit Dice to determine maximum [Hit Points](./adventuring.html#health-damage-and-dying). + - Hit die type is determined by class, number of dice is determined by level. + - Optionally, re-roll any 1s or 2s (once). + - For each die, modify the rolled value by [CON modifier](./adventuring.html#constitution-modifier). +6. Choose [Alignment](#alignment). +7. Note starting [Languages](./adventuring.html#languages). +8. Determine starting Money. + - For level 3 and under, begin with 3d6 x 10gp. + - For level 4+, begin with (Level)d6 x 10gp. +9. Buy starting [Equipment](./equipment/fantasy.html). +10. Determine [Attacks and AC](./combat.html). !!!include(license/wotc-cc-by.md)!!! diff --git a/src/pages/rules/combat.md b/src/pages/rules/combat.md index da806d8..bc934eb 100644 --- a/src/pages/rules/combat.md +++ b/src/pages/rules/combat.md @@ -15,8 +15,9 @@ Adventurers tend to die easily, so most combat should be avoided unless the adve That having been said, fights do occur, and when they do, the following steps are performed: -1. **Declare Spells, Special Attacks, Defending, Retreats, and Versatile Weapons**: Players declare if they will _cast a spell_, _use a special attack_, _defend_, or _retreat_ this round (and, if so, which type of retreat), and characters wielding [Versatile](#weapon-properties) weapons declare if they will deal extra damage. +1. **Declare Spells, Special Attacks, Defending, and Retreats**: Players declare if they will _cast a spell_, _use a special attack_, _defend_, or _retreat_ this round (and, if so, which type of retreat). 2. **Roll Initiative**: Each side that can attack rolls 1d20, highest roll attacks first. + - Tie goes to the party side. 3. **Winning Side Actions**: Each character or monster gets a move and an action, with either one occurring first. - **Morale Check**: Creatures who've been severely wounded or seen their leaders killed may flee. @@ -30,9 +31,9 @@ That having been said, fights do occur, and when they do, the following steps ar - **Move**: Move up to full speed - If prone, use 1/2 movement to stand up. - If _engaged_ with an enemy at the start of the move, must make a _fighting retreat_ or enemy gets free attack. - - If moving before at attack, up to 10' of movement can be "saved" to use after the attack finishes. + - If moving before an attack, up to 10' of movement can be "saved" to use after the attack finishes. - **Action**: Do something, like _attack_, _defend_, _cast a spell_, or stowe an item. - - Spellcasters can't move after casting a spell. + - Spellcasters can move _before_ casting a spell, but can't move _after_ casting one. 4. **Change Sides**: Opposing side becomes active. 5. **Slow Weapons**: Resolve any slow weapons or end-of-round abilities. @@ -47,8 +48,7 @@ That having been said, fights do occur, and when they do, the following steps ar Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC, roll for damage (again including any appropriate modifiers). -- +2 bonus to hit from behind. - +- +2 bonus to hit from behind (if victim is unaware). - When mounted, +1 bonus to hit most foes on foot. #### AC @@ -73,6 +73,12 @@ Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC,
    +#### Holding Attacks + +Rather than attacking, characters can move into position and hold attacks until a specific trigger occurs (ex: covering a door and only attacking if someone comes through). + +- If the trigger occurs before the character's side gets initiative again, they may make a single free attack. + #### Melee Attacks Melee attack rolls are modified based on the character's Strength. @@ -234,40 +240,44 @@ Engaged characters that wish to move away can either make a fighting retreat, or ### Weapons +- One-handed weapons are weapons that may be wielded with one hand (ex: no weapons with "Two-handed", but includes weapons with "Versatile"). + #### Melee Weapons
    -| Weapon | Damage | [Properties](#weapon-properties) | -| :----------: | :----: | :---------------------------------------------------: | -| Battleaxe | 1d8 | Versatile (1d10) | -| Blackjack | 1d2 | Blunt, Stealth | -| Club | 1d4 | Blunt, Light | -| Dagger | 1d4 | Light, Thrown (10' / 20' / 30') | -| Flail | 1d6 | | -| Garotte | 1d4 | Entangle, Stealth, Two-handed | -| Greatsword | 1d10 | Reach, Slow, Two-handed | -| Greatclub | 1d8 | Blunt, Slow, Two-handed | -| Hand Axe | 1d4 | Light, Thrown (10' / 20' / 30') | -| Javelin | 1d6 | Thrown (30'/ 60' / 90') | -| Lance | 1d6 | Charge | -| Light Hammer | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') | -| Longsword | 1d8 | Versatile (1d10) | -| Mace | 1d6 | Blunt | -| Morningstar | 1d8 | | -| Net | 0 | Blunt, Entangle, Thrown (10' / 20' / 30'), Two-handed | -| Nunchaku | 2d4 | Blunt, Two-handed | -| Pickaxe | 1d8 | Slow, Two-handed | -| Polearm | 1d10 | Reach, Slow, Two-handed | -| Rapier | 1d8 | | -| Scimitar | 1d6 | | -| Sickle | 1d4 | Light | -| Shortsword | 1d6 | | -| Spear | 1d6 | Thrown (20' / 40' / 60') , Versatile (1d8) | -| Staff | 1d4 | Blunt, Versatile (1d6) | -| Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (1d8) | -| Warhammer | 1d6 | Blunt, Versatile (1d8) | -| Whip | 1d4 | Entangle, Reach | +| Weapon | Damage | [Properties](#weapon-properties) | +| :----------------: | :----: | :---------------------------------------------------: | +| Battle Axe | 1d8 | Versatile (1d10) | +| Blackjack | 1d2 | Blunt, Stealth | +| Chain Whip | 1d6 | Entangle, Reach | +| Chain Whip, Spiked | 1d8 | Entangle, Reach | +| Club | 1d4 | Blunt, Light | +| Dagger | 1d4 | Light, Thrown (10' / 20' / 30') | +| Flail | 1d6 | | +| Garotte | 1d4 | Entangle, Stealth, Two-handed | +| Greatsword | 1d12 | Slow, Two-handed | +| Greatclub | 1d8 | Blunt, Slow, Two-handed | +| Hand Axe | 1d4 | Light, Thrown (10' / 20' / 30') | +| Javelin | 1d6 | Thrown (30'/ 60' / 90') | +| Lance | 1d6 | Charge | +| Light Hammer | 1d4 | Blunt, Light, Thrown (10' / 20' / 30') | +| Longsword | 1d8 | Versatile (1d10) | +| Mace | 1d6 | Blunt | +| Morningstar | 1d8 | | +| Net | 0 | Blunt, Entangle, Thrown (10' / 20' / 30'), Two-handed | +| Nunchaku | 2d4 | Blunt, Two-handed | +| Pickaxe | 1d8 | Slow, Two-handed | +| Polearm | 1d10 | Reach, Slow, Two-handed | +| Rapier | 1d8 | | +| Scimitar | 1d6 | | +| Sickle | 1d4 | Light | +| Shortsword | 1d6 | | +| Spear | 1d6 | Thrown (20' / 40' / 60') , Versatile (1d8) | +| Staff | 1d4 | Blunt, Versatile (1d6) | +| Trident | 1d6 | Thrown (10' / 20' / 30') , Versatile (1d8) | +| Warhammer | 1d6 | Blunt, Versatile (1d8) | +| Whip | 1d4 | Entangle, Reach | [Melee Weapons] @@ -276,7 +286,7 @@ Engaged characters that wish to move away can either make a fighting retreat, or #### Melee Weapon Details - **Blackjack**: On successful hit, target must **Save vs Paralyze** or be knocked unconscious for 1d6 turns. -- **Garotte**: While target is entangled, inflicts damage automatically each round. +- **Garotte**: While target is entangled, inflicts damage automatically each round, can be used for [Sneak Attack](/classes/thief.html#core-features). - **Net**: Big enough for 6' humanoid creature, larger nets may require more handlers. - **Polearm**: Includes any weapon with a long pole tipped with a cutting / spearing weapon (ex: Glaive, Halberd, Pike). - **Whip**: On a successful hit, may either inflict damage OR entangle. diff --git a/src/pages/rules/equipment/fantasy.md b/src/pages/rules/equipment/fantasy.md index 032b244..1101d0a 100644 --- a/src/pages/rules/equipment/fantasy.md +++ b/src/pages/rules/equipment/fantasy.md @@ -139,13 +139,13 @@ Below are the equipment tables for a standard fantasy campaign. They may be supe | Weapon | Cost (gp) | Damage | [Properties](#weapon-properties) | | :----------: | :-------: | :----: | :---------------------------------------: | -| Battleaxe | 7 | 1d8 | Versatile (1d10) | +| Battle Axe | 7 | 1d8 | Versatile (1d10) | | Blackjack | 1 | 1d2 | Blunt, Stealth | | Club | 3 | 1d4 | Blunt, Light | | Dagger | 3 | 1d4 | Light, Thrown (10' / 20' / 30') | | Flail | 5 | 1d6 | | | Garotte | 1 | 1d4 | Entangle, Stealth, Two-handed | -| Greatsword | 15 | 1d10 | Reach, Slow, Two-handed | +| Greatsword | 15 | 1d12 | Slow, Two-handed | | Greatclub | 6 | 1d8 | Blunt, Slow, Two-handed | | Hand Axe | 4 | 1d4 | Light, Thrown (10' / 20' / 30') | | Javelin | 1 | 1d6 | Thrown (30'/ 60' / 90') | diff --git a/src/pages/rules/gm-notes.md b/src/pages/rules/gm-notes.md new file mode 100644 index 0000000..036ce5d --- /dev/null +++ b/src/pages/rules/gm-notes.md @@ -0,0 +1,159 @@ +--- +title: 'HOSR Core Rules: Referees Only' +description: +date_pub: 2023-04-23T00:04:00-04:00 +section: rules +content_type: feature +short_code: uhg +--- + +[[toc]] + +### Creatures and NPCs + +
    + +| HD | Death | Wielded | Paralyze | Blasts | Spells | +| :---: | :---: | :-----: | :------: | :----: | :----: | +| 0 | 14 | 15 | 16 | 17 | 18 | +| 1-3 | 12 | 13 | 14 | 15 | 16 | +| 4-6 | 10 | 11 | 12 | 13 | 14 | +| 7-9 | 8 | 9 | 10 | 10 | 12 | +| 10-12 | 6 | 7 | 8 | 8 | 10 | +| 13-15 | 4 | 5 | 6 | 5 | 8 | +| 16-18 | 2 | 3 | 4 | 3 | 6 | +| 19-21 | 2 | 2 | 2 | 2 | 4 | +| 22+ | 2 | 2 | 2 | 2 | 2 | + +[Creature Saving Throws] + +
    + +
    + +| Max HD | Mod | Max HD | Mod | +| :----: | :-: | :----: | :-: | +| 0 | -1 | 9 | +7 | +| 1 | +0 | 11 | +8 | +| 2 | +1 | 13 | +9 | +| 3 | +2 | 15 | +10 | +| 4 | +3 | 17 | +11 | +| 5 | +4 | 19 | +12 | +| 6 | +5 | 21 | +13 | +| 7 | +6 | 22+ | +14 | + +[Creature Attack Modifiers] + +
    + +Creatures with bonus hit points (ex: HD X+1) attack as one HD higher. + +### Gems + +Jewelry is worth 3d6 x 100 gp. + +
    + +| d20 | Gem Value | +| :---: | :------------------------: | +| 1–4 | 10gp | +| 5–9 | 50gp | +| 10–15 | 100gp | +| 16–19 | 500gp | +| 20 | 80%: 1,000gp, 20%: 5,000gp | + +[Random Gem Values] + +
    + +#### Types of Gems by Value + +10 gp + +- agate (banded, eye, or moss ) +- azurite +- hematite +- lapis lazuli +- malachite +- obsidian +- pearl (freshwater / irregular) +- quartz (blue) +- rhodochrosite +- tiger eye +- turquoise + +50 gp + +- bloodstone +- carnelian +- chalcedony +- chrysoprase +- citrine +- iolite +- jasper +- moonstone +- onyx +- quartz (clear, rose, smoky, or star rose) +- sard +- sardonyx +- zircon + +100 gp + +- amber +- amethyst +- chrysoberyl +- coral +- garnet (red or brown-green ) +- jade +- jet +- pearl (white, golden, pink, or silver ) +- spinel (red, red-brown, or deep green) +- tourmaline + +500 gp + +- alexandrite +- aquamarine +- garnet (violet) +- pearl (black) +- peridot +- spinel (deep blue) +- topaz (golden yellow) + +1,000 gp + +- emerald +- opal (white, black, or fire ) +- sapphire (blue, star, or yellow) +- ruby (star) +- corundum (fiery yellow or rich purple) + +5,000 gp + +- diamond (blue, blue-white, brown, canary, or pink) +- jacinth +- ruby (clear red) +- sapphire (black) + +#### Gem Values by Size and Weight + +Unless stated otherwise, a gem is 1/4" in diameter, weighs 2 carats, and is valued based on its composition / type. + +
    + +| Size (Diameter) | Weight | Value | # in 1 cu ft | +| :-----------------: | :-----------------------------------: | :-----------------: | :----------: | +| 6" (ex: grapefruit) | 31,000 carats / 14 lbs | Base value x 50,000 | 8 | +| 3″ (ex: large fist) | 4,856 carats / 2 lbs | Base value x 5000 | 64 | +| 2″ (ex: cue ball) | 1,133 carats / 1/2 lb | Base value x 1000 | 216 | +| 1″ (ex: eye ball) | 145 carats / 0.064 lbs (16 gems / lb) | Base value x 100 | 1728 | +| 1/2″ (ex: marble) | 18 carats / 0.008 lbs (125 gems / lb) | Base value x 10 | 13,824 | +| 1/4″ (standard) | 2 carats / 0.001 lbs (1000 / lb) | Base value | 110,592 | +| 1/8″ (tiny) | 0.3 carats / 0.000125 lbs (8000 / lb) | Base value / 10 | 884,736 | + +
    + +_Adapted from https://olddungeonmaster.com/2012/06/10/gems/ ._ + +!!!include(license/wotc-cc-by.md)!!! diff --git a/src/pages/rules/index.md b/src/pages/rules/index.md index e295591..fab74e4 100644 --- a/src/pages/rules/index.md +++ b/src/pages/rules/index.md @@ -12,4 +12,4 @@ short_code: uh1 - [Adventuring](./adventuring.html): Includes Health, Death, Encumbrance, Procedures for Exploration, and Advancement. - [Equipment](./equipment/): Various equipment tables. - [Magic](./magic.html): Rules for Magic and Spellcasting. -- [Referees Only](./referees.html): Rules and tables for referees only +- [GM Notes](./gm-notes.html): Rules and tables for _GMs only_. diff --git a/src/pages/rules/magic.md b/src/pages/rules/magic.md index 6fe3710..fe95dbf 100644 --- a/src/pages/rules/magic.md +++ b/src/pages/rules/magic.md @@ -15,126 +15,351 @@ Spells are patterns of energy that can be manipulated and used by some character When reality is altered this way, it's called magic, and the characters who can do it are known as spellcasters. -Each spellcasting class has an associated type of magic: arcane, divine, eldritch, or psychic. +Each spellcasting class is associated with a certain type of magic: arcane, divine, eldritch, or psionic. -There's an additional class of spells known as rituals, which have their own requirements, and (in many cases) may be performed by non-spellcasters. - -### Memorizing Spells - -Takes one hour, can only be done once per day. - -- A character’s level determines how many spells they can memorize at one time. -- The same spell may be memorized more than once, if the character can memorize more than one spell of that level. +Additionally, there are two special types of spells that certain classes can learn: cantrips and rituals. ### Casting Spells -Memorized spells are cast by replicating necessary hand gestures and spoken words. +Spells are cast by replicating necessary hand gestures, spoken words, or other requirements. -- When a spell is cast, it is erased from the caster's mind. +- A character’s class determines the type of magic they use, as well as how they cast spells. +- A character’s class and level determines how many spells that they can cast in a day. + - For some classes, these spell counts are broken down by spell levels. + - Casting a cantrip does not count towards the casting limit. - The caster must be able to speak and move their hands freely (ex: can't be gagged, bound, or magically silenced). -- The target (a specific monster, character, object, or area of effect) must be visible to the caster (unless stated otherwise). -- The caster must have one hand free (or a magic item in one hand). -- If in combat, the caster cannot have been wounded by an attack this round. +- Unless stated otherwise, the target (a specific monster, character, object, or area of effect) must be visible to the caster. +- The caster must have at least one empty hand (or a magic item in one hand). +- If in combat, the caster cannot have been hit by an attack or failed a save this round. +- Additionally, some classes require a [skilled ability check](./adventuring.html#skilled-ability-checks) (or "casting check") to determine the results of the cast. + - The spellcasting ability used is determined by the class. -Ritual spells may be cast by performing the ritual as described. + + + + +### Memorizing Spells + +Some classes memorize spells at the start of each day, and can only cast those spells (although they typically cast them without fail). + +- Takes one hour, can only be done once per day. +- A character’s class and level determine how many spells they can memorize at one time. +- The same spell may be memorized more than once, if the character can memorize more than one spell of that level. + +### Reading Magic + +All spellcasters know [Read Magic](/spells/read-magic.html) as a ritual, taking 10 minutes (1 turn) to cast. ### Spell Effects -- Some spells affect multiple targets, either by area or by Hit Dice total. If the spell doesn't say how to select the targets, the referee decides. -- Some spells require **concentration**. - - These spells require the caster's focus to maintain the spell's effect. - - Performing any other action (moving or attacking) causes concentration to end. - - When distracted (ex: damaged by a spell or weapon) while concentrating, the spellcaster must make a Willpower check (highest of CHA or CON), with a penalty of 1/2 the damage inflicted (to a max of -4), or the spell ends. -- Multiple spells cannot increase the same ability (e.g. bonuses to attack rolls, AC, damage rolls, saving throws, etc.). - - Spells that affect different abilities can be combined. +- Some spells affect multiple targets, either by area or by Hit Dice total. If the spell doesn't say how to select the targets, the GM decides. +- Multiple spells cannot increase the same scores (ex: bonuses to attack rolls, AC, damage rolls, or saves). + - Spells that affect different scores can be combined. - Spells can also be combined with the effects of magical items. +#### Concentration + +Some spells require the caster's concentration to maintain effect. + +- Performing any other action (including attacking) or moving at greater than half normal rate causes concentration to end. +- When distracted (ex: damaged by a spell or weapon) while concentrating, the spellcaster must make either a [CHA or CON check](./adventuring.html#ability-checks), with a penalty of 1/2 the damage inflicted (to a max of -4), or the spell ends. + +### Alchemy and Potions + +Alchemical formulas (for brewing potions or poisons) can be learned and used by anyone with access to the proper equipment. + +- Some arcane spellcasters store learned alchemical formulae within their spellbooks. +- The difficulty with most potions is in acquiring both the correct formula and ingredients, and then taking the time to brew. + ### Magical Research New spells may be found and learned (or created) via research. -- Requires access to information (ex: library, other spellbooks, etc.) . -- Takes 2 weeks, and 1000 standard coins per spell level. - All spell casters are assumed to be able to perform magical research. +- Requires access to information (ex: library, mentor, or another spellbook) . +- Takes one week and 1000 standard coins per spell level. -### Alchemy +#### Copying Spells -Alchemical formulas (for brewing potions and such) can be learned and used by anyone with access to the proper equipment. +When copying an existing spell (ex: using Read Magic on a spell book or scroll): -- Some arcane spellcasters store learned alchemical formulae within their spellbooks. -- The difficulty with most potions is not in the brewing, but in acquiring both the correct formula and ingredients. +- Research time is reduced to one _day_ and 500 standard coins per level, but +- Upon completion, the GM must make a skilled INT check in secret to determine if the copy is correct. + - On a fumble, a [blunder](#blunders) may occur, and the spell fizzles. + - Caster must wait until next level of advancement before trying to copy again. + - On a failure, an interesting side effect occurs when the spell is cast, but it is beyond repair, and will have to be recopied. + - On a complicated success, an interesting side effect occurs when the spell is cast, but it may be fixable. + - Roll again after spending 10 minutes (1 turn) fixing it. + - On a complete or critical success, the spell works without issue. ### Arcane Magic Arcane magic comes from written spells, formulae, and procedures known to alter reality. -- Arcane spellcasters memorize spells from their spell books, which must be close at hand. -- If a spell can be reversed, its form must be selected when the spell is memorized - - Both forms can be memorized if the character can memorize more than one spell of the given level. -- Spells may be learned from a higher-level mentor (1 week / spell), copied from a scroll or spellbook with the Read Magic spell, or from research. -- Lost spell books can be rebuilt spell-by-spell, with each spell taking 1 week of game time and 500 standard coins per spell level. -- Arcane spells written by other spellcasters can only be translated by the Read Magic spell. +- Arcane spellcasters cast spells from their spellbooks. + - Either the spellbook, a suitable proxy, or a magic item must be in (or on-)hand while casting. +- If a spell can be reversed, its form is selected when cast. +- Spells may be learned via [research](#magical-research). +- Lost spell books must be rebuilt spell-by-spell, with each spell taking 1 week of game time and 500 standard coins per spell level. +- Arcane spells written in spellbooks by other spellcasters can only be translated by the Read Magic spell. - Arcane casters can use arcane magic items and scrolls. +#### Starting Spells + +- The number of starting spells in a new arcane caster's spell book is based on their Intelligence: +
    -| INT | SS | CC | -| :---: | :-: | :-: | -| 3 | 1 | 20 | -| 4-5 | 1 | 30 | -| 6-7 | 2 | 40 | -| 8-9 | 2 | 50 | -| 10-11 | 3 | 60 | -| 12-13 | 3 | 70 | -| 14-15 | 4 | 80 | -| 16-17 | 5 | 90 | -| 18+ | 6 | 95 | +| INT | Starting Spells | +| :--------: | :-------------: | +| 12 or less | 1 | +| 13-15 | 2 | +| 16-17 | 3 | +| 18+ | 4 | + +[Starting Arcane Spells]
    -- **Starting Spells (SS)**: The number of starting spells in a new caster's spell book. -- **Copy Chance (CC)**: The chance to _perfectly_ copy spells scrolls and other sources into spellbook. Referee rolls 1d100, result under score is success, failure means an interesting side effect occurs when the spell is cast (must wait until next XP level to try again). +#### Blunders + +Whenever an arcane spellcaster fumbles a spellcasting check, a blunder may occur. + +- Roll on the table below. +- In the resulting text, roll any dice indicated to determine full effect. +- Most effects are temporary, lasting 1d6 turns. + - Permanent effects are marked. + - If the caster fumbles a spellcasting check while still under the effects of a blunder with temporary effects, the blunder becomes a permanent curse. + +
    + +| d100 | Result | +| :--: | :-------------------------------------------------------------------------------------------------------------------------------------------: | +| 1 | Target is teleported to where they were exactly 24 hours ago. (permanent) | +| 2 | Caster and target swap locations (reroll if no target). | +| 3 | Caster is affected as by a [Feeblemind](/spells/feeblemind.html) spell, may **Save vs Spells** at start of each round to end effect. | +| 4 | Caster is terrified, must **Save vs Spells** or flee for 1d4 minutes. | +| 5 | Caster has migraine, can't attack, move, or cast a spell for 1d4 rounds. | +| 6 | Caster is panicked, can't cast a spell for 1d4 rounds. | +| 7 | Caster takes 1d8 damage from arcane energy. | +| 8 | Caster sees hallucinations (illusory monsters, horrifying visions, etc) for 1d4 rounds. | +| 9 | Caster is dumbfounded, loses ability to speak coherently for 1d4 hours. | +| 10 | Caster is distressed, next attempt to cast a spell today gets additional -2. | +| 11 | Caster is befuddled, loses ability to speak coherently for 1d4 turns. | +| 12 | Caster is distracted, goes last in initiative next round. | +| 13 | Caster has momentary loss of motor skills, falls prone. | +| 14 | Caster mutates slightly, one of their ability scores (1d6 -> 1: STR, 2: DEX, 3: CON, 4: INT, 5: WIS, 6: CHA) is modified by 1d20-10. | +| 15 | Caster mutates completely, must reroll all ability scores. | +| 16 | Caster is transformed into a [sentient magic item](#sentient-magic-item). | +| 17 | Caster's legs turn into those of a centaur, granting double movement (reroll if already a centaur). | +| 18 | Caster's ears mutate: (1d4 -> 1: pointed, 2: floppy, 3: huge, 4: disappear). | +| 19 | Duplicate of caster's face grows on the back of their head. | +| 20 | 1d4 of caster's limbs turn into tentacles. | +| 21 | 1d2 of caster's hands turn into crab claws (dealing 1d4 damage on a hit). | +| 22 | Caster's legs turn into the rear of a spider and can move as with spider climb. | +| 23 | Caster's hand gains energy drain (as per a [Wight](/bestiary/wight.html), but creatures killed by it disintegrate). | +| 24 | Caster gets -1 to any attempt to cast a spell for the rest of the day. | +| 25 | For a brief moment, caster's mind touches every other mind in the multiverse. _Everyone_ will recognize them on sight. | +| 26 | Spell leaves scar in caster's mind, and they can never cast it again. | +| 27 | Spell lodges in caster's mind, can be cast from memory without having it in spellbook, does not count against total known spells. | +| 28 | Caster's mind is expanded, can cast an additional spell each day. | +| 29 | A 1" duplicate of caster pops into existence (with 1 hp, no equipment, and one spell) under caster's control. | +| 30 | A duplicate of caster pops into existence (without equipment), which caster controls (one mind with two bodies). | +| 31 | Caster’s shadow becomes a [Shade](/bestiary/shade.html) that (1d2 -> 1: hates caster, 2: is under caster's control). | +| 32 | Arcane energy lashes out from caster dealing 1d6 damage to them and all creatures within 1d4 x 10'. | +| 33 | A feast for 10 people appears on a large table in front of caster (double wandering monster chance). | +| 34 | A huge tooth-filled maw, 10' in diameter, appears in front of (1d2 -> 1: caster, 2: target), capable of eating anything thrown into it. | +| 35 | A wandering monster is summoned. | +| 36 | 2d6 skeletons appear, armed with short swords, and (1d2 -> 1: they hate caster, 2: they are under caster's control). | +| 37 | (1d2 -> 1: Caster, 2: Target)'s hair changes color: (1d6 -> 1: purple, 2: blue, 3: pink, 4: gold, 5: silver, 6: bald). | +| 38 | (1d2 -> 1: Caster, 2: Target)'s skin changes color (1d6 -> 1: purple, 2: green, 3: gold, 4: silver, 5: ebony, 6: stripes). | +| 39 | (1d2 -> 1: Caster, 2: Target)'s eyes become pitch black as they gain Infravision to 90' (or lose Infravision, if they already had it). | +| 40 | (1d2 -> 1: Caster, 2: Target)'s age changes by 1d20-10 years. (permanent) | +| 41 | (1d2 -> 1: Caster, 2: Target)'s head becomes bestial: (1d6 -> 1: snake, 2: goat, 3: bull, 4: rat, 5: insect, 6: fish). | +| 42 | (1d2 -> 1: Caster, 2: Target)'s head turns into a (1d4 -> 1: normal, 2: glowing, 3: spiked, 4: flaming) skull. | +| 43 | (1d2 -> 1: Caster, 2: Target) gains an extra, fully-functional eye on their (1d4 -> 1: forehead, 2: palm of hand, 3: back of head, 4: chest). | +| 44 | (1d2 -> 1: Caster, 2: Target) is (1d4 -> 1: blinded, 2: deafened, 3: paralyzed, 4: stunned) for 1d6 rounds. | +| 45 | (1d2 -> 1: Caster, 2: Target)'s height changes by 1d20-10 inches. | +| 46 | (1d2 -> 1: Caster, 2: Target) gains a demonic feature tail, horns, etc. | +| 47 | (1d2 -> 1: Caster, 2: Target) gains snake-like features: slitted eyes, can smell with forked tongue. | +| 48 | (1d2 -> 1: Caster, 2: Target) transforms, gaining (1d4 -> 1: gills, 2: scales, 3: feathers, 4: webbed feet). | +| 49 | (1d2 -> 1: Caster, 2: Target) [polymorphs](#polymorph). | +| 50 | (1d2 -> 1: Caster, 2: Target) is drained of 1 HD (and 1 HD worth of HP). If this kills them, they disintegrate. | +| 51 | A [duplicate](#duplicate) of (1d2 -> 1: caster, 2: target) pops into existence. | +| 52 | (1d2 -> 1: Caster, 2: Target) begins glowing, casting light as a torch (30' radius). | +| 53 | (1d2 -> 1: Caster, 2: Target)'s hair grows by 1d10' (facial hair included). | +| 54 | (1d2 -> 1: Caster, 2: Target) becomes undead (stops aging, unable to heal via lawful magic). | +| 55 | (1d2 -> 1: Caster, 2: Target) loses 2d10 pounds, gains -1 CON. | +| 56 | An anti-magic shell appears around the (1d2 -> 1: caster, 2: target), and can't be dismissed. | +| 57 | (1d2 -> 1: Caster, 2: Target)'s tongue turns into that of a giant toad. | +| 58 | All of the gold that (1d2 -> 1: caster, 2: target) is carrying is turned into copper (permanent). | +| 59 | All locks within 50' of (1d2 -> 1: caster, 2: target) open automatically, including on doors (regular and secret) and chests. | +| 60 | Every magic item that the (1d2 -> 1: caster, 2: target) is carrying that is [drained one die step](#magic-item-drain). | +| 61 | Every magic item that the (1d2 -> 1: caster, 2: target) is carrying that has a usage die goes up one die step. | +| 62 | (1d2 -> 1: Caster, 2: Target)'s flesh begins to decay, losing 1d4 HP over the duration of the effect (or per day if permanent). | +| 63 | (1d2 -> 1: Caster, 2: Target) falls unconscious for 1d4 rounds. | +| 64 | (1d2 -> 1: Caster, 2: Target) jumps forward in time, disappearing and reappearing in 1d6 rounds. | +| 65 | Spell turns into a [breath attack](#breath-attack) for (1d2 -> 1: caster, 2: target). | +| 66 | [Black Tentacles](/spells/black-tentacles.html) appear in a 10' radius centered on the (1d2 -> 1: caster, 2: target) for 1d6 rounds. | +| 67 | (1d2 -> 1: Caster, 2: Target) is [frozen in time](#time-freeze) for 1d4 rounds. | +| 68 | Everyone but (1d2 -> 1: caster, 2: target) is [frozen in time](#time-freeze) for 1d4 rounds. | +| 69 | Spell creates unearthly sound, all creatures within 100' of (1d2 -> 1: caster, 2: target) must **Save** or flee in terror for 2d8 rounds. | +| 70 | Spell appears to work, but effects are purely illusory. | +| 71 | Spell is cast, but reversed (reroll if spell can't be reversed). | +| 72 | Spell casts but target changes to a random target within range. | +| 73 | Spell casts but effect rebounds onto caster instead (or a random target in range, if caster was target). | +| 74 | Spell manifests as a ball of energy inside a corked glass bottle, opening or breaking bottle casts the spell. | +| 75 | Spell manifests as a [sentient ball of energy](#sentient-spell-ball). | +| 76 | Calls a [golem](#called-golem) | +| 77+ | No additional effect. | + +[Arcane Blunder Table] + +
    + +##### Breath Attack + +Spell turns into a breath attack for (1d2 -> 1: caster, 2: target), a cone 30' long and 10' wide at far end, which deals 1d6 damage per spell level to everyone caught in it (**Save vs Blasts** for half damage). + +##### Called Golem + +Calls a (1d8 -> 1: amber, 2: bone, 3: bronze, 4: clay, 5: flesh, 6: iron, 7: stone, 8: wood) golem which will arrive in 1d6 rounds to (1d2 -> 1: serve, 2: destroy) the (1d2 -> 1: caster, 2: target). + +##### Duplicate + +A duplicate of (1d2 -> 1: Caster, 2: Target) pops into existence exactly the same in every way (including equipment), but with opposite alignment (and always in disagreement with original). + +##### Magic Item Drain + +Every magic item that the (1d2 -> 1: caster, 2: target) is carrying that has a usage die goes down one die step. If there was only one charge remaining on an item, that charge is lost. + +##### Polymorph + +(1d2 -> 1: Caster, 2: Target) polymorphs into a creature. Roll 1d10 to determine type: + +1. an [al-mir'raj](/bestiary/al-mi-raj.html), +2. a [giant vampire bat](/bestiary/bats/giant-vampire-bat.html), +3. a [giant crab](/bestiary/crab-giant.html), +4. a [war horse](/bestiary/horses/war-horse.html), +5. a [giant scorpion](/bestiary/scorpion-giant.html), +6. an [owl bear](/bestiary/owl-bear.html), +7. a [pteranodon](/bestiary/dinosaurs/pteranodon.html), +8. a [nightmare](/bestiary/nightmare.html), +9. an [ankylosaurus](/bestiary/dinosaurs/ankylosaurus.html), +10. a [gargoyle](/bestiary/gargoyle.html). + + + +##### Sentient Magic Item + +Caster is transformed into a sentient magic item which can still talk, but is unable to activate itself. + +- Roll 1d6 to determine magic item type: + 1. a [Broom of Flying](/magic-items/broom-of-flying.html), + 2. a [Chamber of Lightning Bolts](/magic-items/chamber-of-lightning-bolts.html), + 3. a [Drum of Panic](/magic-items/drum-of-panic.html), + 4. a [Rug of Flying](/magic-items/rug-of-flying.html), + 5. a [Horn of Blasting](/magic-items/horn-of-blasting.html), + 6. a Sword +3. +- May try to **Save vs Spells** once per turn to revert to normal. + +##### Sentient Spell Ball + +Spell manifests as a sentient ball of energy with HD equal to its level. Roll for reaction to caster. Can cast self at touch range, ceasing to exist. + +##### Time Freeze + +A creature that is frozen in time: + +- appears to be "fixed" in place; +- is unable to speak, move, attack, or take any actions; +- automatically fails any ability check that requires movement or speech; +- ceases to age; and +- feels as though they weigh 10x their normal weight. + +Attack rolls against a creature frozen in time have advantage. ### Divine Magic -Divine magic comes from a spellcaster's connection to one or more gods. +Divine magic comes from a spellcaster's connection to one or more divine sources (such as gods, nature, or the elements). -- Divine spellcasters memorize spells through prayer to their gods. - - When praying for spells, they may choose any spells in their class’ spell list that they are of high enough level to cast. -- Divine casters must be faithful to the tenets of their alignment, clergy, and religion. - - If they ever fall out of favor with their deity, penalties may be imposed (ex: -1 to attack, a reduction in spells, or being sent on a perilous quest). - - To regain favor, they would need to perform a great deed for their deity (referee's choice - ex: donating relics or gold, building a temple, converting others to the religion, etc.). -- Divine casters can cast reversed versions of spells (possibly gaining deity disfavor). +- Divine spellcasters cast spells through prayer to their divine source(s). + - When praying for spells, they may choose any spells in their class’ spell list. +- Divine casters must be faithful to the tenets of their alignment, clergy, class, and/or religion. + - If they ever fall out of favor with their divine source, penalties may be imposed (ex: -1 to attack, a reduction in spells, or being sent on a perilous quest). + - To regain favor, they would need to perform a great deed for their divine source (GM's choice - ex: donating relics or gold, building a temple, converting others to the religion, etc.). +- Divine casters can cast reversed versions of spells (possibly gaining disfavor from their divine source). - **Lawful characters**: Only use reversed spells in dire circumstances. - **Chaotic characters**: Usually use reversed spells, only using normal spell versions to benefit their allies. - - **Neutral characters**: Usually favor either normal or reversed spells, depending on the deity. + - **Neutral characters**: Usually favor either normal or reversed spells, depending on their divine source. - Divine casters can use divine magic items and scrolls. ### Eldritch Magic Eldritch magic comes from special pacts made between the spellcaster and one or more ancient, powerful beings. -- Eldritch spellcasters memorize spells through the use of ritual invocations to their patrons. - - When memorizing spells, eldritch magicians may choose any spells in their class’ spell list that they are of high enough level to cast. +- Eldritch spellcasters cast spells through the use of ritual invocations to their patrons. + - When casting spells, eldritch magicians may choose any spells in their class’ spell list. - Eldritch casters must be faithful to their patron. - If they ever fall out of favor with their patron, penalties may be imposed (ex: -1 to eldritch blast damage, a reduction in spells, or being sent on a perilous quest). - - To regain favor, they would need to perform a great deed for their patron (referee's choice - ex: collecting an artifact, constructing an altar, vanquishing a powerful enemy of the patron, etc.). -- Eldritch casters can cast reversed versions of spells. -- Eldritch casters can use arcane magic items and scrolls. + - To regain favor, they would need to perform a great deed for their patron (GM's choice - ex: collecting an artifact, constructing an altar, vanquishing a powerful enemy of the patron, etc.). +- Eldritch casters can cast reversed versions of spells, and can use arcane magic items and scrolls. -### Psychic Magic (WIP) + ### Ritual Magic -Ritual spells may be cast without being memorized / granted through prayer or supplication. +Ritual spells may be cast by performing the ritual as described. - Ritual spells are often complicated, taking several minutes (or turns) to cast. - Rituals are many and varied - some can even be performed by non-spellcasters (with proper instruction). @@ -179,8 +403,7 @@ Ritual spells may be cast without being memorized / granted through prayer or su - The time spent casting the ritual (with longer rituals being more powerful), - Any sacrifices made as part of the ritual (with willing and/or virginal sacrifices yielding more power), and - Any components used during the ritual (with more powerful rituals requiring rarer or more difficult to obtain components). - -All spellcasters know [Read Magic](/spells/read-magic.html) as a ritual, taking 1 turn to cast. +- Some rituals may require a skilled ability check to complete, with the results of the check influencing the outcome of the ritual. ### Magic Saves @@ -198,6 +421,8 @@ Saving throws versus magical effects get an additional modifier, based on the ch | 16-17 | +2 | | 18+ | +3 | +[Save vs Magic Modifier] +
    ### Magic Items @@ -208,14 +433,20 @@ Most magic items can be identified via trial-and-error: using a weapon, wearing - High-level NPC spellcasters may also identify magic items, typically for a fee or exchange of services. - This may take some time, based on the rituals required (and the spellcaster's schedule). -- Some powerful magic items (ex: [the Crystal Skull of Jund](/magic-items/crystal-skull-of-jund)) are themselves capable of identifying (most) other magic items. +- Some powerful magic items (ex: [the Crystal Skull of Jund](/magic-items/crystal-skull-of-jund)) are themselves capable of identifying (many) other magic items. + +#### Magic Sources + +- Elvish magic items usually have words in elvish etched or carved on them, often the name of the item. +- Dwarvish magic items usually have runes etched or carved on them. +- Gnomish magic items usually have their names etched or carved on them in gnomish. #### Use Most magic items must be used, worn, or held in the normal way for an object of that type (attacking with a weapon, wearing a ring, etc). - Some magic items have continuous magical effects, such as the bonuses on weapons and armor, or most rings. -- Unless an item's magical effect is continuous, activating a magic item requires its user to spend an action concentrating, preventing them from performing another action during that round (except as noted). +- Unless an item's magical effect is continuous, activating a magic item requires its user to spend a combat action concentrating, preventing them from attacking during that round (except as noted). - An item's effect can typically only be activated once per round (except as noted). #### Usage Die @@ -226,7 +457,7 @@ Some magic items have limited uses, tracked via a **Usage Die**. - After each use, roll the current die, and on a 1-2, the die drops one step (d20 -> d12 -> d10 -> d8 -> d6 -> d4 -> 1) as uses are consumed. - After dropping a die step from a d4, the magic item has only 1 use remaining. - When no more uses are left, the item becomes inert. -- At the referee's discretion, it may be possible to recharge some magic items, increasing the usage die via complex magic rituals. +- At the GM's discretion, it may be possible to recharge some magic items, increasing the usage die via complex magic rituals. #### Types @@ -246,7 +477,7 @@ Some magic items have limited uses, tracked via a **Usage Die**. - Identifying solely by taste, smell, or appearance can be misleading. - Takes 1 round to drink a full dose. - Effect of a full dose lasts 1d6+6 turns (except as noted). - - Referee should roll and track duration in secret. + - GM should roll and track duration in secret. - Mixing potions (drinking two with ongoing effects) has the following effects: - The listed effects of both potions are cancelled. - Drinker becomes ill and is disabled for 1d6 turns due to sickness. @@ -268,7 +499,7 @@ Some magic items have limited uses, tracked via a **Usage Die**. **Scrolls** -Aged sheets of paper or parchment with magical spells inscribed on them. +Aged sheets of paper, parchment, or similar material with magical spells inscribed on them. - May be read aloud to cast inscribed spell. - In combat, reading a scroll aloud takes 1 round. @@ -291,6 +522,14 @@ Aged sheets of paper or parchment with magical spells inscribed on them. Usage: Per normal class restrictions. +#### Cursed Items + +Once a cursed item has been used (ex: in combat), the item's wielder / wearer is taken by the curse and is unable to discard it. + +- They will use the item at every opportunity, including eschewing other, potentially better options. +- Cursed rings cannot be deactivated by wearing more magical rings. +- Curse can only be removed with magic (ex: Remove Curse). + #### Sentient Items A small number of magic items have intelligence and are considered to be sentient. @@ -300,22 +539,6 @@ A small number of magic items have intelligence and are considered to be sentien @@ -330,9 +553,9 @@ A small number of magic items have intelligence and are considered to be sentien - The only way to determine a sentient item's alignment is for someone to touch it. - When a character comes in contact with a sentient item, if the character and item have different alignments, the character must **Save vs Spells** each round they're in contact with the weapon or take damage (and possibly lose control to the item, see below). - - Lawful items inflict 1d6 damage per round to neutral-aligned characters and 2d6 to chaotic-aligned ones. - - Neutral items inflict 1d6 damage per round to lawful or chaotic-aligned characters. - - Chaotic items inflict 1d6 damage per round to neutral-aligned characters and 2d6 to lawful-aligned ones. + - Chaotic items inflict 1d6 damage per round to lawful-aligned characters. + - Lawful items inflict 1d6 damage per round to chaotic-aligned characters. + - Neutral items may be used characters of any alignment. **Exerting Control** @@ -343,17 +566,11 @@ A small number of magic items have intelligence and are considered to be sentien - If the wielder's alignment differs from that of the item (with each use), - When in a situation involving the item's Purpose. - When the item attempts to exert control, the wielder must succeed on a **Save vs Spells** (-2, if wounded or acting in violation of the item's purpose) to prevent it from gaining control. -- If the item takes control, the referee determines the behavior of the wielder, and may include: +- If the item takes control, the GM determines the behavior of the wielder, and may include: - Discarding (or ignoring) other magic items, - Seeking glory for the item by charging into battle, - Surrendering the item to someone it deems more worthy of carrying it (or more susceptible to its control), or - Making improvements to the item (mundane or magical). - Once under the control of the item, it will only release the wielder when the circumstances that triggered the item have passed or the item is otherwise satisfied. -### Sources - -- Elvish magic items usually have words in elvish etched or carved on them, often the name of the item. -- Dwarvish magic items usually have runes etched or carved on them. -- Gnomish magic items usually have their names etched or carved on them in gnomish. - !!!include(license/wotc-cc-by.md)!!! diff --git a/src/pages/rules/referees.md b/src/pages/rules/referees.md index 4cd6c28..e6f3076 100644 --- a/src/pages/rules/referees.md +++ b/src/pages/rules/referees.md @@ -79,6 +79,106 @@ For creatures greater than 21+ HD, add 250 XP for each additional HD.
    -More to come... +### Gems + +Jewelry is worth 3d6 x 100 gp. + +
    + +| d20 | Gem Value | +| :---: | :------------------------: | +| 1–4 | 10gp | +| 5–9 | 50gp | +| 10–15 | 100gp | +| 16–19 | 500gp | +| 20 | 80%: 1,000gp, 20%: 5,000gp | + +
    + +
    + +| Size (Diameter) | Weight | Value | # in 1 cu ft | +| :-----------------: | :----------------------------------------: | :-----------------: | :----------: | +| 6" (ex: grapefuit) | 31,000 carats / 14 lbs. | Base value x 50,000 | 8 | +| 3″ (ex: large fist) | 4,856 carats / 2 lbs. | Base value x 5,000 | 64 | +| 2″ (ex: cue ball) | 1,133 carats / 1/2 lb. | Base value x 1,000 | 216 | +| 1″ (ex: eye ball) | 145 carats / 0.064 lbs. (16 = 1 lb.) | Base value x 100 | 1,728 | +| 1/2″ (ex: marble) | 18 carats / 0.008 lbs (125 = 1 lb.) | Base value x 10 | 13,824 | +| 1/4″ (standard) | 2 carats / 0.001 lbs.(1,000 = 1 lb.) | base value | 110,592 | +| 1/8″ (tiny) | 0.3 carats / 0.000125 lbs. (8,000 = 1 lb.) | base value / 10 | 884,736 | + +_Adapted from https://olddungeonmaster.com/2012/06/10/gems/._ + +
    + +#### Types of Gems by Value + +10 gp + +- agate (banded, eye, or moss ) +- azurite +- hematite +- lapis lazuli +- malachite +- obsidian +- pearl (freshwater / irregular) +- quartz (blue) +- rhodochrosite +- tiger eye +- turquoise + +50 gp + +- bloodstone +- carnelian +- chalcedony +- chrysoprase +- citrine +- iolite +- jasper +- moonstone +- onyx +- quartz (clear, rose, smoky, or star rose) +- sard +- sardonyx +- zircon + +100 gp + +- amber +- amethyst +- chrysoberyl +- coral +- garnet (red or brown-green ) +- jade +- jet +- pearl (white, golden, pink, or silver ) +- spinel (red, red-brown, or deep green) +- tourmaline + +500 gp + +- alexandrite +- aquamarine +- garnet (violet) +- pearl (black) +- peridot +- spinel (deep blue) +- topaz (golden yellow) + +1,000 gp + +- emerald +- opal (white, black, or fire ) +- sapphire (blue, star, or yellow) +- ruby (star) +- corundum (fiery yellow or rich purple) + +5,000 gp + +- diamond (blue, blue-white, brown, canary, or pink) +- jacinth +- ruby (clear red) +- sapphire (black) !!!include(license/wotc-cc-by.md)!!! diff --git a/src/pages/spells/dispel-evil.md b/src/pages/spells/dispel-evil.md new file mode 100644 index 0000000..31378a9 --- /dev/null +++ b/src/pages/spells/dispel-evil.md @@ -0,0 +1,27 @@ +--- +title: Dispel Evil +description: The Dispel Evil spell for OSR gaming. +date_pub: 2024-12-05T23:24:07.000-04:00 +section: spells +content_type: feature +short_code: sde +tags: divine +--- + +
    + +| | | +| ------------ | ------- | +| **Level** | 5 | +| **Duration** | Special | +| **Range** | 30' | + +
    + +Can be used one of three ways: + +- By [concentrating](/rules/magic.html#concentration) for up to 1 turn (10 minutes), each undead or enchanted creature that comes within range must **Save vs Spells** or be banished or destroyed. + - On a successful save, the creatures flees beyond range. +- Target enchanted or undead creature within range must **Save vs Spells** at -2 or instantly be banished or destroyed. + - On a successful save, the creatures flees beyond range. +- Instantly end the hold that a cursed item has over a single creature in range. diff --git a/src/pages/spells/exorcise.md b/src/pages/spells/exorcise.md new file mode 100644 index 0000000..26456a2 --- /dev/null +++ b/src/pages/spells/exorcise.md @@ -0,0 +1,37 @@ +--- +title: Exorcise +description: The Exorcise spell for OSR gaming. +date_pub: 2025-01-06T20:40:56.000-04:00 +section: spells +content_type: feature +short_code: sxr +tags: divine eldritch +--- + +
    + +| | | +| ------------ | ------------------- | +| **Level** | 4 | +| **Duration** | Instant (permanent) | +| **Range** | 10' | + +
    + +Casts out devils, demons, and other supernatural beings or influences from a creature or object that is either possessed or similarly controlled. + +- Removes all charms, curses, and enchantments from the target. +- Banishes possessing creature out of current body and back into nearest previously possessed body, if one exists. + +### Casting + +To cast, make a skilled WIS check. + +- Modify the roll as follows: + - If the target is of a higher HD than the caster's level, add -1 to the roll for each HD above the caster's level. + - If the target is of a lower HD than the caster's level, add +1 to the roll for each HD below the caster's level. +- If the result is a success, the target is instantly banished as above. +- If the result is a failure or a complicated success, the caster may continue to cast the spell, rolling again every turn. + - The spell requires [concentration](/rules/magic.html#concentration) until casting is complete. + - Two complicated successes in a row count as a success. + - If the process is paused, halted, or interrupted, the casting fails. diff --git a/src/pages/spells/feeblemind.md b/src/pages/spells/feeblemind.md new file mode 100644 index 0000000..a2f7a47 --- /dev/null +++ b/src/pages/spells/feeblemind.md @@ -0,0 +1,21 @@ +--- +title: Feeblemind +description: The Feeblemind spell for OSR gaming. +date_pub: Feeblemind +section: spells +content_type: feature +short_code: sfm +tags: arcane eldritch psionic +--- + +
    + +| | | +| ------------ | ------------------ | +| **Level** | 5 | +| **Duration** | Permanent | +| **Range** | 10' / caster level | + +
    + +Target spell caster must **Save vs Spells** at -4 or be reduced to an imbecile (INT 3), unable to cast spells or think clearly. diff --git a/src/pages/spells/heal.md b/src/pages/spells/heal.md new file mode 100644 index 0000000..74c139e --- /dev/null +++ b/src/pages/spells/heal.md @@ -0,0 +1,41 @@ +--- +title: Heal +description: The Heal and Harm spells for OSR gaming. +date_pub: 2025-01-06T22:40:05.000-04:00 +section: spells +content_type: feature +short_code: shh +tags: divine +--- + +
    + +| | | +| ------------ | ------- | +| **Level** | 6 | +| **Duration** | Instant | +| **Range** | Touch | + +
    + +Caster or creature touched gains one of the following effects: + +- Removes all damage except for the last 1d4 hit points. +- Cures blindness and disease. +- Negates effects of Feeblemind spell. + +## Harm + +Reversed version of **Heal**. + +
    + +| | | +| ------------ | --------- | +| **Level** | 6 | +| **Duration** | Permanent | +| **Range** | Touch | + +
    + +Caster reduces touched creature to 1d4 hit points or causes disease (attack roll required if in combat for either effect). diff --git a/src/pages/spells/index.md b/src/pages/spells/index.md index c2eb1e0..c1e1b5e 100644 --- a/src/pages/spells/index.md +++ b/src/pages/spells/index.md @@ -1,6 +1,6 @@ --- title: Magic Spells -description: A (growing) list of magic spells from across the multiverse. +description: A growing list of magic spells from across the multiverse. date_pub: 2023-04-24T16:17:00-04:00 section: spells content_type: feature @@ -9,7 +9,11 @@ short_code: s1 Below you'll find a growing list of magic spells from across the multiverse. -- [Ball of Fire (3A)](./ball-of-fire.html) +[[toc]] + +### A-D + +- [Ball of Fire (3 A)](./ball-of-fire.html) - [Befriend Animal (1 AD)](./befriend-animal.html) - [Black Tentacles (4 AD)](./black-tentacles.html) - [Bolt of Lightning (3A)](./bolt-of-lightning.html) @@ -20,18 +24,26 @@ Below you'll find a growing list of magic spells from across the multiverse. - [Cure Light Wounds / Cause Light Wounds (1 D)](./cure-light-wounds.html) - [Detect Magic (1 ADR)](./detect-magic.html) - [Dimension Jump (4 A)](./dimension-jump.html) +- [Dispel Evil (5 D)](./dispel-evil.html) + +### E-K + - [Explosive Script (3A)](./explosive-script.html) - [Fly (3 A)](./fly.html) - [Glamour (1 A)](./glamour.html) - [Grow / Shrink 1 A)](./grow.html) - [Haste / Slow (3 AD)](./haste.html) - [Hidden Step (2 A)](./hidden-step.html) -- [Hypnotize (1A)](./hypnotize.html) +- [Hypnotize (1 A)](./hypnotize.html) - [Illusory Terrain (4 A)](./illusory-terrain.html) - [Improved Invisibility (4 A)](./improved-invisibility.html) - [Invisibility (2 A)](./invisibility.html) - [Light / Darkness (1 AD)](./light.html) - [Lock / Knock (2 A)](./lock.html) + +### M-R + +- [Magic Jar (5 A)](./magic-jar.html) - [Magic Mouth (3 A)](./magic-mouth.html) - [Moonlight (3 A)](./moonlight.html) - [Phantasmal Force (2 A)](./phantasmal-force.html) @@ -40,6 +52,10 @@ Below you'll find a growing list of magic spells from across the multiverse. - [Read Languages (1 ADR)](./read-languages.html) - [Read Magic (1 AR)](./read-magic.html) - [Read Thoughts (1 A)](./read-thoughts.html) +- [Remove Curse (3 ADE)](./remove-curse.html) + +### S-Z + - [Speak in Tongues (3 AD)](./speak-in-tongues.html) - [Speak with Dead (3 ADR)](./speak-with-dead.html) - [Suggestion (3 A)](./suggestion.html) diff --git a/src/pages/spells/magic-jar.md b/src/pages/spells/magic-jar.md new file mode 100644 index 0000000..7d56d85 --- /dev/null +++ b/src/pages/spells/magic-jar.md @@ -0,0 +1,38 @@ +--- +title: Magic Jar +description: The Magic Jar spell for OSR gaming. +date_pub: 2024-12-05T23:02:16.000-04:00 +section: spells +content_type: feature +short_code: smj +tags: arcane +--- + +
    + +| | | +| ------------ | ------ | +| **Level** | 5 | +| **Duration** | Varies | +| **Range** | Self | + +
    + +Caster transfers their life-force into an animate object within 30' (a "magic jar"). + +While the caster's life-force is in the magic jar: + +- They may attempt to possess the body of a creature within 120'. + - Victim must **Save vs Spells** or caster's life-force leaves jar and possesses their body. + - On a success, the caster cannot make another attempt against them for one turn (20 minutes). +- They may choose to end the spell and return to their own body at any time. +- If the jar is destroyed, the caster dies. +- If their body is destroyed, they become trapped in the jar. + +While the caster's life-force is possessing another creature: + +- They gain full control over the creature's body. +- They can't cast spells. +- They can be removed from the possessing body by [Dispel Evil](./dispel-evil.html). +- If the jar is destroyed, the spell ends and the caster's life-force is unable to leave the possessed creature. +- If the possessed creature is killed, the caster's life-force returns to the jar. diff --git a/src/pages/spells/phantasmal-force.md b/src/pages/spells/phantasmal-force.md index 2309887..b7f1565 100644 --- a/src/pages/spells/phantasmal-force.md +++ b/src/pages/spells/phantasmal-force.md @@ -34,7 +34,8 @@ Conjures a visual illusion of the caster's choice: #### Limitations - Must fit in 20' cube. +- Illusion persists as long as the caster maintains [concentration](/rules/magic.html#concentration). - Damage inflicted is not real. - Ex: any creature "killed" by illusion falls [unconscious](/rules/adventuring.html#unconscious), any creature turned to stone is actually [paralyzed](/rules/adventuring.html#paralyzed), etc. - Effects of "damage" last for 1d4 turns. -- If illusion isn't something the caster has seen, the target may get a bonus to the saving throw to ignore the damage (at referee's discretion). +- If illusion isn't something the caster has seen, the target may get a bonus to the saving throw to ignore the damage (at GM's discretion). diff --git a/src/pages/spells/read-thoughts.md b/src/pages/spells/read-thoughts.md index 467da73..31f47a0 100644 --- a/src/pages/spells/read-thoughts.md +++ b/src/pages/spells/read-thoughts.md @@ -1,6 +1,6 @@ --- title: Read Thoughts -description: The Read Thoughts spell for OSR gaming. +description: The Read Thoughts spell for HOSR. date_pub: 2023-07-02T15:02:00-04:00 section: spells content_type: feature @@ -20,7 +20,7 @@ tags: arcane Caster gains ability to observe and comprehend the thoughts of other living creatures. -- Requires caster to focus concentration in a single direction for 1d10 minutes to activate. +- Requires caster to focus [concentration](/rules/magic.html#concentration) in a single direction for 1d10 minutes to activate. - If multiple creatures are within range, the thoughts are an incomprehensible jumble, and another 1d10 minutes must be spent to single out a creature. - After this, the thoughts of each creature in read can be read at will. - Caster understands thoughts regardless of language. diff --git a/src/pages/spells/remove-curse.md b/src/pages/spells/remove-curse.md new file mode 100644 index 0000000..96e9fa3 --- /dev/null +++ b/src/pages/spells/remove-curse.md @@ -0,0 +1,44 @@ +--- +title: Remove Curse / Curse +description: The Remove Curse and Curse spells for OSR gaming. +date_pub: 2025-01-04T22:53:00.000-04:00 +section: spells +content_type: feature +short_code: src +tags: arcane divine eldritch +--- + +
    + +| | | +| ------------ | ------- | +| **Level** | 3 | +| **Duration** | Instant | +| **Range** | Touch | + +
    + +A single curse is removed from the caster or creature touched. + +- This may enable a character to discard a [cursed magic item](/rules/magic.html#cursed-items). + +## Curse + +Reversed version of **Remove Curse**. + +
    + +| | | +| ------------ | --------- | +| **Level** | 3 | +| **Duration** | Permanent | +| **Range** | Touch | + +
    + +Touched creature must **Save vs Spells** or gain a deleterious effect. + +- Form and effects of curse are determined by caster. + - Example effects: -2 penalty to saving throws, -4 penalty to attack rolls, reduce ability score by 50%. +- Multiple curses may be in effect on a single creature, as long as each effect is different. +- If the intended curse is too powerful, the GM may turn it back on the caster. diff --git a/src/pages/spells/spider-climb.md b/src/pages/spells/spider-climb.md new file mode 100644 index 0000000..39568a9 --- /dev/null +++ b/src/pages/spells/spider-climb.md @@ -0,0 +1,23 @@ +--- +title: Spider Climb +description: The Spider Climb spell for OSR gaming. +date_pub: 2025-01-21T21:44:59.000-04:00 +section: spells +content_type: feature +short_code: ssc +tags: arcane +--- + +
    + +| | | +| ------------ | ------------- | +| **Level** | 2 | +| **Duration** | 3 + 1d6 turns | +| **Range** | Touch | + +
    + +Touched creature gains ability to walk along vertical surfaces and upside down across ceilings without using hands. + +- Can climb and move this way at regular movement speed. diff --git a/src/pages/spells/wall-of-fire.md b/src/pages/spells/wall-of-fire.md new file mode 100644 index 0000000..fb2c3c7 --- /dev/null +++ b/src/pages/spells/wall-of-fire.md @@ -0,0 +1,29 @@ +--- +title: Wall of Fire +description: The Wall of Fire spell for HOSR. +date_pub: 2025-03-02T11:43:19.000-04:00 +section: spells +content_type: feature +short_code: sw0f +tags: arcane divine +--- + +
    + +| | | +| ------------ | ------------- | +| **Level** | 4 | +| **Duration** | Concentration | +| **Range** | 60' | + +
    + +Caster creates a thin, opaque wall of flame, shaped as desired, up to 1200 sq. ft in size. + +- Wall can be any height, length, or shape. + - ex: a wall 10' high and 10' long, or a circular wall 20' in diameter and 20' high. +- Wall cannot be conjured on or through objects. +- Creatures suffer 1d6 damage when passing through the wall. + - Those with less than 4 HD cannot pass through. + - Cold-based creatures and undead suffer double damage (2d6). +- Wall remains as long as caster maintains [concentration](/rules/magic.html#concentration) and does not move. diff --git a/src/pages/spells/wish-limited.md b/src/pages/spells/wish-limited.md new file mode 100644 index 0000000..7103287 --- /dev/null +++ b/src/pages/spells/wish-limited.md @@ -0,0 +1,33 @@ +--- +title: Limited Wish +description: The Limited Wish spell for OSR gaming. +date_pub: 2025-01-06T22:11:25.000-04:00 +section: spells +content_type: feature +short_code: s1w +tags: arcane +--- + +
    + +| | | +| ------------ | --------- | +| **Level** | 7 | +| **Duration** | Varies | +| **Range** | Unlimited | + +
    + +A powerful spell which enables the caster to reshape reality to their desire, even if only to a limited degree. + +- Capable of granting minor wishes (ex: removing curses, creating small quantities of gold, duplicating the effects of a lower level spell). +- Spell duration is usually permanent, but may vary based on desired effect. + +### Limitations + +Incapable of making major changes to reality. + +- Cannot bring dead back to life, grant a class level, or permanently alter ability scores. +- Effects my be flawed (ex: partial results, limited duration). +- Excessively powerful wishes may be interpreted uncharitably, following the wording too exactly, limiting the duration excessively, or may be ruled to fail altogether. +- GM is final arbiter as to whether desired effect is within capability of spell. diff --git a/src/pages/spells/wish.md b/src/pages/spells/wish.md new file mode 100644 index 0000000..03c07c0 --- /dev/null +++ b/src/pages/spells/wish.md @@ -0,0 +1,33 @@ +--- +title: Wish +description: The Wish spell for OSR gaming. +date_pub: 2025-01-06T22:11:25.000-04:00 +section: spells +content_type: feature +short_code: swh +tags: arcane +--- + +
    + +| | | +| ------------ | --------- | +| **Level** | 9 | +| **Duration** | Varies | +| **Range** | Unlimited | + +
    + +A incredibly powerful spell which enables the caster to reshape reality to their desire. + +- Capable of granting major wishes (ex: resurrecting dead, granting a class level, permanently altering ability scores, duplicating the effects of any other lower level spell). +- Spell duration is usually permanent, but may vary based on desired effect. +- Caster may be weakened after casting. + - If spell effect is not used for transport, healing, or resurrection of the dead, caster will require 2d4 days of complete rest after casting. + +### Limitations + +The wording of the wish will be carried out, regardless of intent. + +- Excessively powerful wishes may be interpreted uncharitably, following the wording too exactly, limiting the duration excessively, or may be ruled to fail altogether. +- GM is final arbiter as to whether desired effect is within capability of spell. diff --git a/src/pages/tools/alpha.md b/src/pages/tools/alpha.md new file mode 100644 index 0000000..cf4f756 --- /dev/null +++ b/src/pages/tools/alpha.md @@ -0,0 +1,39 @@ +--- +title: GM's Tools (Alpha) +description: A few more useful tools for GMs, currently in open beta. +date_pub: 2024-06-21T22:28:58.000-04:00 +section: tools +content_type: feature +short_code: t1a +status: hidden +--- + + + + + + + +
    +
    + +

    Magical Concept / Effect Roller

    +
    + +
      +
      +
      diff --git a/src/pages/tools/gm-screen.md b/src/pages/tools/gm-screen.md new file mode 100644 index 0000000..9cc72d8 --- /dev/null +++ b/src/pages/tools/gm-screen.md @@ -0,0 +1,176 @@ +--- +title: GM's Screen +description: +date_pub: 2023-12-03T22:23:17.000-04:00 +section: tools +content_type: feature +short_code: tgs +--- + + + +
      + +
      + +

      + Combat Procedure (10s) + +

      +
      + +1. **Declare Spells, Defending, Retreats, Special Attacks, and Versatile Weapons** +2. **Roll Initiative**: Each side rolls 1d20, ties go to PCs. +3. **Winning Side Actions**: + + - **Morale Check** + - **Movement and Action** (any order) + +4. **Change Sides**: In initiative order. +5. **Slow Weapons** +6. **Repeat** + +
      + +
      + +

      + Encounter Sequence + +

      +
      + +1. **Stealth**: GM rolls for stealth, if applicable. +2. **Determine Distance** + - 2d6 x 10’ in dungeon + - 4d6 x 10 yards (or 1d4 x 10 yards if either side has stealth) in wilderness. +3. **Roll Initiative**: Each side that has stealth rolls 1d20, highest roll moves first. +4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds. +5. **End Turn**: Each encounter is assumed to take at least one full turn to complete. + +
      + +
      + +

      Group Skills

      +
      + +- **Board**: To position vehicles for boarding. + - All: 2-in-6 +- **Forage**: To find food while traveling overland. + - All: 1-in-6 + - Barbarian: 2-in-6 + - Ranger: 2-in-6 +- **Hunt**: To find food dedicating time to the task. + - All: 1-in-6 + - Barbarian: 5-in-6 + - Ranger: 5-in-6 +- **Pathfind**: To navigate without a road or river, varies by terrain type + - Clear, grasslands: 5-in-6. + - Barren lands, hills, mountains, woods: 4-in-6. + - Druid in woodlands: 5-in-6 + - Desert, jungle, swamp: 3-in-6. +- **Stealth** To pass unnoticed by foes + - Light = no stealth, base 2-in-6 chance otherwise. + - Failure of group can trigger individual skill checks (ex: thief, halfling). + +
      + +
      + +

      Individual Skills

      +
      + +- **Force**: To force open doors through strength. + - Determined by STR +- **Light Fire**: Use a tinderbox to light a fire. + - All: 2-in-6 +- **Listen**: To hear monsters through doors (breaking their stealth). + - Humans: 1-in-6 + - Demihumans: 2-in-6 + - Thief: by level +- **Luck**: To avoid triggering traps by stepping over a pressure plate instead of on it. + - All: 4-in-6 (based on traps only triggering on 1-2) +- **Know Lore**: Identify an item + - Bard: 2-in 6 chance +- **Search**: To find hidden passages and traps. + - Humans: 1-in-6 + - Demihumans: 2-in-6 +- **Stealth**: When the party fails its stealth check, stealthy classes get another chance. + - Deurgar: 3-in-6 + - Halflings: 2-in-6 + - Ranger: 3-in-6 (in woods) + - Svirfneblin: 4-in-6 (in gloomy underground conditions) + - Thieves: Varies with level + +
      + +
      + +

      Morale Check

      +
      + +Creatures who’ve been severely wounded or seen their leaders killed may flee. + +- Roll 2d6 under morale score or the monsters surrender / flee. + - After 2 successes in a fight, no further checks. +- When to check morale: - After the first death on a side, and - When a side is half killed or incapacitated. + +
      + +
      + +

      Reaction Roll

      +
      + +Roll 2d6 + CHA bonus. + +- **2-**: Hostile, attacks +- **3-5**: Unfriendly, may attack +- **6-8**: Neutral, uncertain +- **9-11**: Indifferent, uninterested +- **12+**: Friendly, helpful + +
      + +
      + +

      Stealth / Surprise

      +
      + +- GM rolls 1d6 for stealth, if applicable. +- Each side that’s being relatively stealthy (quiet, douses torches, etc.) has a base 2-in-6 chance of not being spotted. +- Parties carrying an active light source typically can not have stealth. +- If only one side has stealth, they may usually make a free attack (or can pass unnoticed). +- If all sides have stealth, they miss each other. + +
      + +
      + +

      Turn Undead

      +
      + +Divine Spellcaster rolls 2d6, then consults table. + +- If table says "T", roll indicates how many HD of undead are turned +- If table has a number, compare that number with the roll + + - If the roll is less than the target number, the turning attempt fails. + - If the roll equals or exceeds the target number, roll another 2d6 to determine how many HD of undead are turned. + +
      + +
      diff --git a/src/pages/tools/index.md b/src/pages/tools/index.md index fd3d6da..c0eaf1a 100644 --- a/src/pages/tools/index.md +++ b/src/pages/tools/index.md @@ -1,6 +1,6 @@ --- -title: Referee's Tools (Beta) -description: A few useful tools for referees, currently in open beta. +title: GM's Tools (Beta) +description: A few useful tools for GMs, currently in open beta. date_pub: 2023-08-23T21:01:00-04:00 section: tools content_type: feature @@ -15,7 +15,7 @@ short_code: t1 @@ -80,4 +80,4 @@ short_code: t1
      -- [Referee's Screen](/tools/referee-screen.html) +- [GM's Screen](/tools/referee-screen.html) diff --git a/src/pages/tools/referee-screen.md b/src/pages/tools/referee-screen.md index 41eccf1..db43f85 100644 --- a/src/pages/tools/referee-screen.md +++ b/src/pages/tools/referee-screen.md @@ -7,6 +7,20 @@ content_type: feature short_code: trs --- + +
      @@ -18,7 +32,7 @@ short_code: trs 1. **Declare Spells, Defending, Retreats, Special Attacks, and Versatile Weapons** -2. **Roll Initiative**: Each side rolls 1d20. +2. **Roll Initiative**: Each side rolls 1d20, ties go to PCs. 3. **Winning Side Actions**: - **Morale Check** @@ -39,7 +53,9 @@ short_code: trs 1. **Stealth**: Referee rolls for stealth, if applicable. -2. **Determine Distance**: 2d6 x 10’ in dungeon, 4d6 x 10 yards (or 1d4 x 10 yards if either side has stealth) in wilderness. +2. **Determine Distance** + - 2d6 x 10’ in dungeon + - 4d6 x 10 yards (or 1d4 x 10 yards if either side has stealth) in wilderness. 3. **Roll Initiative**: Each side that has stealth rolls 1d20, highest roll moves first. 4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds. 5. **End Turn**: Each encounter is assumed to take at least one full turn to complete. diff --git a/src/pages/weapons/index.md b/src/pages/weapons/index.md index 1ba665e..851bef4 100644 --- a/src/pages/weapons/index.md +++ b/src/pages/weapons/index.md @@ -5,6 +5,7 @@ date_pub: 2023-02-19T21:01:00-05:00 section: weapons content_type: feature short_code: w1 +status: hidden --- Ghyffan muskets are something to behold - a streamlined amalgamation of wood and iron, shaped (and tipped) like a spear, but which can fire a metal slug at great speed (and for heavy damage). Their superior construction makes them less prone to breaking, but their S-L-O-W reload time makes them useless as ranged weapons (beyond an opening shot or two). @@ -19,5 +20,5 @@ Ghyffan muskets are something to behold - a streamlined amalgamation of wood and ### Weapon Qualities -- _Loud_ (taken from CC#1): The first time in an encounter a weapon with this quality is fired, the noise triggers a wandering monster check and causes animals (except those trained for battle) to make a morale check or flee. At the referee’s discretion, human-like creatures of 2 HD or less from cultures without firearms may also be affected. +- _Loud_ (taken from CC#1): The first time in an encounter a weapon with this quality is fired, the noise triggers a wandering monster check and causes animals (except those trained for battle) to make a morale check or flee. At the GM’s discretion, human-like creatures of 2 HD or less from cultures without firearms may also be affected. - _One-shot_: The Missile attack for this weapon may only be fired once per turn, for the damage listed. diff --git a/src/support/errors/404.html.ejs b/src/support/errors/404.html.ejs index ac0c934..441c0a9 100644 --- a/src/support/errors/404.html.ejs +++ b/src/support/errors/404.html.ejs @@ -45,12 +45,18 @@ } body { - background: url("/images/404/lake-of-fire.jpg") no-repeat center center fixed; + align-items: center; + background: url("/images/404/infernus.jpg") no-repeat center center fixed; background-size: cover; color: #9A949C; + display: flex; + flex-direction: column; + justify-content: center; line-height: 1.5em; + min-height: 100vh; vertical-align: middle; } + .container { margin: 0 auto; background-color: #23191B; @@ -69,7 +75,7 @@ @media all and (min-width: 600px), only screen and (-webkit-min-device-pixel-ratio: 3) { body { - background-image: url("/images/404/lake-of-fire-lg.jpg"); + background-image: url("/images/404/infernus-lg.jpg"); } } @@ -82,7 +88,7 @@
      • a mistyped address,
      • an out-of-date link, or
      • -
      • the page having been banished to the grey wastes of Infernus.
      • +
      • the page having been banished to the burning wastes of Infernus.

      You can go back and try again, or just start over at the front page for the guide.

      @@ -98,8 +104,7 @@

      Powered by DuckDuckGo

      - Background image created with Stable Diffusion Online, - released under a CC0 license. + Background image released under a CC0 license.