moar updates

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[[toc]]
### Introduction
In general, playing an RPG powered by HOSR comes down to running through a series of linked procedures or "game loops" (ex: [Exploration Procedure](#exploration-procedure)):
1. **Setup**: GM determines the current situation (often using dice and tables), and describes it to the players.
2. **Response**: Players explain how they want to react to the situation, and make any checks that the GM calls for.
3. **Repeat**" Return to step 1 and repeat until the adventuring ends.
### Ability Checks
Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for an Ability Check.
For most checks, roll a 20-sided die (d20) and add the ability's modifier.
- The Referee may also add a situational modifier to the roll, typically between -4 and +4.
<div class="dividedTableWrapper" id="ability-modifier-table">
| Ability | Mod |
| :-----: | :-: |
| 3 | -3 |
| 4-5 | -2 |
| 6-8 | -1 |
| 9-12 | +0 |
| 13-15 | +1 |
| 16-17 | +2 |
| 18+ | +3 |
[Ability Modifier]
</div>
- The GM may also add a situational modifier to the roll, typically between -4 and +4.
Then, check the results of the roll:
- A natural 20 means a critical success: the check succeeds, and often includes a bonus for the roller.
- An 11 or higher is a success.
- A 6-10 represents a partial success: the check succeeds, but with a potential complication or challenge for the roller.
- A 5 or less is a failure.
- A natural 1 means a critical failure: the check fails, and often includes an extra complication or challenge for the roller.
<div class="dividedTableWrapper">
### Exploration Procedure
| Roll | Result |
| :----------------------: | :-----------------: |
| 25+ or natural 20 | Critical Success |
| 11-24 | Complete Success |
| 6-10 | Complicated Success |
| 5 or less | Failure |
| Less than 0 or natural 1 | Fumble |
The general steps to take when exploring (dungeon, wilderness, etc.)
[Ability Check Result]
1. **Setup**: Referee describes the situation
2. **Marching Order**: Party determines general exploration process, including direction of travel and speed.
3. **Complication Check**: Referee rolls the complication die to see what effect it has.
4. **Actions / Responses / Complications**: Party declares actions, referee describes the results (and any complications).
5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
</div>
- Dungeon: 180'
- Wilderness: 6 miles
- A natural 20 or a result of 25 or more is a **Critical Success**: the check succeeds, and often includes a bonus for the roller.
- An 11-24 indicates a **Complete Success**: the check succeeds.
- A 6-10 represents a **Complicated Success**: the check succeeds, but with a potential [complication](#complications) or challenge for the roller.
- A 5 or less is a **Failure**: the check fails.
- A natural 1 or a result of less than 0 is a **Fumble**: the check fails, and often includes an extra complication or challenge for the roller.
6. **Repeat**: Return to step 2 and repeat until the adventuring ends.
#### Skilled Ability Checks
Many classes have unique skills which PCs learn as they gain levels in those classes.
<div class="dividedTableWrapper" id="class-level-modifier-table">
| Class Level | Mod | Term |
| :---------: | :-: | :------: |
| 1 | -1 | Novice |
| 2-4 | 0 | Beginner |
| 5-7 | +1 | Skilled |
| 8-10 | +2 | Advanced |
| 11-13 | +3 | Expert |
| 14+ | +4 | Master |
[Skilled Ability Check Modifier]
</div>
When making a check that involves a class skill, add the skill modifier for the PC's current level to the appropriate ability check roll.
- ex: a 5th level thief that wants to use their Thief Skills to hide in the shadows would make a DEX ability check, rolling a d20 and adding their DEX modifier to the roll, and would _then_ add an additional +1 to the roll before determining the result.
### Complications
Complications can effect the immediate situation or the GM can optionally save them for later, tallying or counting them, and making a Complication Check for each one at the next appropriate time.
#### Complication Check
Roll 1d6, ignoring results of 4+ for the first 4 turns in a session (or since they last occurred).
Roll 1d6.
1. **Encounter**: Wandering creature, social encounter, or some other random interaction.
2. **Signs / Portents**: Indications of possible encounter nearby - could be a clue, monster tracks, etc.
3. **Locality**: Some environmental or external event that affects the PCs - water rises, the assassin gets closer to the target, doors lock behind the party, etc.
4. **Fatigue**: Party must rest for 10 minutes (1 turn) or gain a level of [exhaustion](#exhaustion).
5+ **No Complications**
<div class="dividedTableWrapper">
### Conditions
| 1d6 | Result |
| :-: | :--------------: |
| 1 | Encounter |
| 2 | Locality |
| 3 | Exhaustion |
| 4 | No complication |
| 5 | Signs / Portents |
| 6 | Discovery |
[Complication Check Result]
</div>
- **Encounter**: Wandering creature, social encounter, or some other random interaction.
- **Locality**: Some environmental or external event that affects the PCs.
- ex: a storm rolls in, party gets lost, the dungeon shifts, water rises, the assassin gets closer to the target, doors lock behind party.
- **Exhaustion**: Party must rest for a turn / watch or gain a level of [exhaustion](#exhaustion).
- May be ignored for the first few checks in a session, as appropriate.
- **Signs / Portents**: Indications of possible encounter nearby - could be a clue, monster tracks, etc.
- **Discovery**: Party finds something useful or helpful.
- ex: a magic item, a secret door, a hidden ally.
- May be ignored after first occurrence in a session, as appropriate.
### Exploration Procedure
The time scales for exploration vary based on the area being explored:
- Dungeon exploration is divided into 10-minute turns, with each turn covering roughly 180 feet of unexplored dungeon.
- Wilderness exploration is divided into 4-hour watches, with each watch covering roughly 6 miles of unexplored (open) terrain.
The general steps to take when exploring (for each turn / watch):
1. **Setup**: GM describes the situation.
2. **Marching Order**: Party determines general exploration process, including direction of travel and speed.
3. [**Complication Check**](#complication-check): GM rolls the complication die to see what effect it has.
4. **Actions / Responses / Complications**: Party declares actions, GM describes the results (and any complications).
5. **End Turn / Watch**: When the party has gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends.
6. **Repeat**: Return to step 2 and repeat until adventuring ends (or destination is reached).
### Challenges and Hazards
- Fall damage is 1d6 per 10'.
#### Darkness
- If unable to see, treat as [blinded](#blinded).
- Candles light 10' radius.
- Torches / lanterns light 30' radius.
- When moving through darkness with flame light, no chance of stealth / surprise.
#### Infravision
- Can see heat tones, even in the dark.
- Usually works to 60'.
Allows creatures to see heat tones, even in [darkness](#darkness).
#### Listening at Doors
- Works to 60' unless noted otherwise.
Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noise.
#### Truesight
- Referee makes this roll.
Allows creatures to:
- see in normal or magical darkness;
- see invisible creatures and objects;
- automatically detect, see-through, and Save vs visual illusions;
- perceive the true (original) form of a shapechanger or ploymorphed creature; and
- see into the ethereal plane to perceive ghosts and other spirits.
#### Listening for Noises
Spend a minute listening (ex: at a door) and make an [INT or WIS check](#ability-checks) to hear a noise.
- GM rolls.
#### Opening Doors
- Locked Doors can be picked or broken.
- Picking a lock takes 1d6 minutes.
- Picking a lock takes up to 1d6 minutes.
- Stuck Doors can be unstuck or broken.
- Doors always break on a 1. Failure can affect stealth / surprise.
<div class="dividedTableWrapper">
| STR | Unstick | Break |
| :---: | :-----: | :----: |
| 3-8 | --- | 1-in-6 |
| 9-12 | 2-in-6 | 1-in-6 |
| 13-15 | 3-in-6 | 2-in-6 |
| 16-17 | 4-in-6 | 3-in-6 |
| 18+ | 5-in-6 | 4-in-6 |
[Forcing Door Chances]
</div>
#### Other Hazards
- Fall damage is 1d6 / 10'.
- To unstick or break a door, make a [STR check](#ability-checks) at -2.
- Doors always break on a critical success.
- Failure / complications can affect stealth / surprise.
#### Swimming
- Creatures are assumed to be able to swim at 1/2 their normal movement speed.
- Unless the creature is just floating, a STR or CON check is required every turn (10 minutes).
- Unless the creature is just floating, a [STR or CON check](#ability-checks) is required every turn (10 minutes).
- For creatures carrying heavy loads or wearing metal armor, this check is required very combat round (10 seconds).
- Failing this check results in a loss of 1 HP, and the check must be immediately attempted again.
- The third failure indicates the creature begins [drowning](#drowning).
#### Drowning
##### Drowning
- Each combat round, a drowning creature must **Save vs Death** or take 1d8 drowning damage.
- Each combat round, a drowning creature must **Save** or take 1d8 drowning damage.
- When a drowning creature is rescued, it gains 1 level of exhaustion.
- Once the exhaustion is cleared, the creature gains back any HP lost to drowning.
#### Urban Navigation
To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mod + INT mod.
To navigate to a location in a busting city, make an **Urban Exploration Roll** (2d6 + [CHA mod](#ability-modifier-table) + [INT mod](#ability-modifier-table)).
- Modify roll in friendly, dangerous, or especially alien areas.
- Navigation time includes time spent reading maps and getting directions, as well as any eating or rest stops needed along the way.
- Roll random encounter checks each hour
- Roll random encounter checks each hour.
<div class="dividedTableWrapper">
@@ -143,7 +226,14 @@ To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mo
- 3 HD: May carry a creature 1/2 the size of a humanoid.
- 6 HD: May carry a creature the size of a humanoid.
- 12 HD: May carry a large creature (ex: horse)
- 24 HD: May carry a huge animal (ex: elephant)
- 24 HD: May carry a huge creature (ex: elephant)
**Light**
- During the daytime, fog or heavy rain will create dim light in open areas.
- At night:
- A full moon on a clear night will create dim light in open areas.
- Fog or moonless night will create [darkness](#darkness).
<!--
@@ -158,16 +248,10 @@ To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mo
- Party has 1-in-6 chance of encountering game.
- This is in addition to normal random encounter chances.
**Light**
A full moon (or fog, heavy rain, etc., during daytime) with a
clear sky will create an area of dim light. Otherwise, night
and very thick fog will create darkness. See the Dungeon
Adventures section for the effects of darkness.
**Losing Direction**
- At the start of each day, referee should roll to determine if group loses direction.
- At the start of each day, GM should roll to determine if group loses direction.
- Chance of losing direction depends on terrain being traversed:
- Grasslands, plains, clear: 1-in-6
- Hills, mountains, woods, barren areas: 2-in-6
@@ -186,7 +270,7 @@ Adventures section for the effects of darkness.
- Some terrain affects overland speed while traveling through it:
- Maintain roads: Increase speed by 50%.
- Maintained roads: Increase speed by 50%.
- Hilly, wooded, or desert terrain: Decrease speed by 33%.
- Swampy, mountainous, or jungle terrain: Decrease speed by 50%.
@@ -203,61 +287,50 @@ Characters can usually see 3 miles around (in clear terrain).
### Encounter Procedure
1. **Check Stealth**: Referee rolls for stealth, if applicable.
1. **Check Stealth**: GM rolls for stealth, if applicable.
- Each side that's being relatively stealthy (quiet, douses torches, etc.) has a base 2-in-6 chance of not being spotted.
- Parties carrying an active light source typically can not have stealth.
- Parties carrying an active light source typically can not have stealth.
- Individual party members may have stealth even if the rest of the party doesn't.
- If only one side has stealth, they may usually make a free attack (or can pass unnoticed).
- If all sides have stealth, they miss each other.
2. **Determine Distance**: Referee determines how far away the characters are from the encounter.
2. **Determine Distance**: GM determines how far away the characters are from the encounter.
- Often determined by the nature of the encounter itself, but may be determined randomly:
- Dungeon: 2d6 x 10'
- Wilderness: 4d6 x 10 yards (or 1d4 x 10 yards if either side is surprised).
3. **Roll Initiative**: Each side rolls 1d20, highest roll moves first.
- Tie goes to the party side, roll-off as needed.
4. **Choose Actions**: Each side decides how they will respond in initiative order, and the encounter proceeds.
- Players decide how their characters will act.
- Creature actions are often determined by the nature of the encounter itself, but may be determined randomly.
- If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to communicate).
- Creature actions are often determined by the nature of the encoulastnter itself, but may be determined randomly.
- If creature / NPC reaction isn't obvious, make a **Reaction Roll** (2d6, possibly modified based on what the creature / NPC believes about the party beforehand).
- If someone tries to communicate, make a 2nd reaction roll, this time modified by the speaker's [CHA modifier](#ability-modifier-table) and a modifier based on the first roll as indicated below.
<div class="dividedTableWrapper">
<div class="dividedTableWrapper" id="reaction-table">
| 2d6 | Result |
| :-: | :---------: |
| 2- | Attack! |
| 3 | Hateful |
| 4 | Leery |
| 5 | Rude |
| 6 | Aloof |
| 7 | Uncertain |
| 8 | Confused |
| 9 | Indifferent |
| 10 | Cordial |
| 11 | Amiable |
| 12+ | Friendly! |
| 2d6 | Result | 2nd Roll Mod |
| :-: | :---------: | :----------: |
| 2- | Attack! | -3 |
| 3 | Hateful | -2 |
| 4 | Leery | -1 |
| 5 | Rude | -1 |
| 6 | Aloof | 0 |
| 7 | Uncertain | 0 |
| 8 | Confused | 0 |
| 9 | Indifferent | +1 |
| 10 | Cordial | +1 |
| 11 | Amiable | +2 |
| 12+ | Friendly! | +3 |
[Reaction Table]
</div>
<div class="dividedTableWrapper">
| CHA | Mod |
| :---: | :-: |
| 3 | -3 |
| 4-5 | -2 |
| 6-8 | -1 |
| 9-12 | +0 |
| 13-15 | +1 |
| 16-17 | +2 |
| 18+ | +3 |
[Charisma Modifier]
</div>
5. **End Turn**: Once the encounter has played out, the turn ends.
- Each encounter is assumed to take at least one full turn to complete.
@@ -278,42 +351,28 @@ Any side that wishes to avoid an encounter may attempt to flee.
- Only possible before combat begins.
- Each opposing side declares whether or not they want to pursue.
- Players decide freely if they wish to pursue fleeing creatures.
- Referee decides whether creatures pursue fleeing PCs (based on circumstances or roll).
- GM decides whether creatures pursue fleeing PCs (based on circumstances or roll).
- If all opposing sides decide not to pursue, the evasion attempt automatically succeeds and the encounter is avoided.
- If an opposing side decides to pursue, the chance of evading depends on the surrounding environment.
### Advancement
As the adventures continue, treasure is acquired and creatures are vanquished, all adding to the PCs XP total.
As the adventures continue, the PCs will interact with their world, gaining Level Points for each session.
- Each standard coin worth of treasure gained is worth 1 XP, and each creature has an XP value awarded for beating them (one way or another).
- The total XP are then divided amongst the PCs and any hirelings they have (at 1/2 share per hireling).
- Players running multiple characters gets a full share for their first PC and a half-share for the second, although they choose how to distribute the points.
- Referees may increase the derived value arbitrarily.
- Once a PC acquires enough XP, they go up to the next level in their class.
<!--
Thinking about making this either session based, adventure based, or something along those lines.
- How can I note the rules while keeping them _super vague_?
You gain 1 Advancement Point for each major challenge or obstacle you overcome.
- In practice, this amounts to somewhere between 1 point per session and 1 point per adventure.
- When you have as many Advancement Points as your current level, you gain another level.
- When you gain a level, your advancement point count resets.
-->
- Once a PC acquires a number of Level Points equal to their next desired level, they may gain a level in their desired class.
#### Upon Gaining a Level
When a PC increases their level, the following actions may be performed:
- Roll a hit die (based on the PC's class), and add it to their maximum hit points.
- 1s and 2s may be re-rolled.
- Alternatively, roll the next die step down and add 2.
- Their player may pick one of the PC's abilities, and roll 3d6.
- Roll a hit die (based on the class), and add it to their maximum hit points.
- 1s and 2s may be re-rolled a single time.
- Check the [Skilled Ability Check Modifier table](#skilled-ability-checks) to determine if their skill modifier increases.
- Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if they gain any new.
- The player may pick one of the PC's abilities, and roll 3d6.
- If the resulting roll is higher than the ability score, increase the score by 1.
- Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if any new abilities are gained.
### Conditions
### Creature Conditions
#### Blinded
@@ -323,38 +382,45 @@ When a PC increases their level, the following actions may be performed:
- only hits on a natural 20 (as a critical hit).
- +4 to attacks against a blinded creature.
### Deafened
#### Deafened
- A deafened creature:
- cant hear, and
- automatically fails any ability check that requires hearing.
- +2 to attacks against a deafened creature.
#### Entangled
- An entangled creature:
- is unable to move,
- has disadvantage on attack rolls and ability checks that require moving,
- can make a new **Save** attempt each combat round,
- is automatically released if the entangling weapon is used to attack another opponent.
- Attack rolls against an entangled creature have advantage.
#### Exhausted
- An exhausted creature:
- gets -1 to _all_ rolls, and
- has their AC reduced by 1 for each level of exhaustion they have.
- has their AC reduced by 1.
- These effects are cumulative for each level of exhaustion they have.
- Each level of exhaustion can be cleared by resting for 4 hours (1 watch).
- Gain 2 levels of exhaustion per day without a long rest.
<!--
- Going for more than one day with a long rest adds 1 level of exhaustion per day since last long rest.
#### Frightened
Most (unintelligent) frightened creatures will flee from the source of their fear.
A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within sight.
The creature cant willingly move closer to the source of its fear.
-->
- A frightened creature:
- is unable to willingly move closer to the source of its fear (desiring only to flee from it), and
- has disadvantage on ability checks and attack rolls while it can see the source of its fear.
- Most unintelligent creatures will actively flee when frightened.
#### Invisible
- An invisible creature:
- can't be seen without magic or a special sense,
- can't be seen without magic or a special sense (ex: [Truesight](#truesight)),
- can only be tracked by any noise it makes or tracks it leaves, and
- gets advantage on attacks.
- Attacks against an invisible creature have disadvantage.
- Attacks against an invisible creature have disadvantage and can only be made when attacking creature has _some_ idea of where the invisible creature is (or recently was).
#### Paralyzed
@@ -363,7 +429,7 @@ Most (unintelligent) frightened creatures will flee from the source of their fea
- automatically fails any ability check that requires movement or speech.
- Attack rolls against a paralyzed creature have advantage.
- If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits).
- Optionally, the referee may rule that a paralyzed creature can be instantly killed (ex: slitting its throat).
- Optionally, the GM may rule that a paralyzed creature can be instantly killed (ex: slitting its throat).
#### Petrified
@@ -386,7 +452,7 @@ A poisoned creature has disadvantage on attack rolls and ability checks.
- A prone creature:
- moves at half normal speed,
- can stand up for half its normal speed (ending the condition),
- can stand up for half its normal speed (ending the condition), and
- has disadvantage on attack rolls.
- When attacking a prone creature:
- melee attacks have advantage, and
@@ -395,30 +461,27 @@ A poisoned creature has disadvantage on attack rolls and ability checks.
#### Restrained
- A restrained creature:
- can't move, and
- is unable to move, and
- has disadvantage on attack rolls and ability checks that require moving.
- Attack rolls against a restrained creature have advantage.
<!--
```
Stunned
#### Stunned
A stunned creature is incapacitated (see the condition), cant move, and can speak only falteringly.
The creature automatically fails Strength and Dexterity saving throws.
Attack rolls against the creature have advantage.
```
-->
- A stunned creature:
- is unable to move, attack, take any actions, and can speak only falteringly; and
- automatically fails any ability check that requires movement.
- Attack rolls against an stunned creature have advantage.
#### Unconscious
- An unconscious creature
- An unconscious creature:
- is unable to speak, move, attack, or take any actions;
- automatically fails any ability check that requires movement or speech; and
- is unaware of their surroundings.
- When a creature is rendered unconscious, they drop whatever they are holding and fall prone.
- Attack rolls against an unconscious creature have advantage.
- If the attacker is within 5 feet, any attack that hits is a [critical hit](./combat.html#critical-hits).
- Optionally, the referee may rule that a paralyzed creature can be instantly killed (ex: slitting its throat).
- Optionally, the GM may rule that a paralyzed creature can be instantly killed (ex: slitting its throat).
### Encumbrance
@@ -427,8 +490,8 @@ Characters can carry a number of "Important Items", based on their Strength (STR
- Items can be carried **At Ready** or **Packed**.
- "At Ready" items may be grabbed and used without delay.
- Packing or unpacking items takes 1 turn.
- Characters can carry a number of at-ready items up to their Strength (STR), to a minimum of 7.
- Additionally, characters may carry a number of packed items up to their Strength (STR), to a minimum of 7.
- Characters can carry a number of at-ready items up to their Strength (STR), with a minimum of 7.
- Additionally, characters may carry a number of packed items up to their Strength (STR), also with a minimum of 7.
- Leather armor (with or without studs) counts as 1 item, chain mail and half plate each count as 2 items, and full plate counts as 3 items.
- 2-handed weapons count as 2 items.
- 100 coins or gems count as 1 item.
@@ -445,7 +508,7 @@ The state of a character's health is determined by their number of hit points (H
- Re-roll any 1s or 2s.
- Modify the rolled value of each die by CON as below:
<div class="dividedTableWrapper">
<div class="dividedTableWrapper" id="constitution-modifier">
| CON | Mod |
| :---: | :-: |
@@ -465,16 +528,41 @@ The state of a character's health is determined by their number of hit points (H
#### Dying
- Monsters and NPCs usually die at 0 HP.
- When a PC drops to 0 HP or lower, they must **Save vs Death** at the beginning of each round of combat.
- On a success, they can move at half rate this round.
- On a fail, they lose 1 HP to blood loss and can't move this round.
- While a PC is at 0 HP or lower:
- They can't attack or cast spells.
- Anyone else may make an INT check to try and stabilize them.
- A success raises them to 1 HP and restores their ability to move and fight.
- Can't be used on oneself.
- At -(level) HP (or lower), they must **Save vs Death** or die.
- Creatures and NPCs usually die at 0 HP.
- When a PC drops below 0 HP, they are momentarily [stunned](#stunned) until they **Save** at the end of their next initiative turn.
- The Saving throw is modified as follows:
- the PC's CON modifier is applied to it,
- -1 for each HP bellow 0, and
- +1/2 current level (round up).
- On a success, the PC stabilizes at 0 HP.
- On a fail, the PC can give some potential final words before falling [unconscious](#unconscious), apparently dead.
- While a PC is stabilized at 0 HP, they:
- can only move 1/2 their normal rate,
- can't attack or cast spells, and
- can make an INT check and try to restore their mobility.
- The check counts as a combat action.
- On a full success, the PC heals to 1 HP and can move and attack as normal.
- On a complicated success, the PC remains at 0 HP.
- On a failure, the PC drops to -1 HP and is momentarily [stunned](#stunned) until they **Save** at the end of their next initiative turn.
- Any _other_ character may make an [INT check](#ability-checks) to try and help a stabilized or stunned PC at or below 0 HP, restoring their mobility.
- The check counts as a combat action.
- On a success, the PC heals to 1 HP and can move and attack as normal.
- On a normal failure, the PC remains at current HP.
- On a critical failure, the PC loses 1 HP and is momentarily [stunned](#stunned) until they **Save** at the end of their next initiative turn.
##### Recovering the Body
If the body of an apparently dead PC is recovered, the PC gets one final chance to **Save** or Die.
- Add CON modifier to roll,
- On a success, the PC sits upright wheezing deeply, having only been winded or wounded, and is restored to 1 HP (able to move and attack as normal).
- On a failure, the PC is well and truly dead - there's nothing to do but go through their pockets for loose change.
<!--
Spirits!
-->
#### Healing
@@ -484,15 +572,18 @@ The state of a character's health is determined by their number of hit points (H
- A potion of healing restores up to 1d6+1 HP.
- A potion of greater healing restores up to 2d6+2 HP.
- A potion of supreme healing restores up to 3d8+3 HP.
- Quaffing a readied potion takes a combat action, but can be done while moving.
<!--
### Knowledge
- Spellcasters may make an INT check to identify a magic item.
- Failures cannot be re-attempted until research is performed or a level is gained.
-->
### Languages
- Anyone who speaks a language can understand other related lanuages (ex: dialects) with a successful INT check.
- Anyone who speaks a language can understand other related languages (ex: dialects) with a successful INT check.
- Some orders and guilds (especially those that engage in illegal / immoral acts) may teach their members secret or otherwise coded language.
- The following lists of languages are not all-inclusive.
@@ -521,6 +612,7 @@ Most class languages are secret, known only to members of their class, and often
- **Aerian**: Native language of air elementals, dialect of elemental.
- **Angelic**: Native language of angels (law elements), dialect of both lawful and elemental.
- **Aquon**: Native language of water elementals, dialect of elemental.
- **Chitter**: The secret language of burrowing mammals, known to many gnomes.
- **Demonic**: Native language of demons (chaos elements), dialect of both chaotic and elemental.
- **Doppleganger**: Native language of dopplegangers.
- **Draconic**: Native language of most intelligent reptilian races (kobolds, troglodytes, lizardfolk, dragons, dracokin, etc.).
@@ -530,12 +622,12 @@ Most class languages are secret, known only to members of their class, and often
- **Elvish**: Native language of elves, dialect of faerie.
- **Faerie**: Native language of the fae, usually divided into 2 dialects:
- **High Faerie** Spoken in the ruling courts of the Faewolde.
- **Low Faerie**: Spoken everywhere else in the Faewolde.
- **Low Faerie**: Spoken everywhere outside of the ruling courts of the Faewolde.
- **Farspeak**: Language of the far realms.
- **Gargoyle**: Native language of gargoyles.
- **Firbish**: Native language of firbolgs.
- **Giant**: Native language of giants.
- **Goblinoid**: Native language of most intelligent goblinoid races (boggarts, bugbears, goblins, hobgoblins, etc.)
- **Gnollish**: Native language of gnolls.
- **Gnollish**: Native language of gnolls and jakkra.
- **Gnomish**: Native language of gnomes.
- **Greyok**: Native language of several intelligent mammalian animalkin races (Elekin, Hippokin, Rhinokin, Taurokin).
- **Halfling**: Native language of halflings.
@@ -562,7 +654,7 @@ Most class languages are secret, known only to members of their class, and often
### Perception Checks
Generally, perception can be checked by rolling highest of INT or WIS.
Generally, perception can be checked by making either an [INT or WIS check](#ability-checks).
### Size
@@ -603,7 +695,7 @@ Some equipment (including many magic items) have limited uses, tracked via a **U
- After each use, roll the current die, and on a 1-2, the die drops one step (d20 -> d12 -> d10 -> d8 -> d6 -> d4 -> 1) as uses are consumed.
- After dropping a die step from a d4, the magic item has only 1 use remaining.
- When no more uses are left, the item becomes inert.
- At the referee's discretion, it may be possible to recharge some magic items, increasing the usage die via complex magic rituals.
- At the GM's discretion, it may be possible to recharge some magic items, increasing the usage die via complex magic rituals.
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