moar updates

This commit is contained in:
2025-04-05 19:47:36 -04:00
parent c89bc36fd7
commit 15d51f4e1e
195 changed files with 4943 additions and 2578 deletions
@@ -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
+39 -42
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@@ -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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ---------------------------------- |
| **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 |
</div>
### 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.
<div class="dividedTableWrapper levelTable">
| 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]
</div>
#### 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).
<div class="dividedTableWrapper">
@@ -55,7 +82,7 @@ May not be lawful.
</div>
- **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).
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />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
</div>
+12 -12
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@@ -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]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------- |
| **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 |
</div>
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).
<div class="dividedTableWrapper">
+68 -104
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@@ -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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | --------------------------- |
| **Hit Dice** | 1d10 |
| **Maximum Level** | 14 |
| **Armor** | Leather, chainmail, shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
[[toc]]
### Agile Fighter
<div class='headlessTableWrapper'>
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).
<div class="dividedTableWrapper">
| 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 |
</div>
<!--
<div class="dividedTableWrapper">
### Core Features
| Level | CS (d%) | HU (d20) | MS (d20) |
| :---: | :-----: | :------: | :------: |
| 1 | 87 | 16 | 16 |
| 2 | 88 | 15 | 15 |
| 3 | 89 | 14 | 14 |
| 4 | 90 | 13 | 13 |
| 5 | 91 | 12 | 12 |
| 6 | 92 | 11 | 11 |
| 7 | 93 | 9 | 9 |
| 8 | 94 | 7 | 7 |
| 9 | 95 | 5 | 5 |
| 10 | 96 | 3 | 3 |
| 11 | 97 | 1 | 1 |
| 12 | 98 | 97 | 97 |
| 13 | 99 | 98 | 98 |
| 14 | 99 | 99 | 99 |
[Barbarian Skills Chance of Success]
</div>
-->
- **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'.
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||| AF<br />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<br />Bonus | Movement<br />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]
</div>
### 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).
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@@ -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]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------------------------- |
| **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) |
</div>
### Core Features
<div class="dividedTableWrapper levelTable">
| Level | HD | Atk | Save | Spells /<br />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]
</div>
#### 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
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />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
</div>
+1 -1
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@@ -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
---
+47 -47
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@@ -7,32 +7,53 @@ content_type: feature
short_code: cbw
---
An adventurer with a special bond with one (or more) animal companions.
<div class='headlessTableWrapper'>
| | |
| ----------------- | --------------------------- |
| **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | Leather, chainmail, shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
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.
<div class='headlessTableWrapper'>
| | |
| ------------- | --------------------------- |
| **Hit Dice** | 1d8 |
| **Armor** | Leather, chainmail, shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
### Core Features
- **Friend to Animals**: +1 bonus to reaction rolls with animals (non-intelligent creatures).
<div class="dividedTableWrapper levelTable">
| 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]
</div>
### 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
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />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
</div>
+66 -48
View File
@@ -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
---
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------- |
| **Requirements** | None |
| **Hit Dice** | 18 |
| **Maximum Level** | 14 |
| **Armor** | Leather, no shields |
| **Weapons** | One-handed weapons |
| **Languages** | Alignment, Common |
</div>
Bloodmages are arcane spellcasters that use their own life force, rather than their memories, to cast spells.
[[toc]]
<div class='headlessTableWrapper'>
| | |
| ------------- | ------------------- |
| **Hit Dice** | 1d8 |
| **Armor** | Leather, no shields |
| **Weapons** | One-handed weapons |
| **Languages** | Alignment, Common |
</div>
### Core Features
<div class="dividedTableWrapper levelTable">
| 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]
</div>
#### 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
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||| Max<br />Spell<br />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
</div>
Adapted from _[Alternate Magic](https://www.drivethrurpg.com/product/397412/Alternate-Magic-OSR)_ by [Eric Diaz](http://methodsetmadness.blogspot.com/)
+49 -139
View File
@@ -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]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **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 |
</div>
### 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.
<div class="dividedTableWrapper">
| Min Level | Bonus |
| :-------: | :---: |
| 2 | +1 |
| 6 | +2 |
| 10 | +3 |
</div>
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:
<div class="dividedTableWrapper">
| 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]
</div>
#### 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
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />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]
</div>
### 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).
+55 -53
View File
@@ -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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | --------------------------------------------------------------- |
| **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) |
</div>
### Core Features
<div class="dividedTableWrapper levelTable">
| 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]
</div>
#### 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:
<div class="dividedTableWrapper">
| 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
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />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
</div>
+3 -78
View File
@@ -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)!!!
+56 -74
View File
@@ -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]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------- |
| **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 |
</div>
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.
<div class="dividedTableWrapper levelTable">
### 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).
<div class="dividedTableWrapper">
| 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]
</div>
- **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
<div class="dividedTableWrapper levelTable">
An adventurer who lives by their talents sailing on the astral plane.
| Level | XP | HD | Atk<br />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
</div>
- **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).
+73 -57
View File
@@ -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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------------------ |
| **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) |
</div>
### 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
<div class="dividedTableWrapper levelTable">
- 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 /<br />Day | Change Form<br />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.
</div>
### 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
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />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
</div>
+1 -1
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@@ -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
---
+123
View File
@@ -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.
<div class='headlessTableWrapper'>
| | |
| ------------------------ | --------------------------------------------------------------- |
| **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) |
</div>
### Core Features
<div class="dividedTableWrapper levelTable">
| Level | HD | Atk | Save | Spells /<br />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]
</div>
#### 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.
+33 -37
View File
@@ -9,23 +9,47 @@ short_code: cfr
An adventurer that specializes in combat.
[[toc]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **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 |
</div>
[[toc]]
### Core Features
<div class="dividedTableWrapper levelTable">
| 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]
</div>
### 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
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />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
</div>
+25 -17
View File
@@ -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.
+9 -1
View File
@@ -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.
+51 -44
View File
@@ -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]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | -------------------------- |
| **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 |
</div>
### Core Features
<div class="dividedTableWrapper levelTable">
| 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]
</div>
#### 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
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />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
</div>
+48 -50
View File
@@ -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]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------- |
| **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 |
</div>
### Core Features
- **Advanced Agility**: Unarmored armor class based on mystic level.
- **Mental Focus**: +2 bonus to all saving throws against mental or mystical powers.
<div class="dividedTableWrapper levelTable">
| Level | HD | Atk | Save | AC | Mystic<br />Powers | Mystic Power<br />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]
</div>
### 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
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />Mod | AC | Saving Throws ||||| Mystic<br />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
</div>
+56 -61
View File
@@ -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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **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 |
</div>
### Core Features
- **Blessed Health**: Immune to all diseases
<div class="dividedTableWrapper levelTable">
| 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]
</div>
#### 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:
<div class="dividedTableWrapper">
| 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
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />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
</div>
+1 -1
View File
@@ -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
---
+55 -53
View File
@@ -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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------- |
| **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 |
</div>
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
<div class="dividedTableWrapper levelTable">
| 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]
</div>
#### 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:
<div class="dividedTableWrapper">
| 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
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />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
</div>
- Lowest HD undead are affected first.### Core Features
+2 -2
View File
@@ -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
+98
View File
@@ -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]]
<div class='headlessTableWrapper'>
| | |
| ------------- | ------------------------------------------------------------------------- |
| **Hit Dice** | 1d6 |
| **Armor** | Leather or Studded, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common, a [secret language](/rules/adventuring.html#languages) |
</div>
### Core Features
- **Backstab**: When attacking an unaware opponent from behind with a one-handed weapon, the attack gets +4 and it deals double damage.
<div class="dividedTableWrapper levelTable">
| Level | HD | Atk | Save | Special<br />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]
</div>
#### 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.
+50 -82
View File
@@ -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]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------- |
| **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 |
</div>
### Core Features
<div class="dividedTableWrapper levelTable">
| 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]
</div>
#### 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
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />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
</div>
+39 -39
View File
@@ -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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | -------------------------------- |
| **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 |
</div>
### Core Features
- **Backstab**: When attacking an unaware opponent from behind with a one-handed weapon, the attack gets +4 and it deals double damage.
<div class="dividedTableWrapper levelTable">
| 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]
</div>
#### 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).
<div class="dividedTableWrapper">
@@ -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.
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />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
</div>
+10 -11
View File
@@ -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]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | -------------------------------- |
| **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 |
</div>
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.
+1 -1
View File
@@ -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
---
+58 -43
View File
@@ -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]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------- |
| **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 |
</div>
### Core Features
<div class="dividedTableWrapper levelTable">
| Level | HD | Atk | Save | Spells /<br />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]
</div>
#### 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
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />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
</div>