moar updates

This commit is contained in:
Eric Woodward 2025-04-05 19:47:36 -04:00
parent c89bc36fd7
commit 15d51f4e1e
195 changed files with 4943 additions and 2578 deletions

15
deploy.sh Executable file
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#!/usr/bin/bash
echo "Commencing with the site build..."
echo
nvm use 18
cd pv-web
git pull origin main
npx weevr build
rm -rf old
mv public old
mv out public
echo "All done!"
echo

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- Usually found in frozen regions.
- Immune to damage from cold and non-magical, non-silver weapons.

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### Life Drain
Damage inflicted by this attack reduces the target's maximum HP.
- A humanoid killed by this ability becomes a draugr in 1 day, under the control of the one that killed them.
- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.

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- Typically found haunting ruins and tombs.
- Immune to all damage except fire or magic.
- Any damage taken is reduced by 50%.

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### Disease
Anyone touched by this creature must **Save** or contract a rotting disease.
- Must save after each touch (unless infected).
- While infected:
- Can't regain hit points,
- Loses 1 HD every day.
- If HD drops to 0, victim dies and turns to dust.
- Healing occurs at 10% normal rate.
- Disease can only be removed by magic (ex: Cure Disease spell)

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### Paralyzing Fear
Anyone seeing this creature must **Save** or be [paralyzed](/rules/adventuring.html#paralyzed) with terror.
- Paralysis is broken if mummy lord attacks them or goes out of sight.

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### Frenzy
Frenzy triggered by blood in water within 300'.
During frenzy:
- Attacks each round, and
- Skips morale checks.

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### 1st Level
1. [Calm / Scare](/spells/calm.html)
2. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html)
3. Detect Evil / Detect Good
4. [Detect Magic](/spells/detct-magic.html)
5. [Light / Darkness](/spells/light.html)
6. Protection from Evil / Protection from Good
7. Purify Food and Water / Spoil Food and Water
8. Resist Cold / Remove Cold Resistance
### 2nd Level
1. Bless / Blight
2. [Continual Light (Continual Darkness)](/spells/continual-light.html)
3. Find Traps
4. Know Alignment / Hide Alignment
5. Resist Fire / Remove Fire Resistance
6. Silence 15 Radius / Startling Noise
7. Snake Charm
8. Speak with Animals
### 3rd Level
1. Cure Blindness / Blind
2. Cure Disease / Cause Disease
3. Grow Animal / Shrink Animal
4. Hold Person
5. Locate Object / Hide Object
6. Remove Curse / Curse
7. [Speak with Dead / Silence Dead](/spells/speak-with-dead.html)
8. Striking
### 4th Level
1. Peaceful Respite / Animate Dead
2. Create Water
3. Cure Serious Wounds / Cause Serious Wounds
4. Dispel Magic
5. Neutralize Poison
6. Protection from Evil 10 Radius / Protection from Good 10 Radius
7. Speak with Plants
8. Sticks to Snakes / Snakes to Sticks
### 5th Level
1. Commune
2. Create Food
3. Cure Critical Wounds
4. [Dispel Evil](/spells/dispel-evil.html)
5. Banish Insects / Insect Plague
6. Quest / Remove Quest
7. Raise Dead / Finger of Death
8. Truesight
### 6th Level
1. Aerial Servant
2. Animate Objects
3. Barrier / Remove Barrier
4. Create Normal Animals
5. Cureall / Killall
6. Find the Path
7. Speak with Monsters / Babble
8. Word of Recall
### 7th Level
1. Earthquake
2. Holy Word
3. Raise Dead Fully / Obliterate
4. Restore / Life Drain
5. Survival
6. Travel
7. Wish
8. Wizardry

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### Decapitation
On a successful attack, the target may be decapitated.
- Against a target of stone or metal, a decapitation only occurs on a critical hit (regardless of size).
- Against a target of size large or bigger, a decapitation only occurs on a natural 19 or 20.
- Against a medium-sized or smaller target, a decapitation occurs on a natural 18, 19, or 20
- Some creatures may either be immune to or unaffected by decapitation (ex: creatures without a head, elementals).

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### Battle Axe Properties
- **Versatile**: At start of combat round, if offhand is free, may choose to have sword deal 1d10 base damage for that round while gaining the following properties:
- **Slow**: Always attacks last in a round.
- **Two-handed**: Requires two hands to use.

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### Mace Properties
- **Blunt**: No cutting edge, may be wielded by a cleric.

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### Polearm Properties
- **Reach**: Grants extra 5' reach for determining melee range.
- **Slow**: Always attacks last in a round.
- **Two-handed**: Requires two hands to use.

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### Whip Properties
- **Entangle**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
- **Reach**: Grants extra 5' reach for determining melee range.

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@ -1214,6 +1214,7 @@ a.pageTitle-sublink {
.js .dividedTableWrapper.js-hideContent { .js .dividedTableWrapper.js-hideContent {
box-shadow: rgba(0, 0, 0, 0.35) 0px -50px 36px -28px inset; box-shadow: rgba(0, 0, 0, 0.35) 0px -50px 36px -28px inset;
max-height: 6rem; max-height: 6rem;
overflow: hidden;
} }

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@ -1,8 +1,24 @@
<!-- TOP BEGIN --> <!-- TOP BEGIN -->
<% const getPageField=(field_name)=> { <%
const getPageField=(field_name)=> {
return page[field_name] || site[field_name] || ''; return page[field_name] || site[field_name] || '';
}, },
getUrl = () => site.base_uri + (site.base_uri.endsWith('/') ? '' : '/') + page.path; getUrl = () => site.base_uri + (site.base_uri.endsWith('/') ? '' : '/') + page.path;
let title = page?.title ?? '';
if (page.title && page.section && !page.path.endsWith(`${page.section.replace(' ', '-')}/index.html`)) {
if (page.section === 'bestiary') {
title = `${title} (Creature)`;
}
else if (page.section === 'classes') {
title = `${title} (Class)`;
}
else if (page.section === 'races') {
title = `${title} (Race)`;
}
else if (page.section === 'magic items') {
title = `${title} (Magic Item)`;
}
}
-%> -%>
<!doctype html> <!doctype html>
<html class="no-js" lang="en" xmlns:fb="http://ogp.me/ns/fb#"> <html class="no-js" lang="en" xmlns:fb="http://ogp.me/ns/fb#">
@ -20,7 +36,7 @@
<base href="<%= getUrl() %>" /> <base href="<%= getUrl() %>" />
<title> <title>
<%= page.title ? page.title + ' | ' : '' %> <%= title ? title + ' | ' : '' %>
<%= page.sub_title ? page.sub_title + ' | ' : '' %> <%= page.sub_title ? page.sub_title + ' | ' : '' %>
<%= site.title %> <%= site.title %>
</title> </title>

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@ -31,7 +31,7 @@ Below is a timeline of major events in (this section of) the astral plane:
| **circa 3,000 CAC**<br />_(ca. 2,000 years ago)_ | The Drahki arrive in the astral plane, establishing the [Drahki Federation](/astral/factions/index.html#drahki-federation). | | **circa 3,000 CAC**<br />_(ca. 2,000 years ago)_ | The Drahki arrive in the astral plane, establishing the [Drahki Federation](/astral/factions/index.html#drahki-federation). |
| **3961 CAC**<br />_(1062 years ago)_ | The Stral slay the Dwarf king Thurborg Goldhelm and claim ownership of the Forge. | | **3961 CAC**<br />_(1062 years ago)_ | The Stral slay the Dwarf king Thurborg Goldhelm and claim ownership of the Forge. |
| **4759 CAC**<br />_(264 years ago)_ | The Lyffan Expeditionary Force arrives in the astral plane. | | **4759 CAC**<br />_(264 years ago)_ | The Lyffan Expeditionary Force arrives in the astral plane. |
| **4644 CAC**<br />_(379 years ago)_ | Lord Xynohpus arrives in the astral plane from Ayreon. | | **4644 CAC**<br />_(379 years ago)_ | Lord Xynohpus arrives in the astral plane from Aeryon. |
| **4925 CAC**<br />_(98 years ago)_ | Lord Xynohpus establishes Xynohpus (Sapphire) Cove. | | **4925 CAC**<br />_(98 years ago)_ | Lord Xynohpus establishes Xynohpus (Sapphire) Cove. |
</div> </div>

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@ -11,12 +11,12 @@ short_code: atr
The steps to take for each phase of astral travel: The steps to take for each phase of astral travel:
1. **Setup**: Referee describes the situation 1. **Setup**: GM describes the situation
2. **Decide Course**: Players decide on their course of travel for the phase and any planned activities for the day. 2. **Decide Course**: Players decide on their course of travel for the phase and any planned activities for the day.
3. **Complication Check**: Referee makes a complication check. 3. **Complication Check**: GM makes a complication check.
4. **Description**: Referee describes the regions passed through, any points of interest that the party comes across, and any complications they encounter. 4. **Description**: GM describes the regions passed through, any points of interest that the party comes across, and any complications they encounter.
5. **Actions / Responses / Complications** - Party declares actions, referee describes the results. 5. **Actions / Responses / Complications** - Players declare actions, GM describes the results.
6. **End of Phase**: The referee updates time records. 6. **End of Phase**: The GM updates time records.
7. **Repeat**: Return to step 2 and repeat until travel ends. 7. **Repeat**: Return to step 2 and repeat until travel ends.
#### Complication Check #### Complication Check

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@ -108,35 +108,256 @@ During each round of pursuit or combat, PCs occupying these roles may attempt to
### Ship Statistics ### Ship Statistics
- Cargo capacity is listed in astral-tons, with each one being equivalent to roughly 50 cubic yards.
- Cost does not include the cost of the console.
- Gnomish ships have a base 80% chance of success on each landing.
- Lyffan ships always carry a Bombard as one of their weapons
<!--
<div class="dividedTableWrapper"> <div class="dividedTableWrapper">
| Vessel | Cost (gp)[^1] | Cargo Capacity (lbs) | Length | Beam | Crew | Weapons | Ram | Landing Types | AC | HP | | Vessel | Cost (gp)[^1] | Cargo Capacity (tons) | Length | Beam | Crew | Weapons | Ram | Landing Types | AC | HP |
| --------------------- | :-----------: | :------------------: | :-------: | :-------: | :--: | :-----: | :-: | :-----------: | :-: | :-----: | | --------------------- | :-----------: | :-------------------: | :-------: | :-------: | :--: | :-----: | :-: | :-----------: | :-: | :-----: |
| Caravel | 10,000 | 10,000 | 60'-80' | 20'-30' | 10 | 1 | N | Water | 11 | 90-120 | | Caravel | 10,000 | 10 | 60'-80' | 20'-30' | 10 | 1 | N | Water | 11 | 90-120 |
| Galleon | 20,000 | 30,000 | 100'-150' | 25'-30' | 20 | 3 | N | Water | 12 | 180-240 | | Galleon | 20,000 | 30 | 100'-150' | 25'-30' | 20 | 3 | N | Water | 12 | 180-240 |
| Warship, Sm | 6,600 | 10,000 | 60'-80' | 20'-30' | 10 | 1/2 | Y | Water | 11 | 90-120 | | Warship, Sm | 6,600 | 10 | 60'-80' | 20'-30' | 10 | 1/2 | Y | Water | 11 | 90-120 |
| Warship, Lg | 26,600 | 30,000 | 100'-150' | 25'-30' | 20 | 2/4 | Y | Water | 12 | 210-270 | | Warship, Lg | 26,600 | 30 | 100'-150' | 25'-30' | 20 | 2/4 | Y | Water | 12 | 210-270 |
| Lyffan Corvette | 15,000 | 25,000 | 100'-150' | 25'-35' | 10 | 1/2 | N | Water | 12 | 120-180 | | Lyffan Corvette | 15,000 | 25 | 100'-150' | 25'-35' | 10 | 1/2 | N | Water | 12 | 120-180 |
| Lyffan Battlecruiser | 45,000 | 45,000 | 220'-280' | 20'-30' | 24 | 3/4 | Y | None | 12 | 270-330 | | Lyffan Battlecruiser | 45,000 | 45 | 220'-280' | 20'-30' | 24 | 3/4 | Y | None | 12 | 270-330 |
| Stral Destroyer | 40,000 (est) | 35,000 | 150'-200' | 25'-35' | 10 | 5 lg | Y | None | 12 | 210-270 | | Stral Destroyer | 40,000 (est) | 35 | 150'-200' | 25'-35' | 10 | 5 lg | Y | None | 12 | 210-270 |
| Stral Dreadnought | 50,000 (est) | 60,000 | 220'-280' | 20'-30' | 24 | 3 lg | Y | None | 12 | 270-330 | | Stral Dreadnought | 50,000 (est) | 60 | 220'-280' | 20'-30' | 24 | 3 lg | Y | None | 12 | 270-330 |
| Dwarven Fortress | 100,000 | 300,000 | 200'-300' | 150'-250' | 10 | 10 lg | Y | Land | 12 | 480-960 | | Dwarven Fortress | 100,000 | 300 | 200'-300' | 150'-250' | 10 | 10 lg | Y | Land | 12 | 480-960 |
| Gnomish SteamJammer | 40,000 | 30,000 | 100'-150' | 20'-30' | 20 | 1 lg | N | Land, Water | 12 | 120-150 | | Gnomish SteamJammer | 40,000 | 30 | 100'-150' | 20'-30' | 20 | 1 lg | N | Land, Water | 12 | 120-150 |
| Drahki Dragonship, Sm | 60,000 | 15,000 | 80'-120' | 10'-15' | 10 | 1 lg | Y | Water | 12 | 180-240 | | Drahki Dragonship, Sm | 60,000 | 15 | 80'-120' | 10'-15' | 10 | 1 lg | Y | Water | 12 | 180-240 |
| Drahki Dragonship, Lg | 60,000 | 45,000 | 150'-200' | 15'-20' | 20 | 3 lg | Y | Water | 12 | 270-330 | | Drahki Dragonship, Lg | 60,000 | 45 | 150'-200' | 15'-20' | 20 | 3 lg | Y | Water | 12 | 270-330 |
[Ship Statistics] [Ship Statistics]
</div> </div>
[^1]: Does not include the cost of the console. [^1]:
Does not include the cost of the console.
-->
### Ship Notes #### Caravel
- **Drahki ships**: Always carry a Fire Cannon as one of their weapons. <div class='headlessTableWrapper'>
- **Gnomish ships**: Base 80% chance of success on each landing.
- **Lyffan ships**: Always carry a Bombard as one of their weapons | | |
<!-- - **Stral ships**: --> | -------------------- | --------- |
| **Cost** | 10,000 gp |
| **Cargo Capacity** | 10 tons |
| **Length** | 60'-80' |
| **Beam** | 20'-30' |
| **Crew** | 10 |
| **Weapons** | 1 medium |
| **Ram** | N |
| **Landing Types** | Water |
| **AC** | 11 |
| **Damage Threshold** | 5 |
| **HP** | 90-120 |
</div>
#### Galleon
<div class='headlessTableWrapper'>
| | |
| -------------------- | --------- |
| **Cost** | 20,000 gp |
| **Cargo Capacity** | 30 tons |
| **Length** | 100'-150' |
| **Beam** | 25'-30' |
| **Crew** | 20 |
| **Weapons** | 3 medium |
| **Ram** | N |
| **Landing Types** | Water |
| **AC** | 12 |
| **Damage Threshold** | 5 |
| **HP** | 180-240 |
</div>
#### Warship, Small
<div class='headlessTableWrapper'>
| | |
| -------------------- | ------------------- |
| **Cost** | 6,600 gp |
| **Cargo Capacity** | 10 tons |
| **Length** | 60'-80' |
| **Beam** | 20'-30' |
| **Crew** | 10 |
| **Weapons** | 1 large or 2 medium |
| **Ram** | Y |
| **Landing Types** | Water |
| **AC** | 11 |
| **Damage Threshold** | 6 |
| **HP** | 90-120 |
#### Warship, Large
<div class='headlessTableWrapper'>
| | |
| -------------------- | ------------------- |
| **Cost** | 26,600 gp |
| **Cargo Capacity** | 30 tons |
| **Length** | 100'-150' |
| **Beam** | 25'-30' |
| **Crew** | 20 |
| **Weapons** | 2 large or 4 medium |
| **Ram** | Y |
| **Landing Types** | Water |
| **AC** | 12 |
| **Damage Threshold** | 6 |
| **HP** | 210-270 |
#### Lyffan Corvette
<div class='headlessTableWrapper'>
| | |
| -------------------- | ------------------- |
| **Cost** | 15,000 gp |
| **Cargo Capacity** | 25 tons |
| **Length** | 100'-150' |
| **Beam** | 25'-35' |
| **Crew** | 10 |
| **Weapons** | 1 large or 2 medium |
| **Ram** | N |
| **Landing Types** | Water |
| **AC** | 12 |
| **Damage Threshold** | 6 |
| **HP** | 120-180 |
#### Lyffan Battlecruiser
<div class='headlessTableWrapper'>
| | |
| -------------------- | ------------------- |
| **Cost** | 45,000 gp |
| **Cargo Capacity** | 45 tons |
| **Length** | 220'-280' |
| **Beam** | 20'-30' |
| **Crew** | 24 |
| **Weapons** | 3 large or 4 medium |
| **Ram** | Y |
| **Landing Types** | None |
| **AC** | 12 |
| **Damage Threshold** | 6 |
| **HP** | 270-330 |
#### Stral Destroyer
<div class='headlessTableWrapper'>
| | |
| -------------------- | --------------------- |
| **Cost** | 40,000 gp (estimated) |
| **Cargo Capacity** | 35 tons |
| **Length** | 150'-200' |
| **Beam** | 25'-35' |
| **Crew** | 10 |
| **Weapons** | 5 large |
| **Ram** | Y |
| **Landing Types** | None |
| **AC** | 12 |
| **Damage Threshold** | 6 |
| **HP** | 210-270 |
#### Stral Dreadnought
<div class='headlessTableWrapper'>
| | |
| -------------------- | --------------------- |
| **Cost** | 50,000 gp (estimated) |
| **Cargo Capacity** | 60 tons |
| **Length** | 220'-280' |
| **Beam** | 20'-30' |
| **Crew** | 24 |
| **Weapons** | 3 large |
| **Ram** | Y |
| **Landing Types** | None |
| **AC** | 12 |
| **Damage Threshold** | 6 |
| **HP** | 270-330 |
#### Dwarven Fortress
<div class='headlessTableWrapper'>
| | |
| -------------------- | ---------------------- |
| **Cost** | 500,000 gp (estimated) |
| **Cargo Capacity** | 300 tons |
| **Length** | 200'-300' |
| **Beam** | 150'-250' |
| **Crew** | 10 |
| **Weapons** | 10 large |
| **Ram** | Y |
| **Landing Types** | Land |
| **AC** | 12 |
| **Damage Threshold** | 8 |
| **HP** | 480-9601 |
#### Gnomish SteamJammer
<div class='headlessTableWrapper'>
| | |
| -------------------- | ----------- |
| **Cost** | 40,000 gp |
| **Cargo Capacity** | 30 tons |
| **Length** | 100'-150' |
| **Beam** | 20'-30' |
| **Crew** | 20 |
| **Weapons** | 1 large |
| **Ram** | N |
| **Landing Types** | Land, Water |
| **AC** | 12 |
| **Damage Threshold** | 4 |
| **HP** | 120-150 |
#### Drahki Dragonship, Small
<div class='headlessTableWrapper'>
| | |
| -------------------- | ------------- |
| **Cost** | 60,000 gp |
| **Cargo Capacity** | 15 tons |
| **Length** | 80'-120' |
| **Beam** | 10'-15' |
| **Crew** | 10 |
| **Weapons** | 1 Fire Cannon |
| **Ram** | Y |
| **Landing Types** | Water |
| **AC** | 12 |
| **Damage Threshold** | 5 |
| **HP** | 180-240 |
#### Drahki Dragonship, Large
<div class='headlessTableWrapper'>
| | |
| -------------------- | ------------------------------------------ |
| **Cost** | 60,000 gp |
| **Cargo Capacity** | 45 tons |
| **Length** | 150'-200' |
| **Beam** | 15'-20' |
| **Crew** | 20 |
| **Weapons** | 3 large (including at least 1 Fire Cannon) |
| **Ram** | Y |
| **Landing Types** | Water |
| **AC** | 12 |
| **Damage Threshold** | 5 |
| **HP** | 270-330 |
### Upgrades ### Upgrades
@ -153,13 +374,20 @@ The hide of one (or more) animals is spread out across the hull.
- **+2** costs 40% of capacity in gp. - **+2** costs 40% of capacity in gp.
- **+3** costs 80% of capacity in gp. - **+3** costs 80% of capacity in gp.
#### Plating
Metal plates are attached to the hull.
- Grants an AC bonus of +3.
- Increases ship hit points by 25%.
### Weapons ### Weapons
#### Ballistae #### Ballistae
Fire large bolts (arrows) of wood and iron. Fire large bolts (arrows) of wood and iron.
**Cargo Space**: A medium ballista plus twenty bolts requires 6,000 coins of cargo space, and a heavy ballista plus twenty bolts occupies 12,000 coins worth (both subtracted from the ships cargo allowance). **Cargo Space**: A medium ballista plus twenty bolts requires 1 ton of cargo space, and a heavy ballista plus twenty bolts occupies 2 tons of space (both subtracted from the ships cargo allowance).
**Attack modifiers**: May be applied for environmental conditions, maneuverability, etc. **Attack modifiers**: May be applied for environmental conditions, maneuverability, etc.
@ -169,8 +397,8 @@ Fire large bolts (arrows) of wood and iron.
**Attack rolls and rate of fire**: Depend on the number of crew manning the ballista: **Attack rolls and rate of fire**: Depend on the number of crew manning the ballista:
- 2 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 3 rounds. - 2 crew (minimum): Attacks at +4, fires every 3 rounds.
- 3 crew (maximum): Attacks with THAC0 14 [+5]. Fires every 2 rounds. - 3 crew (maximum): Attacks at +5, fires every 2 rounds.
**Damage**: 3d6 hit points. **Damage**: 3d6 hit points.
@ -180,8 +408,8 @@ Fire large bolts (arrows) of wood and iron.
**Attack rolls and rate of fire**: Depend on the number of crew manning the ballista: **Attack rolls and rate of fire**: Depend on the number of crew manning the ballista:
- 4 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 4 rounds. - 4 crew (minimum): Attacks at +4, fires every 4 rounds.
- 5 crew (maximum): Attacks with THAC0 14 [+5]. Fires every 3 rounds. - 5 crew (maximum): Attacks at +5, fires every 3 rounds.
**Damage**: 3d10 hit points. **Damage**: 3d10 hit points.
@ -189,7 +417,7 @@ Fire large bolts (arrows) of wood and iron.
Fire magically-propelled large balls of iron. Fire magically-propelled large balls of iron.
**Cargo Space**: A bombard plus twenty cannonballs requires 10,000 coins of cargo space (subtracted from the ships cargo allowance). **Cargo Space**: A bombard plus twenty cannonballs requires 2 tons of cargo space (subtracted from the ships cargo allowance).
**Range**: 1,000 yards. **Range**: 1,000 yards.
@ -197,8 +425,8 @@ Fire magically-propelled large balls of iron.
**Attack rolls and rate of fire**: Depend on the number of crew manning the bombards: **Attack rolls and rate of fire**: Depend on the number of crew manning the bombards:
- 3 crew (minimum): Attacks with THAC0 17 [+2]. Fires every 3 rounds. - 3 crew (minimum): Attacks at +2, fires every 3 rounds.
- 4 crew (maximum): Attacks with THAC0 16 [+3]. Fires every 2 rounds. - 4 crew (maximum): Attacks at +3, fires every 2 rounds.
**Damage**: 2d10 hit points. **Damage**: 2d10 hit points.
@ -216,8 +444,8 @@ Fire dragon's flame. Can be tuned to fire in a cloud, cone, or line. Requires a
**Attack rolls and rate of fire**: Depend on the number of crew manning the cannons: **Attack rolls and rate of fire**: Depend on the number of crew manning the cannons:
- 2 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 2 rounds. - 2 crew (minimum): Attacks at +4, fires every 2 rounds.
- 3 crew (maximum): Attacks with THAC0 14 [+5]. Fires each round. - 3 crew (maximum): Attacks at +5, fires each round.
**Damage**: 1d6+5 x 10 hit points **Damage**: 1d6+5 x 10 hit points
@ -239,9 +467,9 @@ Fire energy bolts that function like magic missiles. Requires 2 common Eye Tyran
#### Rams #### Rams
Can be used against ships or giant creatures. Small individuals cannot be targeted. Can be used against ships or giant creatures, small individuals cannot be targeted.
**Attack rolls**: Are made using a THAC0 of 19 [0] and occur at the same point in the combat sequence as missile fire. **Attack rolls**: Are made at +0 and occur at the same point in the combat sequence as missile fire.
**Attack modifiers**: May be applied for environmental conditions, maneuverability, etc. **Attack modifiers**: May be applied for environmental conditions, maneuverability, etc.

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@ -8,13 +8,68 @@ short_code: axc
status: hidden status: hidden
--- ---
A relatively small port on the outer rim of the Astral Trade Zone, Xynohpus Cove is a collection of small wooden buildings on a carved fragment from the earth plane, complete with its own magic shop, blacksmith, and a single, two-story warehouse. A relatively small port on the outer rim of the Astral Trade Zone, Xynohpus Cove is a collection of small wooden buildings on a carved fragment from the earth plane, complete with its own magic shop, blacksmith, guard house, and a single, two-story warehouse.
- Located on a oblong fragment of earth, about 200' across by 50' around. - Located on a oblong fragment of earth, about 200' across by 50' around.
- 20' diameter portal to the warehouse district of the aptly named Portown, a city on the material plane. - 20' diameter portal to the warehouse district of the aptly named Portown, a city on the material plane.
- A large magical clock above the portal shows the [current time](./adventuring.html#calendar) both on the astral plane and in Portown. - A large magical clock above the portal shows the [current time](./adventuring.html#calendar) both on the astral plane and in Portown.
- Usually has 1-2 ships in dock. - Usually has 1-2 ships in dock.
- Founded almost [100 years ago](./timeline.html) by the wizard Xynohpus. - Founded almost [100 years ago](./timeline.html) by the wizard Xynohpus.
- Controlled by the Portown government.
- Portown city guards have a special detail assigned here, in the guard house (complete with a holding cell).
- Generally aligned with Trade Union and
### NPCs
- **Lord Stengar Muziv**
- Human noble harbormaster (Level 0)
- Harbormaster of Xynohpus Cove
- Tradelord in the Astral Trade Union
- Dresses in fine purple silks
- Appointed by (and reports directly to) the lord mayor of Portown.
- Hopes to use his title to gain favor with the ruling houses of Portown.
- **Fenwick C. Fizzlebell**
- Gnomish male
- Assistant to Lord Stengar Muziv
- Fussy gnome dressed all in yellow
- Always appears to be in over his head
- **Zohar, Keeper of the Obelisk**
- Half-elven male cleric of Phoris.
- Chatty and personable, he tries to be helpful when he can.
- **Amaryllis (Amary), the Alchemist**
- Owns and ran Amary's Emporium
- Polite and pretty (but bored) human female
- Smarter than she appears.
- Wears long, dark-colored dresses.
- Close ties with the Grand Consortium.
- Daughter of the wizard Lord Xynohpus, but doesn't like to talk about it.
- **Rocky**
- Fenwick's liviing statue / bodyguard
- Idyllic human male shape
- Made of magical marble
- Apparently mute
- **Unkhlar Thildison**
- Dwarven blacksmith
- Thin and kinda shifty, with short copper hair and green eyes.
- Had a pet spider named Therva that occasionally hangs out on his shoulder.
- **Zoviar of the Black Tower**
- Spindly human male wizard with a thin mustache.
- Dresses in black silken robes.
- Snide, insinuating, and all-around unpleasant to deal with.
#### Former NPCs
### Locations ### Locations

View File

@ -21,7 +21,7 @@ Drahki are a race of Dracokin that hail from Drahkenos, the so-called plane of D
| **Attacks** | 1 x weapon (1d6 or by weapon) | | **Attacks** | 1 x weapon (1d6 or by weapon) |
| **THAC0** | 19[0] | | **THAC0** | 19[0] |
| **Movement** | 120 (40) | | **Movement** | 120 (40) |
| **Saving Throws** | D12 W13 P14 B15 S16 (1) | | **Save** | D12 W13 P14 B15 S16 (1) |
| **Morale** | 6 | | **Morale** | 6 |
| **Alignment** | N | | **Alignment** | N |
| **XP** | 10 | | **XP** | 10 |

View File

@ -4,7 +4,7 @@ description: Information specific to my Isle of Dread campaign
date_pub: 2024-04-27T17:03:49.000-04:00 date_pub: 2024-04-27T17:03:49.000-04:00
section: campaigns section: campaigns
content_type: feature content_type: feature
short_code: cmma1 short_code: dread
--- ---
_Greetings, adventurers!_ _Greetings, adventurers!_
@ -30,7 +30,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
!!!include(aeryon/today.md)!!! !!!include(aeryon/today.md)!!!
#### Stormwreck! #### The Adventure Begins
- Hired by merchant **Thoryio Barbarosa** to accompany him to **Isle of Dread**. - Hired by merchant **Thoryio Barbarosa** to accompany him to **Isle of Dread**.
- Set sail on the **Prosperity**, captained by **Mararo Sorris**. _[Fendo, 11th of Trama]_ - Set sail on the **Prosperity**, captained by **Mararo Sorris**. _[Fendo, 11th of Trama]_
@ -66,7 +66,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- 5th day overall (1st day over wall): saw dragon over eastern bay. _[Fendo, 23rd of Trama]_ - 5th day overall (1st day over wall): saw dragon over eastern bay. _[Fendo, 23rd of Trama]_
- 6th day: fought off some lizard men in the hills. _[Saedo, 24th of Trama]_ - 6th day: fought off some lizard men in the hills. _[Saedo, 24th of Trama]_
- While sleeping that night, attacked by 13 skeletons. - While sleeping that night, attacked by 13 skeletons.
- After attack, found blood symbol, Truplea realized it was a name: **Melfora** - After attack, found blood symbol, Treuplea realized it was a name: **Melfora**
- 7th day was uneventful, camped near the lake. _[Undo, 25th of Trama]_ - 7th day was uneventful, camped near the lake. _[Undo, 25th of Trama]_
- 8th day was uneventful, got stuck in a swamp. _[Tudo, 26th of Trama]_ - 8th day was uneventful, got stuck in a swamp. _[Tudo, 26th of Trama]_
- 9th day, while traveling through hills: felt a tremor, heard some shouting, saw a couple of humanoid figures in furry skins chasing (or being chased by) something. _[Trado - 27th of Trama]_ - 9th day, while traveling through hills: felt a tremor, heard some shouting, saw a couple of humanoid figures in furry skins chasing (or being chased by) something. _[Trado - 27th of Trama]_
@ -103,11 +103,11 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- He also wore a shiny ring with an (as-yet-undeciphered) inscription on it. - He also wore a shiny ring with an (as-yet-undeciphered) inscription on it.
- The fight was long and vicious, and left one of Isling's wolves dead. - The fight was long and vicious, and left one of Isling's wolves dead.
- Following the assault (and 27's near-death experience), they investigated the mouth on the wall and the surrounding rooms. - Following the assault (and 27's near-death experience), they investigated the mouth on the wall and the surrounding rooms.
- Truplea determined it could shoot flame, but wasn't sure about a trigger or source. - Treuplea determined it could shoot flame, but wasn't sure about a trigger or source.
- Toric found a trick sconce that opened a secret door to a cove behind the face statue (where Isling found the controls for the mouth). - Toric found a trick sconce that opened a secret door to a cove behind the face statue (where Isling found the controls for the mouth).
- In the hidden area, they found another secret door (synchronized to be in the opposite position of the first secret door) which lead to a hallway. - In the hidden area, they found another secret door (synchronized to be in the opposite position of the first secret door) which lead to a hallway.
- Further down the hallway, they found a room with a pedestal and a box. - Further down the hallway, they found a room with a pedestal and a box.
- Opening the box revealed a magical statue carved from a huge black pearl, which turned Lo, Truplea, and Isling into "Servants of the Darkness" - Opening the box revealed a magical statue carved from a huge black pearl, which turned Lo, Treuplea, and Isling into "Servants of the Darkness"
- After a brief but brutal battle, the statue was broken, and everyone was restored to normal. - After a brief but brutal battle, the statue was broken, and everyone was restored to normal.
- Believing they set the old masters back, the party decided to retreat and return in a few weeks with a larger force. - Believing they set the old masters back, the party decided to retreat and return in a few weeks with a larger force.
- The group left the temple, closing all of the secret doors, and removing the trick sconce from the wall on their way out. - The group left the temple, closing all of the secret doors, and removing the trick sconce from the wall on their way out.
@ -127,7 +127,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- As they left via the collapsed entrance, they found tunnels in the crater wall. - As they left via the collapsed entrance, they found tunnels in the crater wall.
- Isling spent time training Ae'gu (pronounced yay-gu), a young warrior from Mantru - Isling spent time training Ae'gu (pronounced yay-gu), a young warrior from Mantru
- 16th day: Dragon bridge crossing _[Pordo, 4th of Porma]_ - 16th day: Dragon bridge crossing _[Pordo, 4th of Porma]_
- As they crossed the dragon bridge, 27 nearly fell (and was saved by Lo) before a pteronadon attacked. - As they crossed the dragon bridge, 27 nearly fell (and was saved by Lo) before a pteranodon attacked.
- Isling hit it with an arrow and it fled. - Isling hit it with an arrow and it fled.
- That night, while stopped at river crossing, Lo heard howling nearby. - That night, while stopped at river crossing, Lo heard howling nearby.
- 17th day _[Fendo, 5th of Porma]_ - 17th day _[Fendo, 5th of Porma]_
@ -151,7 +151,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- Arrived at wall around midday, allowed to pass through. - Arrived at wall around midday, allowed to pass through.
- Arrived at Tanaroa shortly after midday - Arrived at Tanaroa shortly after midday
- The party met with chief Koma, asked her to send messages to other villages about old masters. - The party met with chief Koma, asked her to send messages to other villages about old masters.
- The village kinda freaked out over old mastsword aers. - The village kinda freaked out over old masters.
- Chief Koma offers to call war council with other chiefs - Chief Koma offers to call war council with other chiefs
- Party decided to return to meet Esun. - Party decided to return to meet Esun.
- Party restocks supplies in town. - Party restocks supplies in town.
@ -184,7 +184,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- Several animated skeletons appeared while the party talked to her, all apparently under her control. - Several animated skeletons appeared while the party talked to her, all apparently under her control.
- She ultimately offered the party the use of her [Lenses of Necroscopy](/magic-items/lenses-of-necroscopy.html) to learn about the protective amulets the priests wore. - She ultimately offered the party the use of her [Lenses of Necroscopy](/magic-items/lenses-of-necroscopy.html) to learn about the protective amulets the priests wore.
- The party took turns acquiring amulets and information from the long-dead priests. - The party took turns acquiring amulets and information from the long-dead priests.
- Truplea found a secret panel in an empty sarcophagus which lead down to a tunnel, and ultimately to a small room with an armored skeleton bowing before an altar. - Treuplea found a secret panel in an empty sarcophagus which lead down to a tunnel, and ultimately to a small room with an armored skeleton bowing before an altar.
- Upon the altar, they found a sentient mace named [Lor'nath, Breaker of Darkness](/magic-items/lornath-breaker-of-darkness.html). - Upon the altar, they found a sentient mace named [Lor'nath, Breaker of Darkness](/magic-items/lornath-breaker-of-darkness.html).
- Toric picked up the mace and put on the armor. - Toric picked up the mace and put on the armor.
- While discussing options for dealing with Esun, the party decided instead to head straight for the Kho'pru. - While discussing options for dealing with Esun, the party decided instead to head straight for the Kho'pru.
@ -216,14 +216,14 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- After finding a second boat, Freki started barking, leading the party to return to shore. - After finding a second boat, Freki started barking, leading the party to return to shore.
- They were met by the **Weavers of the Webs**, a group of strange hermit wizards, and their leader, **Celzik**. - They were met by the **Weavers of the Webs**, a group of strange hermit wizards, and their leader, **Celzik**.
- Isling tried to persuade the Weavers to join their cause against the old masters. - Isling tried to persuade the Weavers to join their cause against the old masters.
- After some verbal sparring, Lo started the fight by throwing his lajatang at Celzik, and Truplea used the power of his sword to charm the Weaver Zhoszer. - After some verbal sparring, Lo started the fight by throwing his lajatang at Celzik, and Treuplea used the power of his sword to charm the Weaver Zhoszer.
- In the battle, Esun appeared above and doused the area with acid breath, apparently killing Isling, Toric, and Truplea, but it was an illusion created by the Weaver Rhirkas. - In the battle, Esun appeared above and doused the area with acid breath, apparently killing Isling, Toric, and Treuplea, but it was an illusion created by the Weaver Rhirkas.
- The Weavers were also revealed to be werespiders. - The Weavers were also revealed to be werespiders.
- The party made short work of the 2 uncharmed Weavers, and collected much loot from them, including a bag of holding, a Broom of flying, a [Ring of Shielding](/magic-items/ring-of-shielding.html), and an (as-of-yet) unidentified potion. - The party made short work of the 2 uncharmed Weavers, and collected much loot from them, including a bag of holding, a Broom of flying, a [Ring of Shielding](/magic-items/ring-of-shielding.html), and an (as-of-yet) unidentified potion.
- Returning to the Forbidden Temple, they found corpses piled in the corner, and that someone had rigged the secret door mechanism so it could continue being used. - Returning to the Forbidden Temple, they found corpses piled in the corner, and that someone had rigged the secret door mechanism so it could continue being used.
- They collected more zombies for Melfora's crew before moving (cautiously) beyond the secret doors. - They collected more zombies for Melfora's crew before moving (cautiously) beyond the secret doors.
- In the room with the altar, they found the same box, but upon opening it, they found 3 red pearls. - In the room with the altar, they found the same box, but upon opening it, they found 3 red pearls.
- Lor'nath warned them that they were a trap, likely designed to explode when they weere removed from the box, and that they should be left alone, so the party put the box in the bag of holding. - Lor'nath warned them that they were a trap, likely designed to explode when they were removed from the box, and that they should be left alone, so the party put the box in the bag of holding.
- Beyond the altar, they found the stairway had been collapsed. - Beyond the altar, they found the stairway had been collapsed.
- While looking for an alternate route, Toric noticed acid damage on a part of the nearby hallway (beneath the thick dust). - While looking for an alternate route, Toric noticed acid damage on a part of the nearby hallway (beneath the thick dust).
- 27 stomped on the floor and part of it broke off, revealing a room below them filled with water. - 27 stomped on the floor and part of it broke off, revealing a room below them filled with water.
@ -235,7 +235,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- At the end of the hall, they found a door swollen shut. - At the end of the hall, they found a door swollen shut.
- 27 & Isling opened the door, and Toric got caught in the current rushing into a small room. - 27 & Isling opened the door, and Toric got caught in the current rushing into a small room.
- Inside the room, they found empty walls and a small altar in the middle. - Inside the room, they found empty walls and a small altar in the middle.
- Beneath the surface of the water, Truplea found a strange pouch with 500gp and 2 small white statuettes, similar to the carved black pearl. - Beneath the surface of the water, Treuplea found a strange pouch with 500gp and 2 small white statuettes, similar to the carved black pearl.
- The party experimented with the statuettes until Toric asked Lor'nath about them, at which point the mace seized control of Toric's arm and smashed the statuettes. - The party experimented with the statuettes until Toric asked Lor'nath about them, at which point the mace seized control of Toric's arm and smashed the statuettes.
- The party headed back to the door at the other end and opened it, finding a large flooded room on the other side. - The party headed back to the door at the other end and opened it, finding a large flooded room on the other side.
- The room turned out to be 20' deep, with stairs, an underwater exit, and giant oysters in the NW corner. - The room turned out to be 20' deep, with stairs, an underwater exit, and giant oysters in the NW corner.
@ -247,7 +247,7 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- Melfora also said it warned her about "crunchy, furry disease bags". - Melfora also said it warned her about "crunchy, furry disease bags".
- Following the fight, the party made their way through the underwater passage to the hallway beyond. - Following the fight, the party made their way through the underwater passage to the hallway beyond.
- Isling lead, falling off his broom while attempting to avoid the oysters. - Isling lead, falling off his broom while attempting to avoid the oysters.
- Truplea tried unsuccessfully to pilfer one of the pearls using the broom. - Treuplea tried unsuccessfully to pilfer one of the pearls using the broom.
- Halfway down hallway, they were set upon by some giant rats, one of which bit off Toric's foot. - Halfway down hallway, they were set upon by some giant rats, one of which bit off Toric's foot.
- After slaying the attacking rats, the party proceeded into the room beyond. - After slaying the attacking rats, the party proceeded into the room beyond.
- Toric used healing magic to reattach his foot before realizing they had forgotten something important in the hallway. - Toric used healing magic to reattach his foot before realizing they had forgotten something important in the hallway.
@ -256,15 +256,15 @@ While in **Blacktyde Bay**, the party answers a job posting from local merchant
- They sent Tom in, and he returned with the 3 metal potion phials, a **scroll of Commune (6th-level cleric spell)**, and a **statue of Elendean**, all of which he gave to Toric. - They sent Tom in, and he returned with the 3 metal potion phials, a **scroll of Commune (6th-level cleric spell)**, and a **statue of Elendean**, all of which he gave to Toric.
- As Toric took the statue, his XP doubled, and he realized that everyone else who touched the statue would get the same benefit. - As Toric took the statue, his XP doubled, and he realized that everyone else who touched the statue would get the same benefit.
- Meanwhile, 27 sipped the potions, ID'd 2 healing potions, and almost choked on the spoiled one. - Meanwhile, 27 sipped the potions, ID'd 2 healing potions, and almost choked on the spoiled one.
- 27 took one, gave Truplea the other. - 27 took one, gave Treuplea the other.
- Heading back into the room to the north, the party set off a previously unseen fire trap, consisting of a spray of oil that burns when in contact with water. - Heading back into the room to the north, the party set off a previously unseen fire trap, consisting of a spray of oil that burns when in contact with water.
- Lo burned, Isling helped clean him off. - Lo burned, Isling helped clean him off.
- Toric opened rear door to let smoke dissipate. - Toric opened rear door to let smoke dissipate.
- After fire trap died down, they opened the door and the water rushed out, temporarily trapping Isling against the portcullis. - After fire trap died down, they opened the door and the water rushed out, temporarily trapping Isling against the portcullis.
- Truplea pulled the lever, lifting the portcullis, and they headed to the nearby door. - Treuplea pulled the lever, lifting the portcullis, and they headed to the nearby door.
- The party found their way into a room of strange statues (some monsters, some women and children, and some too smashed to tell). - The party found their way into a room of strange statues (some monsters, some women and children, and some too smashed to tell).
- Isling spoke to one of the spitting cobras in the room, leading them out to the (no longer flooded) rat's nest to eat, before charming them with with his smile. - Isling spoke to one of the spitting cobras in the room, leading them out to the (no longer flooded) rat's nest to eat, before charming them with with his smile.
- Meanwhile, Truplea found a ruby. - Meanwhile, Treuplea found a ruby.
- Finally, the party proceeded down the stairs into... - Finally, the party proceeded down the stairs into...
#### The Lair of the Old Masters #### The Lair of the Old Masters
@ -275,13 +275,44 @@ Still 23rd day: _[Fendo, 11th of Porma]_
- They were drawn to a spot which they believed contained something important to the old masters. - They were drawn to a spot which they believed contained something important to the old masters.
- As Lo and Isling started dredging the mud grappling hooks, a set of glowing eyes kept popping in and out of the mud. - As Lo and Isling started dredging the mud grappling hooks, a set of glowing eyes kept popping in and out of the mud.
- As the eyes charmed Lo, they were revelaed to belong to a Kho'pru, who attacked the party outright. - As the eyes charmed Lo, they were revealed to belong to a Kho'pru, who attacked the party outright.
- Toric Blessed the party, and was able to break the charm on Lo with Dispel Evil, but not before taking damage from him. - Toric Blessed the party, and was able to break the charm on Lo with Dispel Evil, but not before taking damage from him.
- Soon, some pirates joined the fight, firing strange rays at the party, only to be quickly killed. - Soon, some pirates joined the fight, firing strange rays at the party, only to be quickly killed.
- Along the way, several of Isling's snakes were killed. - Along the way, several of Isling's snakes were killed.
- Without warning, a second Kho'pru joined the fight, emerging from the mud. - Without warning, a second Kho'pru joined the fight, emerging from the mud.
- Isling told Melfora to use the amulet on it, but she turned into a werespider and attacked Truplea, revealing that she'd been charmed by the old masters as well.
- Isling told Melfora to use the amulet on it, but she turned into a werespider and attacked Treuplea, revealing that she'd been charmed by the old masters as well (and revealing to some that she was a werespider).
- Toric used Lor'nath (or vice-versa) to knock a few tentacles off of its beard.
- After biting Treuplea (and he resisted the poison), Melfora tried to use the Amulet of Monster Charming on Isling, only have him resist as well.
- After blinding a pirate, Isling's sole surviving snake blinded Melfora as well.
- Finally, the party worked together and slew the last of the old masters
- Following the battle, the group split up.
- Isling used a bag to retrieve the large blue pearl, which turned out to be a storage device containing a silver [disc of flying](/magic-items/disc-of-flying.html) and a strange map of the island.
- Treuplea took the amulet from Melfora.
- Toric consulted with Lor'nath.
- Lo and 27 explored the rest of the cavern.
- They made their way to the terraced cave in the northwest corner via the disc and Isling's broom.
- They left Melfora behind on the southeast terrace.
- The group gathered near the skelton on the throne.
- Treuplea found a Ring of Telekinesis and a sword that was a near duplicate of Beyza, the sword given to him by Esun.
- They heard Melfora cry out in pain, and Isling raced to check on her.
- He found her slumped over with a dagger in her back.
- Her presumed murderer was a man with a short beard in a green robe, who ran back to the entrance before transforming into the enormous shape of Esun.
- The rest of the party jumped on the disc and met Isling halfway before deciding to flee.
- Esun tried to cut them off, leading to a race to the side tunnel.
- Thanks to a great initiative roll by Donnie, they managed to make it to the tunnel, but not before...
- Treuplea used the last charge of the amulet to charm Esun, which he failed to resist, suddenly grinning and offering to help his new best buddies to leave safely.
- The party found the remaining loot, Esun revealed his (failed) master plan (and broke the curse on Beyza), and the players now had everything they needed to rule the island.
**The End**
### Links ### Links

View File

@ -7,11 +7,11 @@ content_type: feature
short_code: ckas short_code: ckas
--- ---
[[toc]]
This list documents all known arcane spells in the multiverse, and as such, is a perpetual work-in-progress. 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 ### 1st Level
@ -151,7 +151,7 @@ Most that aren't found [here](/spells/) can be found elsewhere (like the [OSE SR
8. Hold Monster 8. Hold Monster
9. Illusion 9. Illusion
10. Looking Glass 10. Looking Glass
11. Magic Jar 11. [Magic Jar](/spells/magic-jar.html)
12. Major Creation 12. Major Creation
13. Maze of Mirrors 13. Maze of Mirrors
14. Pass-Wall 14. Pass-Wall

View File

@ -1,5 +1,5 @@
--- ---
title: Assassin (Class) title: Assassin
description: The Assassin class for OSR gaming. description: The Assassin class for OSR gaming.
date_pub: 2023-10-28T01:12:24.000-04:00 date_pub: 2023-10-28T01:12:24.000-04:00
section: classes section: classes
@ -14,23 +14,50 @@ Someone skilled at stealth-based elimination.
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | ---------------------------------- | | ------------- | ---------------------------------- |
| **Hit Dice** | 1d6 | | **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armor** | Leather or Studded, shields | | **Armor** | Leather or Studded, shields |
| **Weapons** | Any | | **Weapons** | Any |
| **Languages** | Alignment, Common, Assassins' Cant | | **Languages** | Alignment, Common, Assassins' Cant |
</div> </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 ### Assassin Skills
- For most, roll 1d100, result under score is success. For hear noise (HN), use 1d6. - 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"> <div class="dividedTableWrapper">
@ -55,7 +82,7 @@ May not be lawful.
</div> </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). - **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. - **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. - **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 8th level, may hire thieves as well.
- Starting at 12th level, may hire any type of character. - Starting at 12th level, may hire any type of character.
### Poison
When using poisons, target gets -2 on any **Saves vs Death**.
### Stronghold ### Stronghold
After 12th level, may attempt to take over an existing assassins' or thieves' guild by killing the current guild-master. 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. - If successful, character is able to maintain a guild of 7d4 members.
- 75% of existing members will leave. - 75% of existing members will leave.
- New members will arrive in time (usually as level 1 assassins). - 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>

View File

@ -1,29 +1,29 @@
--- ---
title: Corsair, Astral (Class) title: Corsair, Astral
description: The Astral Corsair class for OSR gaming. description: The Astral Corsair class for OSR gaming.
date_pub: 2023-04-01T20:20:00-4:00 date_pub: 2023-04-01T20:20:00-4:00
section: classes section: classes
content_type: feature content_type: feature
short_code: cca 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]] [[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | ------------------- | | ---------------- | ------------------- |
| **Requirements** | None | | **Requirements** | None |
| **Hit Dice** | 1d6 | | **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armour** | Leather, no shields | | **Armour** | Leather, no shields |
| **Weapons** | Any | | **Weapons** | Any |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
</div> </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 ### Boarding
- Don't suffer the usual boarding penalty to attack rolls and Armor Class when 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 ### Corsair Skills
- For most, roll 1d100, result under score is success. For hear noise (HN), use 1d6. - 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"> <div class="dividedTableWrapper">

View File

@ -1,124 +1,88 @@
--- ---
title: Barbarian (Class) title: Barbarian
description: The Barbarian class for OSR gaming. description: An adventurer known for their "primal" warrior nature.
date_pub: 2023-03-27T23:04:00-04:00 date_pub: 2024-07-05T18:32:26.000-04:00
section: classes section: classes
content_type: feature content_type: feature
short_code: cba short_code: cbr
status: hidden
--- ---
An adventurer known for their "primal" warrior nature. An adventurer known for their "primal" warrior nature.
[[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | --------------------------- | | ------------- | ----------------- |
| **Hit Dice** | 1d10 | | **Hit Dice** | 1d10 |
| **Maximum Level** | 14 | | **Armor** | Leather, shields |
| **Armor** | Leather, chainmail, shields |
| **Weapons** | Any | | **Weapons** | Any |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
</div> </div>
[[toc]] ### Core Features
### Agile Fighter - **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).
Gain a bonus to AC and damage based on level as shown in [Level Advancement Table](#advancement). - **Primal Speed**: Gains a bonus to movement equal to Agility Bonus x 5'.
- 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]
</div>
<!--
<div class="dividedTableWrapper">
| 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
<div class="dividedTableWrapper levelTable"> <div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||| AF<br />Bonus | | Level | HD | Atk | Save | Agility<br />Bonus | Movement<br />Bonus |
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | ^^ | | :---: | :-----: | :-: | :--: | :----------------: | :-----------------: |
| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: | :---: | | 1 | 1d10 | 0 | 12 | 0 | +0' |
| 1 | 0 | 1d10 | 0 | 10 | 13 | 12 | 15 | 16 | 0 | | 2 | 2d10 | 0 | 12 | +1 | +5' |
| 2 | 2,500 | 2d10 | 0 | 10 | 13 | 12 | 15 | 16 | 0 | | 3 | 3d10 | 0 | 12 | +1 | +5' |
| 3 | 5,000 | 3d10 | 0 | 10 | 13 | 12 | 15 | 16 | 0 | | 4 | 4d10 | +2 | 10 | +1 | +5' |
| 4 | 10,000 | 4d10 | +2 | 8 | 11 | 10 | 13 | 13 | +1 | | 5 | 5d10 | +2 | 10 | +2 | +10' |
| 5 | 18,500 | 5d10 | +2 | 8 | 11 | 10 | 13 | 13 | +1 | | 6 | 6d10 | +2 | 10 | +2 | +10' |
| 6 | 37,000 | 6d10 | +2 | 8 | 11 | 10 | 13 | 13 | +2 | | 7 | 7d10 | +5 | 8 | +2 | +10' |
| 7 | 85,000 | 7d10 | +5 | 6 | 9 | 8 | 10 | 10 | +2 | | 8 | 9d10 | +5 | 8 | +3 | +15' |
| 8 | 140,000 | 8d10 | +5 | 6 | 9 | 8 | 10 | 10 | +3 | | 9 | 9d10 | +5 | 8 | +3 | +15' |
| 9 | 270,000 | 9d10 | +5 | 6 | 9 | 8 | 10 | 10 | +3 | | 10 | 9d10+2 | +4 | 6 | +3 | +15' |
| 10 | 400,000 | 9d10+3 | +7 | 4 | 7 | 6 | 8 | 7 | +4 | | 11 | 9d10+4 | +5 | 6 | +4 | +20' |
| 11 | 530,000 | 9d10+6 | +7 | 4 | 7 | 6 | 8 | 7 | +4 | | 12 | 9d10+6 | +6 | 6 | +4 | +20' |
| 12 | 660,000 | 9d10+9 | +7 | 4 | 7 | 6 | 8 | 7 | +4 | | 13 | 9d10+8 | +6 | 4 | +4 | +20' |
| 13 | 790,000 | 9d10+12 | +9 | 3 | 5 | 4 | 5 | 5 | +5 | | 14 | 9d10+10 | +7 | 4 | +5 | +25' |
| 14 | 920,000 | 9d10+15 | +9 | 3 | 5 | 4 | 5 | 5 | +5 |
[Level Advancement] [Barbarian Features]
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
</div> </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).

View File

@ -1,5 +1,5 @@
--- ---
title: Bard (Class) title: Bard
description: The Bard class for OSR gaming. description: The Bard class for OSR gaming.
date_pub: 2023-09-15T11:54:00-04:00 date_pub: 2023-09-15T11:54:00-04:00
section: classes section: classes
@ -7,27 +7,56 @@ content_type: feature
short_code: cbd 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]] [[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | ----------------------------------------- | | ------------------------ | ----------------------------------------- |
| **Hit Dice** | 1d8 | | **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | Leather, chainmail, no shields | | **Armor** | Leather, chainmail, no shields |
| **Weapons** | Missile weapons, one-handed melee weapons | | **Weapons** | Missile weapons, one-handed melee weapons |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
| **Spellcasting Ability** | Charisma (CHA) |
</div> </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 ### 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). - Up to 2 HD per bard level may be targeted (performer's choice).
- Types of subjects affected is determined by bard level: - Types of subjects affected is determined by bard level:
- 1st level: humanoids only - 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). - 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. - 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 ### 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. - 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) - [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 ### Languages
- With each even-numbered level beyond 3rd, may learn to speak an additional language. - With each even-numbered level beyond 3rd, may learn to speak an additional language.
- May learn "Druidic", the secret language of Druids, this way. - 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 ### Musical Defense
While singing, playing music, or otherwise performing: While singing, playing music, or otherwise performing:
- Allies within 30' are immune to music-based magical effects and the charms of Fae creatures. - 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 ### Scene
After 12th level, can establish a scene (ex: a venue, club, theater, manor, or traveling roadshow) with 2d6 apprentices of level 1. 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>

View File

@ -3,7 +3,7 @@ title: Bard Spell List
description: The list of spells that can be cast by a Bard. description: The list of spells that can be cast by a Bard.
date_pub: 2023-09-16T00:37:00-04:00 date_pub: 2023-09-16T00:37:00-04:00
section: classes section: classes
subsection: Bard (Class) subsection: Bard
content_type: feature content_type: feature
short_code: cbs short_code: cbs
--- ---

View File

@ -7,32 +7,53 @@ content_type: feature
short_code: cbw short_code: cbw
--- ---
An adventurer with a special bond with one (or more) animal companions. An adventurer who possesses a special bond with one (or more) animal companions.
[[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | --------------------------- | | ------------- | --------------------------- |
| **Hit Dice** | 1d8 | | **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | Leather, chainmail, shields | | **Armor** | Leather, chainmail, shields |
| **Weapons** | Any | | **Weapons** | Any |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
</div> </div>
[[toc]] ### Core Features
- +1 bonus to reaction rolls with animals (non-intelligent creatures). - **Friend to Animals**: +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="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 ### Animal Companions
- To establish connection, must make a peaceful approach towards a single animal. - 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).
- Referee rolls reaction roll: On an 8 or higher, the animal is bonded to the beast walker.
- Companions may be wild or domestic. - 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. - May have up to one animal companion per level.
- Total HD of companions may not exceed level. - Total HD of companions may not exceed level.
- If a companion is dismissed or dies, may establish connection with new animal. - 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 will fight to the death to defend their beast walker.
- Companions do not check morale. - 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 ### Speak with Animals
- Can be understood by animals (non-magical creatures). - 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. - Automatically befriends all creatures within 5 mile radius.
- They may perform simple tasks for beast walker (carry messages, warn about intruders, etc). - 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. - 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>

View File

@ -1,5 +1,5 @@
--- ---
title: Bloodmage class title: Bloodmage
description: The Bloodmage class for OSR gaming. description: The Bloodmage class for OSR gaming.
date_pub: 2023-02-26T17:46:00-05:00 date_pub: 2023-02-26T17:46:00-05:00
section: classes section: classes
@ -7,73 +7,91 @@ content_type: feature
short_code: cbm short_code: cbm
--- ---
Bloodmages are arcane spellcasters that use their own life force, rather than their memories, to cast spells.
[[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | ------------------- | | ------------- | ------------------- |
| **Requirements** | None | | **Hit Dice** | 1d8 |
| **Hit Dice** | 18 |
| **Maximum Level** | 14 |
| **Armor** | Leather, no shields | | **Armor** | Leather, no shields |
| **Weapons** | One-handed weapons | | **Weapons** | One-handed weapons |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
</div> </div>
Bloodmages are arcane spellcasters that use their own life force, rather than their memories, to cast spells. ### Core Features
[[toc]] <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 ### 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. - Carries a spell book (or equivalent) with known spells in it.
- Starts with one spell, learns an additional one each time they level up. - Starts with [at least one spell](/rules/magic.html#starting-spells) in book.
- Maximum spell level that can be learned or cast is shown in [Level Advancement](#advancement) table. - Can cast any spell in book.
- Can cast a number of spells per day equal to bloodmage level.
- Can conduct magical research. - 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) - [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 ### 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. - Creature must be slain with dagger or other bladed weapon.
- Restores HP equal to creatures HD. - Restores HP equal to creatures HD.
- Creatures that are innocent, powerful, or dear to the caster work better. - 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 ### Stronghold
- After 9th level, may construct a stronghold (usually, a tower). - After 9th level, may construct a stronghold (usually, a tower).
- 1d6 apprentices of levels 13 will then arrive to study under them. - 1d6 apprentices of levels 13 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/) Adapted from _[Alternate Magic](https://www.drivethrurpg.com/product/397412/Alternate-Magic-OSR)_ by [Eric Diaz](http://methodsetmadness.blogspot.com/)

View File

@ -1,157 +1,67 @@
--- ---
title: Champion title: Champion
description: description: The Champion class for HOSR.
date_pub: 2023-04-26T23:18:00-04:00 date_pub: 2025-02-01T00:18:00.000-04:00
section: classes section: classes
content_type: feature content_type: feature
short_code: cch short_code: cwr
status: draft
--- ---
Knights who wield weapons of pure arcane magic. An adventurer that specializes in battle and combat.
[[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | ----------------------- | | ------------- | ----------------------- |
| **Requirement** | Minimum CHA 9 |
| **Hit Dice** | 1d10 | | **Hit Dice** | 1d10 |
| **Maximum Level** | 14 |
| **Armor** | Any (including shields) | | **Armor** | Any (including shields) |
| **Weapons** | Any | | **Weapons** | Any |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
</div> </div>
### Aestheticism ### Core Features
- 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 12), 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
<div class="dividedTableWrapper levelTable"> <div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk<br />Mod | Saving Throws ||||| Spells ||||| | Level | HD | Atk | Save |
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | | :---: | :-----: | :-: | :--: |
| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | | 1 | 1d10 | 0 | 12 |
| 1 | 0 | 1d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - | | 2 | 2d10 | 0 | 12 |
| 2 | 2,750 | 2d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - | | 3 | 3d10 | 0 | 12 |
| 3 | 5,500 | 3d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - | | 4 | 4d10 | +2 | 10 |
| 4 | 12,000 | 4d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - | | 5 | 5d10 | +2 | 10 |
| 5 | 24,000 | 5d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - | | 6 | 6d10 | +2 | 10 |
| 6 | 45,000 | 6d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - | | 7 | 7d10 | +5 | 8 |
| 7 | 95,000 | 7d10 | +5 | 6 | 7 | 8 | 8 | 10 | - | - | - | | 8 | 9d10 | +5 | 8 |
| 8 | 175,000 | 8d10 | +5 | 6 | 7 | 8 | 8 | 10 | - | - | - | | 9 | 9d10 | +5 | 8 |
| 9 | 350,000 | 9d10 | +5 | 6 | 7 | 8 | 8 | 10 | 1 | - | - | | 10 | 9d10+2 | +7 | 6 |
| 10 | 500,000 | 9d10+1 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | - | - | | 11 | 9d10+4 | +7 | 6 |
| 11 | 650,000 | 9d10+2 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 1 | - | | 12 | 9d10+6 | +7 | 6 |
| 12 | 800,000 | 9d10+3 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 2 | - | | 13 | 9d10+8 | +9 | 4 |
| 13 | 950,000 | 9d10+4 | +9 | 2 | 3 | 4 | 3 | 6 | 2 | 2 | 1 | | 14 | 9d10+10 | +9 | 4 |
| 14 | 1,100,000 | 9d10+5 | +9 | 2 | 3 | 4 | 3 | 6 | 3 | 2 | 1 |
[Level Advancement] [Champion Features]
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
</div> </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 12).

View File

@ -4,23 +4,53 @@ description:
date_pub: 2023-03-26T23:18:00-04:00 date_pub: 2023-03-26T23:18:00-04:00
section: classes section: classes
content_type: feature 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'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | --------------------------------------------------------------- | | ------------------------ | --------------------------------------------------------------- |
| **Hit Dice** | 1d8 | | **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | Any (including shields) | | **Armor** | Any (including shields) |
| **Weapons** | Blunt weapons only (club, mace, sling, staff, war hammer, etc.) | | **Weapons** | Blunt weapons only (club, mace, sling, staff, war hammer, etc.) |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
| **Spellcasting Ability** | Wisdom (WIS) |
</div> </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 ### Divine Magic
- Must have a holy symbol - Must have a holy symbol
@ -41,22 +71,22 @@ Roll 2d6 and consult table below:
<div class="dividedTableWrapper"> <div class="dividedTableWrapper">
| Level | Monster Hit Dice |||||||||||||||| | 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 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 |
| :-----:|:-:|:-:|:--:|:--:|:--:|:--:|:--:|:---:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :--: | :---: | :---: | :---: | :---: |
| 1 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| | 1 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- |
| 2 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| | 2 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- |
| 3 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| | 3 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- |
| 4 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| | 4 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- |
| 5 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | --| | 5 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- |
| 6 | D | 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 | -- | -- | -- | -- | -- | -- | --| | 7 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- |
| 8 | D | 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 | -- | -- | -- | -- | --| | 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 | -- | -- | -- | -- | | 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 | -- | -- | -- | | 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 | -- | -- | | 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 | 9 | 11 | -- | | 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 | 7 | 9 | 11 | | 14 | D | D | D | D | D | D | D | D | D | D | D | T | T |
[Turn Undead Result] [Turn Undead Result]
@ -74,31 +104,3 @@ Roll 2d6 and consult table below:
- Roll 2d6 to determine total number of HD affected. - Roll 2d6 to determine total number of HD affected.
- Turned undead move away from cleric in full retreat until attacked. - Turned undead move away from cleric in full retreat until attacked.
- Lowest HD undead are affected first. - 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>

View File

@ -3,88 +3,13 @@ title: Cleric Spell List
description: The list of spells that can be cast by a Cleric. description: The list of spells that can be cast by a Cleric.
date_pub: 2023-09-16T01:03:00-04:00 date_pub: 2023-09-16T01:03:00-04:00
section: classes section: classes
subsection: Cleric (Class) subsection: Cleric
content_type: feature content_type: feature
short_code: ccs short_code: ccs
--- ---
[[toc]] [[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 !!!include(deities/spell-list-phoris.md)!!!
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

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@ -1,5 +1,5 @@
--- ---
title: Corsair (Sea) class title: Corsair
description: The Corsair (Sea) class for OSR gaming. description: The Corsair (Sea) class for OSR gaming.
date_pub: 2023-04-01T19:57:00-05:00 date_pub: 2023-04-01T19:57:00-05:00
section: classes section: classes
@ -7,71 +7,62 @@ content_type: feature
short_code: ccr short_code: ccr
--- ---
An adventurer who lives by their talents sailing on the high seas.
[[toc]] [[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | ------------------- | | ---------------- | ------------------- |
| **Requirements** | None | | **Requirements** | None |
| **Hit Dice** | 1d6 | | **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armor** | Leather, no shields | | **Armor** | Leather, no shields |
| **Weapons** | Any | | **Weapons** | Any |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
</div> </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. [Corsair Features]
- 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]
</div> </div>
- **Climb sheer surfaces (CS)**: Roll for every 100' climbed, failure means falling from the halfway point (and taking damage). ### Class Skills
- **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%.
### Lore
From 3rd level, 2-in-6 chance of knowing lore pertaining to creatures, magic items, or heroes of sea-related folktale or legend.
- **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. - 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.
### Sneak Attack - **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.
When attacking an unaware opponent from behind, the attack gets +4 and it deals double damage. - **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 ### 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. - 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 |||||| - Has the same features as the Sea Corsair, replacing the class skills with below.
| ^^ | ^^ | ^^ | ^^ | 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] #### Class Skills
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells - **Astral Lore**: After reaching 3rd level, make a skilled INT check to recall lore pertaining to creatures, magic items, or heroes of astral-related folktale or legend.
- May be used to identify the nature and powers of sea-related magic items.
</div> - **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).

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@ -1,5 +1,5 @@
--- ---
title: Druid (Class) title: Druid
description: The Druid class for OSR gaming. description: The Druid class for OSR gaming.
date_pub: 2023-05-07T10:55:00-04:00 date_pub: 2023-05-07T10:55:00-04:00
section: classes section: classes
@ -14,78 +14,94 @@ A nature-focused magic user and guardian of the forest.
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | ------------------------------------------------ | | ------------------------ | ------------------------------------------------ |
| **Hit Dice** | 1d8 | | **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | Leather, wooden shields | | **Armor** | Leather, wooden shields |
| **Weapons** | Non-metal only - Club, sling, spear, staff, whip | | **Weapons** | Non-metal only - Club, sling, spear, staff, whip |
| **Languages** | Alignment, Common, Druidic | | **Languages** | Alignment, Common, Druidic |
| **Spellcasting Ability** | Wisdom (WIS) |
</div> </div>
### Divine Magic ### Core Features
- Can pray to nature to receive spells every day. - **Charm Immunity**: From 7th level, gains immunity to fae charms (from dryads, nixies, pixies, etc).
- 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)
### Languages <div class="dividedTableWrapper levelTable">
- Know a secret language called "Druidic", known only to other druids. | Level | HD | Atk | Save | Spells /<br />Day | Change Form<br />Max HD & Uses / Day |
- With each level beyond 2nd, learns to speak the language of a creature in the forest. | :---: | :---: | :-: | :--: | :---------------: | :----------------------------------: |
| 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. </div>
- Max 1-in-6 chance of getting lost in woodlands.
### Change Form ### Change Form
- Starting at 2nd level, can change into the form of either a reptile, bird, or mammal. - 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 (rounded down). - The new form can't have more hit dice than current level / 2.
- Regain 1d4 hit points per level when used. - Regains 1d4 hit points per level when used successfully.
- All carried equipment is absorbed into animal form, only reappearing after changing back. - 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). - May be used successfully a number of times per day equal to level / 2.
- In combat, can change (or change back) as a free action. - 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 ### Stronghold
After 12th level, can build a stronghold that integrates with a natural setting. 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>

View File

@ -3,7 +3,7 @@ title: Druid Spell List
description: The list of spells that can be cast by a Druid. description: The list of spells that can be cast by a Druid.
date_pub: 2023-05-07T11:03:00-04:00 date_pub: 2023-05-07T11:03:00-04:00
section: classes section: classes
subsection: Druid (Class) subsection: Druid
content_type: feature content_type: feature
short_code: cds short_code: cds
--- ---

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@ -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 12), 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.

View File

@ -9,23 +9,47 @@ short_code: cfr
An adventurer that specializes in combat. An adventurer that specializes in combat.
[[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | ----------------------- | | ------------- | ----------------------- |
| **Hit Dice** | 1d10 | | **Hit Dice** | 1d10 |
| **Maximum Level** | 14 |
| **Armor** | Any (including shields) | | **Armor** | Any (including shields) |
| **Weapons** | Any | | **Weapons** | Any |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
</div> </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 ### 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)!!! !!!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. 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 12). - Once established, attracts 5d4 x 10 apprentice fighters (level 12).
### 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>

View File

@ -7,20 +7,28 @@ content_type: feature
short_code: c1 short_code: c1
--- ---
- [Assassin](./assassin.html): Someone skilled at stealth-based elimination. ### Beta Classes
- [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. - [Barbarian](./barbarian.html): Adventurers known for their primitive warrior nature.
- [Beast Walker](./beast-walker.html): An adventurer with a special bond with one (or more) animal companions. - [Bard](./bard/index.html): Warrior-performer with a deep knowledge of lore and some spellcasting ability.
- [Bloodmage](./bloodmage.html): Arcane spellcasters that use their own life force to cast spells. - [Beast Walker](./beast-walker.html): Adventurers possessing special bonds with one (or more) animal companions.
- [Cleric](./cleric/index.html): Holy (or unholy) warrior-priests who serve one or more deities. - [Bloodmage](./bloodmage.html): Magic users who cast spells with their own blood.
- [Corsair](./corsair.html): A sailor living a life of adventure on the high seas. - [Champion](./champion.html): Adventurers that specialize in battle and combat.
- [Astral Corsair](./astral-corsair.html): A sailor living a life of adventure on the [astral plane](/astral/index.html). - [Corsair](./corsair.html): Sailors living lives of adventure on the high seas or the astral plane.
- [Druid](./druid/index.html): A nature-focused magic user and guardian of the forest. - [Druid](./druid/index.html): Nature-focused magic users and guardians of the forest.
- [Fighter](./fighter.html): An adventurer that specializes in combat. - [Ecclesiastic](./ecclesiastic.html): Holy (or unholy) warrior-priests who serve one (or more) deities.
- [Knight](./knight.html): Honor-bound warrior that excels at mounted combat. - [Knight](./knight.html): Honor-bound warriors that excel 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). - [Mystic](./mystic/index.html): Adventurers that can channel their life energy into special [mystic powers](./mystic/powers.html).
- [Paladin](./paladin/index.html): Holy (or unholy) knights on a quest for their deity. - [Rogue](./rogue.html): Adventurers possessing various stealth-based skills.
- [Priest](./priest/index.html): Holy (or unholy) spellcasters who serve one or more deities. - [Sorcerer](./sorcerer.html): Magic users who cast spells from memory.
- [Thief](./thief.html): Someone skilled at stealth-based retrieval. - [Wizard](./wizard.html): Magic users who cast spells from their spellbooks.
- [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. ### 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.

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. _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.

View File

@ -1,5 +1,5 @@
--- ---
title: Knight (Class) title: Knight
description: description:
date_pub: 2023-04-01T19:43:00-04:00 date_pub: 2023-04-01T19:43:00-04:00
section: classes section: classes
@ -7,29 +7,66 @@ content_type: feature
short_code: ckn short_code: ckn
--- ---
Honor-bound warrior that excels at mounted combat. An honor-bound warrior that excels at mounted combat.
[[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | -------------------------- | | ---------------- | -------------------------- |
| **Requirements** | Minimum CON 9, DEX 9 | | **Requirements** | Minimum CON 9, DEX 9 |
| **Hit Dice** | 1d10 | | **Hit Dice** | 1d10 |
| **Maximum Level** | 14 |
| **Armor** | Any metal armor or shields | | **Armor** | Any metal armor or shields |
| **Weapons** | Any melee weapons | | **Weapons** | Any melee weapons |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
</div> </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 ### Allegiance
- Serves a liege. - 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 ### Code of Honor
Must follow a strict code: To gain experience, must follow a strict code similar to:
- Death before dishonor, - Death before dishonor,
- Service to a liege is the greatest honor, - Service to a liege is the greatest honor,
@ -40,8 +77,6 @@ Must follow a strict code:
- Demand obedience from inferiors, and - Demand obedience from inferiors, and
- Scorn ignobles. - Scorn ignobles.
Earns no experience from doing things which go against the code.
### Fantastic Mount ### Fantastic Mount
From 5th level, can train some creatures as mounts (including flying ones). 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 ### 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. - Expected to extend same service to others.
### Devotion to Duty ### Devotion to Duty
@ -71,35 +106,7 @@ From 5th level, can train some creatures as mounts (including flying ones).
### Stronghold ### 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. - Must have liege's permission.
- After 9th level, may be granted a title such as Baron or Baroness. - 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>

View File

@ -1,5 +1,5 @@
--- ---
title: Mystic class title: Mystic
description: The Mystic class for OSR gaming. description: The Mystic class for OSR gaming.
date_pub: 2023-04-01T11:17:00-04:00 date_pub: 2023-04-01T11:17:00-04:00
section: classes section: classes
@ -7,76 +7,74 @@ content_type: feature
short_code: cmy 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). 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'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | ----------------- | | --------------- | ----------------- |
| **Requirement** | Minimum WIS 9 | | **Requirement** | Minimum WIS 9 |
| **Hit Dice** | 1d8 | | **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | None | | **Armor** | None |
| **Weapons** | Any | | **Weapons** | Any |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
</div> </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 ### Martial Training
- Unarmed attacks deal 1d4 damage. - Unarmed attacks deal 1d4 damage.
- Can dual wield, regardless of DEX score. - Can dual wield, regardless of DEX score.
- Fists count as Light weapons. - 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 ### 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 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. - 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. - A power activates at the beginning of a character's initiative.
- Only one power may be activated each round. - Only one power may be activated each round.
- [Mystic Power List](./powers.html)
[Mystic Power List](./powers.html)
### Stronghold ### Stronghold
- After 9th level, can establish an academy or clan with 1d6 apprentices of 1d4 level. - 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>

View File

@ -1,8 +1,7 @@
--- ---
title: Paladin (Class) title: Paladin
description: description:
date_pub: 2023-03-26T23:18:00-04:00 date_pub: 2023-03-26T23:18:00-04:00
date_upd: 2023-04-24T18:09:00-04:00
section: classes section: classes
content_type: feature content_type: feature
short_code: cpa short_code: cpa
@ -13,37 +12,61 @@ Holy (or unholy) knights on a quest for their deity.
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | ----------------------- | | --------------- | ----------------------- |
| **Requirement** | Minimum CHA 9 | | **Requirement** | Minimum CHA 9 |
| **Hit Dice** | 1d10 | | **Hit Dice** | 1d10 |
| **Maximum Level** | 14 |
| **Armor** | Any (including shields) | | **Armor** | Any (including shields) |
| **Weapons** | Any | | **Weapons** | Any |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
</div> </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 ### Aestheticism
- Own minimal possessions - Own minimal possessions
- Can only keep one magical weapon, one magical shield, and one magical suit of armor - 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 - Must give at least 10% of income to religious order
### Alignment Locked
- Lose all abilities when alignment is changed
### Divine Magic ### 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 have a holy symbol
- Must remain faithful to alignment, clergy, and religion. - Must remain faithful to alignment, clergy, and religion.
- [Paladin Spell List](./spell-list.html) - [Paladin Spell List](./spell-list.html)
### Blessed Health
- Immune to all diseases
### Lay on Hands ### Lay on Hands
- Heal 2 HP / level once per day - Heal 2 HP / level once per day
@ -61,20 +84,20 @@ Roll 2d6 and consult table below:
<div class="dividedTableWrapper"> <div class="dividedTableWrapper">
| Level | Monster Hit Dice |||||||||||||||| | 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 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 |
| :-----:|:-:|:-:|:--:|:--:|:--:|:--:|:--:|:---:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :--: | :---: | :---: | :---: | :---: |
| 3 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| | 3 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- |
| 4 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| | 4 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- |
| 5 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| | 5 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- |
| 6 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| | 6 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- |
| 7 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | --| | 7 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- |
| 8 | D | 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 | -- | -- | -- | -- | -- | -- | --| | 9 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- |
| 10 | D | 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 | -- | -- | -- | -- | --| | 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 | -- | -- | -- | -- | | 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 | -- | -- | -- | | 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 | -- | -- | | 14 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 |
[Turn Undead Result] [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'). - 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. - 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>

View File

@ -3,7 +3,7 @@ title: Paladin Spell List
description: The list of spells that can be cast by a Paladin. description: The list of spells that can be cast by a Paladin.
date_pub: 2023-09-16T01:28:00-04:00 date_pub: 2023-09-16T01:28:00-04:00
section: classes section: classes
subsection: Paladin (Class) subsection: Paladin
content_type: feature content_type: feature
short_code: cps short_code: cps
--- ---

View File

@ -2,7 +2,6 @@
title: Priest title: Priest
description: description:
date_pub: 2023-03-27T23:04:00-04:00 date_pub: 2023-03-27T23:04:00-04:00
date_upd: 2023-04-30T09:44:00-04:00
section: classes section: classes
content_type: feature content_type: feature
short_code: cpr short_code: cpr
@ -15,15 +14,46 @@ Holy (or unholy) spellcasters who serve one or more deities.
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | ------------------------------------- | | ------------- | ------------------------------------- |
| **Hit Dice** | 1d6 | | **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armor** | None | | **Armor** | None |
| **Weapons** | Dagger, staff, 1-handed magic weapons | | **Weapons** | Dagger, staff, 1-handed magic weapons |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
</div> </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 ### Divine Magic
- Can pray to receive spells every day. - Can pray to receive spells every day.
@ -44,22 +74,22 @@ Roll 2d6 and consult table below:
<div class="dividedTableWrapper"> <div class="dividedTableWrapper">
| Level | Monster Hit Dice |||||||||||||||| | 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 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 |
| :-----:|:-:|:-:|:--:|:--:|:--:|:--:|:--:|:---:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :--: | :---: | :---: | :---: | :---: |
| 1 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| | 1 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- |
| 2 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| | 2 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- |
| 3 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| | 3 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- |
| 4 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| | 4 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- |
| 5 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | --| | 5 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- |
| 6 | D | 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 | -- | -- | -- | -- | -- | -- | --| | 7 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- |
| 8 | D | 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 | -- | -- | -- | -- | --| | 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 | -- | -- | -- | -- | | 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 | -- | -- | -- | | 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 | -- | -- | | 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 | 9 | 11 | -- | | 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 | 7 | 9 | 11 | | 14 | D | D | D | D | D | D | D | D | D | D | D | T | T |
[Turn Undead Result] [Turn Undead Result]
@ -76,32 +106,4 @@ Roll 2d6 and consult table below:
- Roll 2d6 to determine total number of HD affected. - Roll 2d6 to determine total number of HD affected.
- Turned undead move away from cleric in full retreat until attacked. - Turned undead move away from cleric in full retreat until attacked.
- Lowest HD undead are affected first. - Lowest HD undead are affected first.### Core Features
### 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>

View File

@ -3,7 +3,7 @@ title: Priest Spell List
description: The list of spells that can be cast by a Priest. description: The list of spells that can be cast by a Priest.
date_pub: 2023-09-16T01:03:00-04:00 date_pub: 2023-09-16T01:03:00-04:00
section: classes section: classes
subsection: Priest (Class) subsection: Priest
content_type: feature content_type: feature
short_code: crs short_code: crs
--- ---
@ -61,7 +61,7 @@ The following list of spells may be cast by Priest characters.
1. Commune 1. Commune
2. Create Food 2. Create Food
3. Cure Critical Wounds / Cause Critical Wounds 3. Cure Critical Wounds / Cause Critical Wounds
4. Dispel Evil 4. [Dispel Evil](/spells/dispel-evil.html)
5. Banish Insects / Insect Plague 5. Banish Insects / Insect Plague
6. Quest / Remove Quest 6. Quest / Remove Quest
7. Raise Dead / Finger of Death 7. Raise Dead / Finger of Death

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.

View File

@ -1,114 +1,82 @@
--- ---
title: Sorcerer (Class) title: Sorcerer
description: The Sorcerer class for OSR gaming. description: The Sorcerer class for OSR gaming.
date_pub: 2023-09-16T14:30:00-04:00 date_pub: 2023-09-16T14:30:00-04:00
section: classes section: classes
content_type: feature content_type: feature
short_code: csr 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]] [[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | ------------------------------------- | | ------------- | ------------------------------------- |
| **Hit Dice** | 1d6 | | **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armor** | None | | **Armor** | None |
| **Weapons** | Dagger, staff, 1-handed magic weapons | | **Weapons** | Dagger, staff, 1-handed magic weapons |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
</div> </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 ### Arcane Magic
- Can cast spells from memory. - 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. - 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. - Can conduct magical research.
- [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html) - [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. ### Class Skills
- Allows spell to be cast without removing from memory.
- Can only be used once per combat round.
### Metamagic - **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.
Pick one at 2nd, 5th, 9th, and 14th level. - **Ritual Casting**: Some rituals require a skilled check.
- **Advanced Skills**: After reaching level 5, may add skills modifier to appropriate non-skilled checks.
- **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 doesnt have a range of "self", spend a number of sorcery points equal to the spells 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
### Stronghold ### Stronghold
- After 9th level, may construct a stronghold (usually a tower). - After 9th level, may construct a stronghold (usually a tower).
- 1d6 apprentices of levels 13 will then arrive to study under them. - 1d6 apprentices of levels 13 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>

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@ -1,5 +1,5 @@
--- ---
title: Thief (Class) title: Thief
description: The Thief class for OSR gaming. description: The Thief class for OSR gaming.
date_pub: 2023-03-27T23:04:00-04:00 date_pub: 2023-03-27T23:04:00-04:00
section: classes section: classes
@ -14,25 +14,51 @@ Someone skilled at stealth-based retrieval.
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | -------------------------------- | | ------------- | -------------------------------- |
| **Hit Dice** | 1d6 | | **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armor** | Leather or Studded, no shields | | **Armor** | Leather or Studded, no shields |
| **Weapons** | Any | | **Weapons** | Any |
| **Languages** | Alignment, Common, Thieves' Cant | | **Languages** | Alignment, Common, Thieves' Cant |
</div> </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 ### Read Languages
From 4th level, 80% chance to read non-magical text in any language (including dead languages and basic codes). 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. - 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 ### Stronghold
After 9th level, may construct a stronghold (usually, a secret hideout). 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 ### Thief Skills
- For most, roll 1d100, result under score is success. For hear noise (HN), use 1d6. - 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"> <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. From 10th level, 90% chance to cast arcane spells from scrolls.
- On a fail, a strange or harmful effect is created instead. - 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>

View File

@ -1,28 +1,27 @@
--- ---
title: Warlock class title: Warlock
description: The Warlock class for OSR gaming. description: The Warlock class for OSR gaming.
date_pub: 2023-02-17T00:26:00-05:00 date_pub: 2023-02-17T00:26:00-05:00
section: classes section: classes
content_type: feature 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]] [[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | -------------------------------- | | ------------- | -------------------------------- |
| **Hit Dice** | 1d8 | | **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | Leather or chainmail, no shields | | **Armor** | Leather or chainmail, no shields |
| **Weapons** | Any 1-handed weapons | | **Weapons** | Any 1-handed weapons |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
</div> </div>
Warlocks are spellcasters that gain access to magic by making pacts with powerful, otherworldly beings.
### Eldritch Blast ### Eldritch Blast
- Use the power granted by their patron to fire a beam of magical energy. - Use the power granted by their patron to fire a beam of magical energy.

View File

@ -3,7 +3,7 @@ title: Warlock Spell List
description: The list of spells that can be cast by a Warlock. description: The list of spells that can be cast by a Warlock.
date_pub: 2023-09-16T00:55:00-04:00 date_pub: 2023-09-16T00:55:00-04:00
section: classes section: classes
subsection: Warlock (Class) subsection: Warlock
content_type: feature content_type: feature
short_code: cws short_code: cws
--- ---

View File

@ -1,69 +1,84 @@
--- ---
title: Wizard (Class) title: Wizard
description: The Wizard class for OSR gaming. 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 section: classes
content_type: feature 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]] [[toc]]
<div class='headlessTableWrapper'> <div class='headlessTableWrapper'>
| | | | | |
| ----------------- | ------------------------------------- | | ------------- | ------------------------------------- |
| **Hit Dice** | 1d6 | | **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armor** | None | | **Armor** | None |
| **Weapons** | Dagger, staff, 1-handed magic weapons | | **Weapons** | Dagger, staff, 1-handed magic weapons |
| **Languages** | Alignment, Common | | **Languages** | Alignment, Common |
</div> </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 ### Arcane Magic
- Can cast prepared spells.
- Carries a spell book (or equivalent) with known spells in it. - 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. - 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) - [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 ### Stronghold
- After 9th level, may construct a stronghold (usually a tower). - After 9th level, may construct a stronghold (usually a tower).
- 1d6 apprentices of levels 13 will then arrive to study under them. - 1d6 apprentices of levels 13 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>

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@ -7,13 +7,32 @@ content_type: feature
short_code: d1 short_code: d1
--- ---
[[toc]]
Some of the various gods, goddesses, and other elevated beings worshipped across the multiverse. Some of the various gods, goddesses, and other elevated beings worshipped across the multiverse.
### Alzot
Lawful gnomish god of weddings, devotion, and contracts.
### Deimhog ### Deimhog
Chaotic god of water and storms. Chaotic god of water and storms.
- Epithets: The Night Prince, The Two-Faced Lord of the Deep. - Epithets: The Night Prince, The Two-Faced Lord of the Deep.
- Followers are called **The Night Devils**.
- They maintain a semi-secret cult in [Blacktyde Bay](/campaigns/mini-campaigns/aeryon/blacktyde-bay.md).
### Erryok
Chaotic deity of blood, pain, death, birth, and resurrection.
- Epithets: The Blood God, The Prince of Pain
- Hermaphroditic god(dess) of suffering, torture, and sacrifice.
### Essyn
Chaotic goddess of pleasure and desire.
### The Grand Tribunal ### The Grand Tribunal
@ -25,7 +44,7 @@ Lawful lyffan gods and goddesses of justice.
Lawful goddess of flame and light. Lawful goddess of flame and light.
- Epithets: Goddess of the Light, Mistress of the hearth. - Epithets: Goddess of the Light, Mistress of the Hearth.
- Goddess of the hearth and civilization. - Goddess of the hearth and civilization.
### Morrigan ### Morrigan
@ -35,9 +54,19 @@ Neutral goddess of love and war.
- Epithets: The Lady of War. - Epithets: The Lady of War.
- Goddess of desire and fury. - Goddess of desire and fury.
<!--
### Murgush
Chaotic orc god of domination and war.
- Epithets: The Evil Eye, The One Who Sees
- One-eyed orc god - too on the nose? Or should I keep it since that's what I did, and all I'm changing is his name.
- OR - is he some other kind of one-eyed orc god? Something the orcs would worship, but not necessarily orcs exclusively...
-->
### Ookikkee-Eeka ### Ookikkee-Eeka
Neutral goddess of winds and travel. Neutral changeling goddess of winds and travel.
- Epithets: Mistress of the Wandering Wind (Neutral). - Epithets: Mistress of the Wandering Wind (Neutral).
@ -45,14 +74,22 @@ Neutral goddess of winds and travel.
Neutral treefolk goddess of nature and the forest. Neutral treefolk goddess of nature and the forest.
- Epithets: The Forest Mother. - Epithets: The Forest Mother, The Source.
- Believers follow Dainrouw (_The Forest Way_). - Believers follow Dainrouw (_The Forest Way_).
- Followers are called **The Seekers of Dainrouw**
### Phoris ### Phoris
Lawful goddess of protection. Lawful goddess of protection, healing, and light.
- Goddess of defense, law, and peace. - Goddess of defense, law, peace, and purity.
- As Phoris is the primary goddess of law on [Aeryon](../campaigns/mini-campaigns/aeryon/), her followers can be found across the plane.
- Followers are organized into various groups, including:
- **The Dayguard**: Clerics and paladins devoted to protecting the towns from monsters.
- **The Lady's Blessing**: Priests and healers in major urban centers.
- **The Stewards of the Stones**: Priests and clerics assigned to watch over the great stone obelisks which serve as beacons of law on the outskirts of civilization (including in the astral plane).
- Each obelisk is a monolith of polished stone surrounded by a praying circle.
- Stewards often take the title of "Keeper".
### Srekkaq ### Srekkaq
@ -77,6 +114,9 @@ Platinum dragon god of law.
- Symbol: Dragon wings surrounded by inverted triangle. - Symbol: Dragon wings surrounded by inverted triangle.
- Credited by followers as having created civilization itself through his "great gifts" (law, truth, and flame). - Credited by followers as having created civilization itself through his "great gifts" (law, truth, and flame).
- Served by a group of 10 dragon demigods, the Exalted Wyrmlords and Wyrmladies. - Served by a group of 10 dragon demigods, the Exalted Wyrmlords and Wyrmladies.
- Followers are organized into various groups, including:
- **The Order of the Cleansing Fire**: Fanatical paladins and priests devoted to "punishing" sinners.
- **The Paragons of the Scale**: Wandering clerics and priests found across the multiverse.
#### Lyndralyth #### Lyndralyth
@ -120,6 +160,7 @@ Neutral goddess of water and life.
- Symbol: Encircled symbol for the element of water. - Symbol: Encircled symbol for the element of water.
- Ruler of Aquos, the elemental plane of water. - Ruler of Aquos, the elemental plane of water.
- Believers follow Onas (_The Ocean's Path_), believe the ocean is the cradle of all life. - Believers follow Onas (_The Ocean's Path_), believe the ocean is the cradle of all life.
- Clergy are called "Blue Priests".
#### Kor'zakk #### Kor'zakk
@ -128,27 +169,111 @@ Neutral god of fire
- Epithets: King in the Flames - Epithets: King in the Flames
- Symbol: Encircled symbol for the element of fire. - Symbol: Encircled symbol for the element of fire.
- Ruler of Pyrea, the elemental plane of fire. - Ruler of Pyrea, the elemental plane of fire.
- Clergy are called "Fire Priests".
### The Vy'ken Pantheon
Worshipped by the Nurthrum, the people of the small ice world of Vynurth.
#### Aztar
Lawful god of vigilance and protection.
- Epithets: Lord of the Watch, The First Keeper.
- Followers are called **The Keepers of the Watch**.
- They maintain a semi-secret cult in [Blacktyde Bay](/campaigns/mini-campaigns/aeryon/blacktyde-bay.html), mostly keeping an eye on the Sons of Sytho.
#### Kidon
Neutral god of the endless sky (and everything below it)
- King of Ayskar, the Vy'ken plane of heavenly warfare.
- Epithets: The One Who is All
#### Nykmus
Chaotic god of traveling and water
- Epithets: Lord of the Seas
#### Omis
Lawful goddess of duty and and integrity.
- Epithets: Lady of Justice
### Sytho
Chaotic god of trickery, illusions, and evil.
- Epithets: The Schemer, The Unseen.
- Followers are called the **Sons of Sytho**.
- They maintain a semi-secret cult in [Blacktyde Bay](/campaigns/mini-campaigns/aeryon/blacktyde-bay.html), where they've been known to clash with the Keepers of the Watch.
#### Talyn
Chaotic goddess of war and courage
- Epithets: Lady of Fire
#### Ubix
Chaotic goddess of death and entropy
- Queen of Wul, the Vy'ken underworld.
- Epithets: Mistress of Decay
#### Vorzol
Lawful god of fire and destruction
- Epithets: The Destroyer
#### Yla
Lawful goddess of healing and earth
- Epithets: Lady of Life
### Other Religious Orders
#### The Blessed Fellowship
Neutral, diverse, multiracial order devoted to _all_ gods and goddesses of love.
- Followers tend to be amorous in the extreme.
- Believed to have sects all across the multiverse.
#### The Priests of Ahm'Shiir
Neutral, pacifist order, sworn only to heal and help.
- Also called "The Church of the Laughing Child"
- Devoted to a charismatic leader called the Shiir, who died centuries ago, but who they believe has been reborn 12 times on different planes (each time prophesying their own return).
- The devotees believe that, upon the Shiir's 20th rebirth, he will lift all of his devoted followers up, and they will build a heavenly plane of their own.
#### The Unwanted
Lawful order of god-hating vigilantes.
- They claim to be trying to gain favor with the Authority, the rulers of [Infernus](/planes/transcendental/index.html#infernus), and their leader, Shai'kel, the Corrupted.
- They do this by killing those that they believe will go to Infernus, such as those that betray their gods.
- Battlecry: "Blood and souls for Shai'kel!"
<!-- <!--
- Need some male gods (or more non-gendered ones) - Need some male gods (or more non-gendered ones)
- one based on the orc-eye guy from the first dungeon crawl campaign we did - one based on the orc-eye guy from the first dungeon crawl campaign we did
- a neutral one based on buddhism - church of the laughing child - possibly based on the weird cult my 5E group ran into - raid your old 5E game- whoever Donnie worshipped
- a generic Tao/ force one (the church of the way) - fatalistic
- raid your old 5E game
- reincarnated kid
- whoever Donnie worshipped
- the angel cult that was taking over - why not include them as a background thing?
- Vy'ken - later (or as example?) - Vy'ken - later (or as example?)
- Can I tie this in with something they've seen or heard about - the viking healers / soul collectors? - Can I tie this in with something they've seen or heard about - the viking healers / soul collectors?
- Something based on Dune
-
- The Priests of Ahm'Shiir * The Order of the Sacred Vow
+ Devoted to a charismatic leader who died approx 100ya, but has been reborn multiple times on diff planes (also prophesyizing his own return). - An order of dogmatic (and often extreme) law.
+ A pacifist order, sworn only to heal and help. - Not-quite initiates are called "Seekers of the Sacred Vow"
+ believe that when the Shiir is reborn 20 times, he will lift all of his devoted followers up, and they will build a heavenly plane of their own. - Those who have committed to the vow, but who are otherwise unaffiliated with the church (the congregation, if you will) are the "speakers of the sacred vow".
+ The Order of the Sacred Vow
- WAIT - Maybe not! - WAIT - Maybe not!
- This feels a bit close to a couple diff bits-and-pieces in the multiverse, this might just confuse things further. - This feels a bit close to a couple diff bits-and-pieces in the multiverse, this might just confuse things further.
+ Not-quite initiates are called "Seekers of the Sacred Vow" + Not-quite initiates are called "Seekers of the Sacred Vow"
@ -164,13 +289,4 @@ Neutral god of fire
- Her armies can (and will) remain on the march / prevalent throughout. - Her armies can (and will) remain on the march / prevalent throughout.
- the Elders of the Vow (the first generation priests) reached out to their gods who sent them an angel named Ava, the Seraph of Authority, to help spread the word of the vow. The angel sent to them became central to both the running of the religion, becoming known as "the Living Vow" - the Elders of the Vow (the first generation priests) reached out to their gods who sent them an angel named Ava, the Seraph of Authority, to help spread the word of the vow. The angel sent to them became central to both the running of the religion, becoming known as "the Living Vow"
- What no one knows is that the issues with the undead have given her visions whcih have driven her mad, and tehchurch bcomes even mpre zealous. - What no one knows is that the issues with the undead have given her visions whcih have driven her mad, and tehchurch bcomes even mpre zealous.
+ The Blessed Fellowship
+ Devoted to the gods of love - not just 1 god, but any god aligned with love.
+ Gods of Love
+ Mymeyr, God of Love
+ Alzot, God of Weddings
+ Essyn, Goddess of Pleasure
--> -->

View File

@ -10,7 +10,7 @@ For you've stumbled onto the digital representation of the most famous multivers
Within its hallowed pages, you'll find everything you need to know about the [various planes of the multiverse](/planes/index.html) and (more importantly) how to tour those planes on less than 5 silver coins a day! Within its hallowed pages, you'll find everything you need to know about the [various planes of the multiverse](/planes/index.html) and (more importantly) how to tour those planes on less than 5 silver coins a day!
If this is your first time here, you may want to see what it's all about, or you can start using the guide to learn how to get around on [the astral plane](/astral/index.html), the [character classes](/classes/index.html) and [races](/races/index.html) you can meet along the way, and some of the [magic items](/magic-items/index.html), [creatures](/bestiary/index.html), and [weapons](/weapons/) you may encounter. If this is your first time here, you may want to see [what it's all about](/about.html), or you can start using the guide to learn how to get around on [the astral plane](/astral/index.html), the [character classes](/classes/index.html) and [races](/races/index.html) you can meet along the way, and some of the [creatures](/bestiary/index.html) and [magic items](/magic-items/index.html) you may encounter.
Thanks for stopping by! Thanks for stopping by!

View File

@ -7,14 +7,16 @@ content_type: feature
short_code: macc short_code: macc
--- ---
A gold amulet with a small blue gem in the center, encircled with ancient runes of control.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![Amulet of Al-Shakk, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/amulet-of-al-shakk.jpg 'Amulet of Al-Shakk') ![Amulet of Al-Shakk, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/amulet-of-al-shakk.jpg 'Amulet of Al-Shakk')
</div> </div>
A gold amulet with a small blue gem in the center, encircled with ancient runes of control.
- As long as at least one charge remains, the crystal glows slightly. - As long as at least one charge remains, the crystal glows slightly.
### Activation ### Activation

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@ -10,6 +10,8 @@ status: hidden
A magical device used to increase the wearer's speed in the astral plane. A magical device used to increase the wearer's speed in the astral plane.
[[toc]]
- Only functions on the astral plane. - Only functions on the astral plane.
- Begins each phase with 1d4 + 4 charges. - Begins each phase with 1d4 + 4 charges.
- While worn, grants the following abilities: - While worn, grants the following abilities:

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@ -7,14 +7,14 @@ content_type: feature
short_code: m1ac short_code: m1ac
--- ---
A 1.5" diameter, golden medallion, with an 8-pointed star embedded in a purple gem in its center, and with raised runes along its inner edge.
<div class="imgWrapper"> <div class="imgWrapper">
![An astral compass, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/astral-compass.jpg 'An astral compass') ![An astral compass, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/astral-compass.jpg 'An astral compass')
</div> </div>
A 1.5" diameter, golden medallion, with an 8-pointed star embedded in a purple gem in its center, and with raised runes along its inner edge.
While worn on the astral plane: While worn on the astral plane:
- Wearer can "see" astral currents, sensing the general direction of the shortest path to any location in multiverse (which appears as a faint, golden glow on the horizon). - Wearer can "see" astral currents, sensing the general direction of the shortest path to any location in multiverse (which appears as a faint, golden glow on the horizon).

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@ -7,14 +7,16 @@ content_type: feature
short_code: m1jt short_code: m1jt
--- ---
An ancient vorpal battle axe made of strange, blackened steel, and carved with disturbing eldritch symbols that glow faintly when covered in blood.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![Judgement, Vorpal Battle Axe, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/judgement.jpg 'Judgement, Vorpal Battle Axe') ![Judgement, Vorpal Battle Axe, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/judgement.jpg 'Judgement, Vorpal Battle Axe')
</div> </div>
An ancient vorpal battle axe made of strange, blackened steel, and carved with disturbing eldritch symbols that glow faintly when covered in blood.
- +2 to attack and damage rolls (1d8+2 / 1d10+2). - +2 to attack and damage rolls (1d8+2 / 1d10+2).
!!!include(magic-items/decapitation.md)!!! !!!include(magic-items/decapitation.md)!!!

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@ -7,13 +7,13 @@ content_type: feature
short_code: m1bgs short_code: m1bgs
--- ---
A wide brown leather belt engraved with various arcane runes of strength and fastened with a large, simple gold clasp which grants the strength of a hill giant to its wearer.
<div class="imgWrapper"> <div class="imgWrapper">
![Belt of Giant Strength, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/belt-of-giant-strength.jpg 'Belt of Giant Strength') ![Belt of Giant Strength, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/belt-of-giant-strength.jpg 'Belt of Giant Strength')
</div> </div>
A wide brown leather belt engraved with various arcane runes of strength and fastened with a large, simple gold clasp which grants the strength of a hill giant to its wearer.
- Wearer attacks as an 8 HD monster. - Wearer attacks as an 8 HD monster.
- When wearer hits, they inflict twice normal damage. - When wearer hits, they inflict twice normal damage.

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@ -7,14 +7,14 @@ content_type: feature
short_code: mbbh short_code: mbbh
--- ---
A finely-crafted short sword, acid-etched with archaic runes and the name _Beyza_ in an ancient elvish script, held by a smooth, black grip.
<div class="imgWrapper"> <div class="imgWrapper">
![Beyza, the Bandit's Heart, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/beyza.jpg "Beyza, the Bandit's Heart") ![Beyza, the Bandit's Heart, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/beyza.jpg "Beyza, the Bandit's Heart")
</div> </div>
A finely-crafted short sword, acid-etched with archaic runes and the name _Beyza_ in an ancient elvish script, held by a smooth, black grip.
### Abilities ### Abilities
- +2 to attack and damage rolls (1d6+2). - +2 to attack and damage rolls (1d6+2).

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@ -10,6 +10,14 @@ status: hidden
A blackened, demonic blade which shines like the night sky when not sheathed in it's obsidian scabbard. A blackened, demonic blade which shines like the night sky when not sheathed in it's obsidian scabbard.
[[toc]]
<div class="imgWrapper">
![Bla'kra'zur, the Doom Bringer, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/bla-kra-zur.jpg "Bla'kra'zur, the Doom Bringer")
</div>
_"Quench my thirst for blood, and I will empower you to greatness!"_ _"Quench my thirst for blood, and I will empower you to greatness!"_
- +3 to attack and damage rolls (1d8+3 / 1d10+3). - +3 to attack and damage rolls (1d8+3 / 1d10+3).

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@ -8,14 +8,16 @@ short_code: m1bdb
status: hidden status: hidden
--- ---
A massive, blackened, demonic blade etched with eldritch symbols that glow blood-red when not sheathed in its obsidian scabbard.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![Bla'kra'zur, the Doom Bringer, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/bla-kra-zur.jpg "Bla'kra'zur, the Doom Bringer") ![Bla'kra'zur, the Doom Bringer, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/bla-kra-zur.jpg "Bla'kra'zur, the Doom Bringer")
</div> </div>
A massive, blackened, demonic blade etched with eldritch symbols that glow blood-red when not sheathed in its obsidian scabbard.
_"Quench my thirst for blood, and I will empower you to greatness!"_ _"Quench my thirst for blood, and I will empower you to greatness!"_
- +3 to attack and damage rolls (1d8+3 / 1d10+3). - +3 to attack and damage rolls (1d8+3 / 1d10+3).

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@ -9,14 +9,14 @@ status: hidden
redirect: /magic-items/astral-booster.html redirect: /magic-items/astral-booster.html
--- ---
A silver ring etched with arrows and swirling symbols which can increase the wearer's speed in the astral plane.
<div class="imgWrapper"> <div class="imgWrapper">
![A booster ring, created with [Dall-E](https://labs.openai.com/), released under a [CC0](/licenses/cc0/) license.](/images/magic-items/booster-ring.jpg 'A booster ring') ![A booster ring, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/booster-ring.jpg 'A booster ring')
</div> </div>
A silver ring etched with arrows and swirling symbols which can increase the wearer's speed in the astral plane.
- Only functions on the astral plane. - Only functions on the astral plane.
- Begins each phase with 1d4 + 4 charges. - Begins each phase with 1d4 + 4 charges.
- While worn, grants the following abilities: - While worn, grants the following abilities:

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@ -7,6 +7,10 @@ content_type: feature
short_code: m1b1 short_code: m1b1
--- ---
A palm-sized clear glass flask, etched with runes of binding and the element of air, and with similarly carved stopper. Inside, a small bolt of lightning can be seen jumping and moving around the bottle's interior.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![Bottled Lightning, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/bottled-lightning-1.jpg 'Bottled Lightning') ![Bottled Lightning, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/bottled-lightning-1.jpg 'Bottled Lightning')
@ -15,8 +19,6 @@ short_code: m1b1
</div> </div>
A palm-sized clear glass flask, etched with runes of binding and the element of air, and with similarly carved stopper. Inside, a small bolt of lightning can be seen jumping and moving around the bottle's interior.
- While lightning is trapped inside, the bottle casts bright light in a 10' radius, and dim light for another 10'. - While lightning is trapped inside, the bottle casts bright light in a 10' radius, and dim light for another 10'.
### Opening ### Opening

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@ -7,13 +7,13 @@ content_type: feature
short_code: m1b0b short_code: m1b0b
--- ---
A pair of ornate, finely-crafted metal wrist-guards, enchanted to provide armor-like protection to their wielder.
<div class="imgWrapper"> <div class="imgWrapper">
![Bracers of Bulwark, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/bracers-of-bulwark.jpg 'Bracers of Bulwark') ![Bracers of Bulwark, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/bracers-of-bulwark.jpg 'Bracers of Bulwark')
</div> </div>
A pair of ornate, finely-crafted metal wrist-guards, enchanted to provide armor-like protection to their wielder.
- Grants wearer AC of 11 + 1d4 when worn without armor. - Grants wearer AC of 11 + 1d4 when worn without armor.
- Grants no bonus when worn with armor. - Grants no bonus when worn with armor.

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@ -7,14 +7,14 @@ content_type: feature
short_code: m1b0f short_code: m1b0f
--- ---
A well-made, wooden broom, craved with arcane symbols that make it capable of flight.
<div class="imgWrapper"> <div class="imgWrapper">
![Broom of Flying, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/broom-of-flying.jpg 'Broom of Flying') ![Broom of Flying, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/broom-of-flying.jpg 'Broom of Flying')
</div> </div>
A well-made, wooden broom, craved with arcane symbols that make it capable of flight.
- When wielder speaks command word (_Ready_), broom begins to hover, whereupon it may be mounted and flown. - When wielder speaks command word (_Ready_), broom begins to hover, whereupon it may be mounted and flown.
- Capable of flying at 80' / round (8' per second or 5 MPH) while carrying a passenger. - Capable of flying at 80' / round (8' per second or 5 MPH) while carrying a passenger.
- Can carry an additional passenger (up to 200 lbs), but speed is reduced to 60' / round (6' per second or 4 MPH). - Can carry an additional passenger (up to 200 lbs), but speed is reduced to 60' / round (6' per second or 4 MPH).

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@ -8,14 +8,14 @@ short_code: gmc0m
status: hidden status: hidden
--- ---
A black and red cape decorated with gold arcane symbols.
<div class="imgWrapper"> <div class="imgWrapper">
![The Cape of Muun'teh'bahn'k, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/cape-of-muuntehbahnk.jpg "The Cape of Muun'teh'bahn'k") ![The Cape of Muun'teh'bahn'k, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/cape-of-muuntehbahnk.jpg "The Cape of Muun'teh'bahn'k")
</div> </div>
A black and red cape decorated with gold arcane symbols.
- Smells faintly of brimstone. - Smells faintly of brimstone.
### Sentience ### Sentience

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@ -7,14 +7,14 @@ content_type: feature
short_code: mc0m short_code: mc0m
--- ---
A black and red cape decorated with gold arcane symbols, and which smells faintly of brimstone.
<div class="imgWrapper"> <div class="imgWrapper">
![The Cape of Muun'teh'bahn'k, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/cape-of-muuntehbahnk.jpg "The Cape of Muun'teh'bahn'k") ![The Cape of Muun'teh'bahn'k, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/cape-of-muuntehbahnk.jpg "The Cape of Muun'teh'bahn'k")
</div> </div>
A black and red cape decorated with gold arcane symbols, and which smells faintly of brimstone.
### Teleport ### Teleport
While worn, wearer can cast [Teleport](/spells/teleport) on themselves once per day. While worn, wearer can cast [Teleport](/spells/teleport) on themselves once per day.

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@ -7,14 +7,16 @@ content_type: feature
short_code: emyu1 short_code: emyu1
--- ---
A sentient, silver chain whip with a spiked tip etched with runes that glow with divine power.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![Emyul, Holy Avenger, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/emyul.jpg 'Emyul, Holy Avenger') ![Emyul, Holy Avenger, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/emyul.jpg 'Emyul, Holy Avenger')
</div> </div>
A sentient, silver chain whip with a spiked tip etched with runes that glow with divine power.
### Holy Powers ### Holy Powers
When wielded by a lawful knight, paladin, hunter, or similar: When wielded by a lawful knight, paladin, hunter, or similar:

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@ -7,13 +7,19 @@ content_type: feature
short_code: mc1b short_code: mc1b
--- ---
A small cube (1" per side) of smooth, black stone which has been carved with runes before being hollowed out and having one face of the cube removed (so it looks like an open box).
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![A chamber of lightning bolts, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/chamber-of-lightning-bolts.jpg 'A chamber of lightning bolts') ![A chamber of lightning bolts, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/chamber-of-lightning-bolts.jpg 'A chamber of lightning bolts')
</div> </div>
A small cube (1" per side) of smooth, black stone which has been carved with runes before being hollowed out and having one face of the cube removed (so it looks like an open box). The inside of the cube is lined with mirrors. As long as there is at least one charge remaining, a tiny ball of blue-white lightning appears to float in the middle of the box, although it cannot be touched. The bottom of the cube is inscribed with the word "bolt" in archaic common. - The inside of the cube is lined with magical mirrors.
- As long as there is at least one charge remaining, a tiny ball of blue-white lightning appears to float in the middle of the box, although it cannot be touched.
- The bottom of the cube is inscribed with the word "bolt" in archaic common.
### Activation ### Activation

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@ -7,14 +7,14 @@ content_type: feature
short_code: m1hcd short_code: m1hcd
--- ---
A small crossbow of exceptional craftsmanship, made of a dark wood, and capable of firing with double the normal range.
<div class="imgWrapper"> <div class="imgWrapper">
![Hand Crossbow of Distance, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/crossbow-distance-hand.jpg 'Hand Crossbow of Distance') ![Hand Crossbow of Distance, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/crossbow-distance-hand.jpg 'Hand Crossbow of Distance')
</div> </div>
A small crossbow of exceptional craftsmanship, made of a dark wood, and capable of firing with double the normal range.
- +1 to attack and damage (1d4+1). - +1 to attack and damage (1d4+1).
- **Range**: 40' / 80' / 120' - **Range**: 40' / 80' / 120'

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@ -7,14 +7,16 @@ content_type: feature
short_code: m1csj short_code: m1csj
--- ---
An elongated crystal skull with 3 eye sockets (with the third lying in between and above the other two eyes).
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![The Crystal Skull of Jund, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/crystal-skull-of-jund.jpg 'The Crystal Skull of Jund') ![The Crystal Skull of Jund, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/crystal-skull-of-jund.jpg 'The Crystal Skull of Jund')
</div> </div>
An elongated crystal skull with 3 eye sockets (with the third lying in between and above the other two eyes).
**Invocation**: _"O great crystal skull of Jund, we beseech you, share your knowledge and give us the guidance we seek,"_ at which point it starts to glow and speaks in a booming voice "The Crystal Skull of Jund awaits your queries". **Invocation**: _"O great crystal skull of Jund, we beseech you, share your knowledge and give us the guidance we seek,"_ at which point it starts to glow and speaks in a booming voice "The Crystal Skull of Jund awaits your queries".
- Once invoked, continues to operate for up to 10 minutes (1 turn), answering any questions it is asked until it is deactivated. - Once invoked, continues to operate for up to 10 minutes (1 turn), answering any questions it is asked until it is deactivated.

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@ -8,14 +8,16 @@ content_type: feature
short_code: mdk short_code: mdk
--- ---
An ornate dagger with tiny, blood red veins of energy running through its intricate metalwork.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![Darklurker, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/darklurker.jpg 'Darklurker') ![Darklurker, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/darklurker.jpg 'Darklurker')
</div> </div>
An ornate dagger with tiny, blood red veins of energy running through its intricate metalwork.
- +2 to attack and damage rolls (1d4+2) with additional +2 to attack and damage rolls against a lawful target. - +2 to attack and damage rolls (1d4+2) with additional +2 to attack and damage rolls against a lawful target.
### Sentience ### Sentience

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@ -7,14 +7,14 @@ content_type: feature
short_code: m1df short_code: m1df
--- ---
A flat, circular disc, 10' in diameter and with a 1' diameter hole in the center, made of a super-thin, flexible, paper-like substance with a silvery, pearlescent color.
<div class="imgWrapper"> <div class="imgWrapper">
![Top-down view of a Disc of Flying, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/disc-of-flying.jpg 'Disc of Flying') ![Top-down view of a Disc of Flying, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/disc-of-flying.jpg 'Disc of Flying')
</div> </div>
A flat, circular disc, 10' in diameter and with a 1' diameter hole in the center, made of a super-thin, flexible, paper-like substance with a silvery, pearlescent color.
- Can be folded and rolled up like a scroll, or folded up like paper and put into a bag or pocket. - Can be folded and rolled up like a scroll, or folded up like paper and put into a bag or pocket.
- Anyone touching it instinctively knows they can use a mental command to activate it it, whereupon it instantly flattens itself and hovers 2' off the ground. - Anyone touching it instinctively knows they can use a mental command to activate it it, whereupon it instantly flattens itself and hovers 2' off the ground.
- The person who activated it remains in control of it until they deactivate it with a mental command (which they instinctively know upon activation). - The person who activated it remains in control of it until they deactivate it with a mental command (which they instinctively know upon activation).

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@ -7,14 +7,14 @@ content_type: feature
short_code: m1d0p short_code: m1d0p
--- ---
A large, ornately-carved war-drum that causes those hearing it to flee in panic.
<div class="imgWrapper"> <div class="imgWrapper">
![Drum of panic, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/drum-panic.jpg 'Drum of panic') ![Drum of panic, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/drum-panic.jpg 'Drum of panic')
</div> </div>
A large, ornately-carved war-drum that causes those hearing it to flee in panic.
- Effects creatures between 10' and 240' away - Effects creatures between 10' and 240' away
- 10' radius is protected from effect. - 10' radius is protected from effect.
- Affected creatures must **Save vs Spells** or immediately make a morale check at -2. - Affected creatures must **Save vs Spells** or immediately make a morale check at -2.

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@ -7,14 +7,16 @@ content_type: feature
short_code: m1fzs short_code: m1fzs
--- ---
A smoothed, palm-sized red gem, framed in ornate platinum and gold metalwork carved-through with ancient runes and adorned with two small rounded stones, each the size of a thumbnail.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![Fay-Zur's Stone of Blasting, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/stone-blasting.jpg "Fay-Zur's Stone of Blasting") ![Fay-Zur's Stone of Blasting, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/stone-blasting.jpg "Fay-Zur's Stone of Blasting")
</div> </div>
A smoothed, palm-sized red gem, framed in ornate platinum and gold metalwork carved-through with ancient runes and adorned with two small rounded stones, each the size of a thumbnail.
- As long as at least one charge remains, the gem glows slightly, including through the runes in the metalwork. - As long as at least one charge remains, the gem glows slightly, including through the runes in the metalwork.
### Activation ### Activation

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@ -9,6 +9,8 @@ short_code: m1f1
A 10' long shining steel lance, wrapped in rune-covered metal coils, with a handle wrapped in black leather, and which fires gouts of flame from the small ruby in its tip. The handle is wrapped in black leather and has a single, fiery rune just above the grip. A 10' long shining steel lance, wrapped in rune-covered metal coils, with a handle wrapped in black leather, and which fires gouts of flame from the small ruby in its tip. The handle is wrapped in black leather and has a single, fiery rune just above the grip.
[[toc]]
- +1 to attack and damage rolls (1d6+1). - +1 to attack and damage rolls (1d6+1).
### Activation ### Activation

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@ -8,15 +8,17 @@ content_type: feature
short_code: mvfd short_code: mvfd
--- ---
A high-quality longsword, exquisitely decorated with the fire and dragon iconography of the royal house of Dulara, and bound with a fire elemental.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![Vah'ki, Flametongue of Dulara, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/vah-ki.jpg "Vah'ki, Flametongue of Dulara") ![Vah'ki, Flametongue of Dulara, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/vah-ki.jpg "Vah'ki, Flametongue of Dulara")
</div> </div>
A high-quality longsword, exquisitely decorated with the fire and dragon iconography of the royal house of Dulara, and bound with a fire elemental. Previously wielded by Prince Lorwin of Dulara, the sword's name means "Flametongue" in Dularan, and was named for (and inspired by) a great dragon that his grandfather, King Drannyl, often rode into battle.
Previously wielded by Prince Lorwin of Dulara, the sword's name means "Flametongue" in Dularan, and was named for a great dragon that his grandfather, King Drannyl, often rode into battle.
### Sentience ### Sentience

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@ -7,6 +7,10 @@ content_type: feature
short_code: mfs short_code: mfs
--- ---
A high-quality longsword, exquisitely decorated with fire and dragon iconography.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![A flaming sword, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/flaming-sword-1.jpg 'A flaming sword') ![A flaming sword, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/flaming-sword-1.jpg 'A flaming sword')
@ -15,8 +19,6 @@ short_code: mfs
</div> </div>
A high-quality longsword, exquisitely decorated with fire and dragon iconography.
- +1 to attack and damage rolls (1d8+1 / 1d10+1) - +1 to attack and damage rolls (1d8+1 / 1d10+1)
### Flame ### Flame

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@ -8,6 +8,10 @@ content_type: feature
short_code: mhoh short_code: mhoh
--- ---
A polished silver helmet adorned with etchings of archaic runes of blessing and a small wing on each temple.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![A Helm of Immaculate Conservation, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/helm-of-halos.jpg 'A Helm of Immaculate Conservation') ![A Helm of Immaculate Conservation, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/helm-of-halos.jpg 'A Helm of Immaculate Conservation')
@ -17,8 +21,6 @@ short_code: mhoh
- aka The Helm of Beatific Bulwark - aka The Helm of Beatific Bulwark
- aka The Helm of Halos - aka The Helm of Halos
A polished silver helmet adorned with etchings of archaic runes of blessing and a small wing on each temple.
### Enchantments ### Enchantments
- +1 AC, and wearer can see a glowing halo over every friendly humanoid within 60' (including themself). - +1 AC, and wearer can see a glowing halo over every friendly humanoid within 60' (including themself).

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@ -7,14 +7,14 @@ content_type: feature
short_code: m1h0b short_code: m1h0b
--- ---
An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruction when blown, up to once per turn (10 minutes).
<div class="imgWrapper"> <div class="imgWrapper">
![A horn of blasting, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/horn-of-blasting.jpg 'A horn of blasting') ![A horn of blasting, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/horn-of-blasting.jpg 'A horn of blasting')
</div> </div>
An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruction when blown, up to once per turn (10 minutes).
- Creatures in cone must **Save vs Spells**. - Creatures in cone must **Save vs Spells**.
- On a failure, they take 2d6 damage and are [deafened](/rules/adventuring.html#deafened) for 1 turn (10 minutes). - On a failure, they take 2d6 damage and are [deafened](/rules/adventuring.html#deafened) for 1 turn (10 minutes).
- On a success, they take 1/2 damage. - On a success, they take 1/2 damage.

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@ -7,6 +7,8 @@ content_type: feature
short_code: m11 short_code: m11
--- ---
[[toc]]
Below you'll find a growing list of 75+ magic items that can be found across the multiverse. Below you'll find a growing list of 75+ magic items that can be found across the multiverse.
### Swords ### Swords

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@ -7,14 +7,16 @@ content_type: feature
short_code: m1jp short_code: m1jp
--- ---
A small jar, 3" tall and 2" in diameter, wrapped at the top by a sigil-engraved brass ring, and sealed with a wooden lid wrapped by a matching ring.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![Jar of preserving, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/jar-preserving.jpg 'Jar of preserving') ![Jar of preserving, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/jar-preserving.jpg 'Jar of preserving')
</div> </div>
A small jar, 3" tall and 2" in diameter, wrapped at the top by a sigil-engraved brass ring, and sealed with a wooden lid wrapped by a matching ring.
### Capturing ### Capturing
If the command word (_Preservo_) is spoken as the lid is removed, target creature within 60' must **Save vs Spells** or be drawn into the jar. If the command word (_Preservo_) is spoken as the lid is removed, target creature within 60' must **Save vs Spells** or be drawn into the jar.

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@ -7,13 +7,13 @@ content_type: feature
short_code: m10n short_code: m10n
--- ---
Silver-framed, round spectacles with mirrored lenses.
<div class="imgWrapper"> <div class="imgWrapper">
![Lenses of Necroscopy, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/lenses-necroscopy.jpg 'Lenses of Necroscopy') ![Lenses of Necroscopy, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/lenses-necroscopy.jpg 'Lenses of Necroscopy')
</div> </div>
Silver-framed, round spectacles with mirrored lenses.
- While worn, wearer can see undead and ethereal beings within 30 feet, even when invisible or hidden. - While worn, wearer can see undead and ethereal beings within 30 feet, even when invisible or hidden.
- Once per day, the wearer may ask three questions of the spirit of a deceased being within 30', as per the [Speak with Dead](/spells/speak-with-dead.html) spell, but with no limit on the maximum deceased time. - Once per day, the wearer may ask three questions of the spirit of a deceased being within 30', as per the [Speak with Dead](/spells/speak-with-dead.html) spell, but with no limit on the maximum deceased time.

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@ -7,6 +7,8 @@ content_type: feature
short_code: m11g short_code: m11g
--- ---
A palm-sized round stone magically enchanted to produce light and wrapped in a sliding metal cover, allowing the amount of light given off to be adjusted by twisting the cover.
<div class="imgWrapper"> <div class="imgWrapper">
![A light globe, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/light-globe-1.jpg 'A light globe') ![A light globe, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/light-globe-1.jpg 'A light globe')
@ -15,8 +17,6 @@ short_code: m11g
</div> </div>
A palm-sized round stone magically enchanted to produce light and wrapped in a sliding metal cover, allowing the amount of light given off to be adjusted by twisting the cover.
- Light generated is as per [Continual Light spell](spells/continual-light.html). - Light generated is as per [Continual Light spell](spells/continual-light.html).
- Shines in 30' radius. - Shines in 30' radius.
- Bright as full daylight, effects creatures as with daylight. - Bright as full daylight, effects creatures as with daylight.

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@ -7,14 +7,16 @@ content_type: feature
short_code: m1lcg short_code: m1lcg
--- ---
An absolutely enormous broadsword with a nearly 5' long, 1' wide blade, etched with various arcane symbols which glow a dull purple whenever the blade inflicts a wound, set on a black, bejeweled pommel.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![Limbcleaver, Greatsword of Sharpness, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/limbcleaver.jpg 'Limbcleaver, Greatsword of Sharpness') ![Limbcleaver, Greatsword of Sharpness, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/limbcleaver.jpg 'Limbcleaver, Greatsword of Sharpness')
</div> </div>
An absolutely enormous broadsword with a nearly 5' long, 1' wide blade, etched with various arcane symbols which glow a dull purple whenever the blade inflicts a wound, set on a black, bejeweled pommel.
### Enchantments ### Enchantments
- +2 to attack and damage rolls (1d12+2). - +2 to attack and damage rolls (1d12+2).

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@ -8,14 +8,16 @@ short_code: mg10r
status: hidden status: hidden
--- ---
A pale, silver mace of very fine craftsmanship, etched with archaic runes in a dwarvish script, and held with a grip wrapped in fine black leather.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![Lor'nath, Breaker of Darkness, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/lornath-breaker-of-darkness.jpg "Lor'nath, Breaker of Darkness") ![Lor'nath, Breaker of Darkness, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/lornath-breaker-of-darkness.jpg "Lor'nath, Breaker of Darkness")
</div> </div>
A pale, silver mace of very fine craftsmanship, etched with archaic runes in a dwarvish script, and held with a grip wrapped in fine black leather.
### Enhancements ### Enhancements
- +1 to attack and damage rolls (1d6+1). - +1 to attack and damage rolls (1d6+1).

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@ -7,14 +7,16 @@ content_type: feature
short_code: m1bd short_code: m1bd
--- ---
A pale, silver mace of very fine craftsmanship, etched with archaic runes in a dwarvish script, and held with a grip wrapped in fine black leather.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![Lor'nath, Breaker of Darkness, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/lornath-breaker-of-darkness.jpg "Lor'nath, Breaker of Darkness") ![Lor'nath, Breaker of Darkness, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/lornath-breaker-of-darkness.jpg "Lor'nath, Breaker of Darkness")
</div> </div>
A pale, silver mace of very fine craftsmanship, etched with archaic runes in a dwarvish script, and held with a grip wrapped in fine black leather.
### Enhancements ### Enhancements
- +1 to attack and damage rolls (1d6+1). - +1 to attack and damage rolls (1d6+1).

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@ -7,6 +7,10 @@ content_type: feature
short_code: m1mt short_code: m1mt
--- ---
A mirror with intricately-carved detailing which allows its user to view and speak with the owners of other mirrors remotely, as long as they are on the same plane.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![A mirror of telepresence, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/mirror-of-telepresence-1.jpg 'A mirror of telepresence') ![A mirror of telepresence, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/mirror-of-telepresence-1.jpg 'A mirror of telepresence')
@ -15,8 +19,6 @@ short_code: m1mt
</div> </div>
A mirror with intricately-carved detailing which allows its user to view and speak with the owners of other mirrors remotely, as long as they are on the same plane.
- Size and shape vary by usage: can be large and ornate or small and compact (pocket-sized). - Size and shape vary by usage: can be large and ornate or small and compact (pocket-sized).
- Most mirrors come with a bell or similar component that rings to indicate an incoming communication request. - Most mirrors come with a bell or similar component that rings to indicate an incoming communication request.

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@ -8,14 +8,16 @@ short_code: m1m1r
status: hidden status: hidden
--- ---
A lightweight, blackened metal rod, 2' in length, and tipped with a small smooth ball that glows and crackles with small arcs of lightning when readied.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![A morlokk lightning rod, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/morlokk-lightning-rod.jpg 'A morlokk lightning rod') ![A morlokk lightning rod, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/morlokk-lightning-rod.jpg 'A morlokk lightning rod')
</div> </div>
A lightweight, blackened metal rod, 2' in length, and tipped with a small smooth ball that glows and crackles with small arcs of lightning when readied.
- +1 to attack and damage rolls (as mace, 1d6+1). - +1 to attack and damage rolls (as mace, 1d6+1).
### Activation ### Activation

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@ -7,14 +7,16 @@ content_type: feature
short_code: m1kj short_code: m1kj
--- ---
A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a 1" length of chain and inlaid with golden arcane symbols.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![Kaaji-jukai, Nunchaku of Defense, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/kaaji-jukai.jpg 'Kaaji-jukai, Nunchaku of Defense') ![Kaaji-jukai, Nunchaku of Defense, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/kaaji-jukai.jpg 'Kaaji-jukai, Nunchaku of Defense')
</div> </div>
A pair of black wooden cylinders, 12" long and 1" in diameter, joined together by a 1" length of chain and inlaid with golden arcane symbols.
### Enchantments ### Enchantments
- +2 to attack and damage rolls (2d4+2). - +2 to attack and damage rolls (2d4+2).

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@ -7,6 +7,8 @@ content_type: feature
short_code: mpr short_code: mpr
--- ---
A small polished stone, about 2-inches in diameter, typically with a rune or glyph on carved on it.
<div class="imgWrapper"> <div class="imgWrapper">
![A pet rock, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/pet-rock-1.jpg 'A pet rock') ![A pet rock, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/pet-rock-1.jpg 'A pet rock')
@ -15,8 +17,6 @@ short_code: mpr
</div> </div>
A small polished stone, about 2-inches in diameter, typically with a rune or glyph on carved on it.
- Bonds with anyone who gives it a command while holding it, treating that person as it's master. - Bonds with anyone who gives it a command while holding it, treating that person as it's master.
### Commands ### Commands

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@ -10,6 +10,8 @@ status: hidden
A lightweight, blackened metal pole, tipped with a tiny spiked ball that glows and crackles with small arcs of lightning when readied. A lightweight, blackened metal pole, tipped with a tiny spiked ball that glows and crackles with small arcs of lightning when readied.
[[toc]]
- +1 to attack and damage rolls (1d10+1). - +1 to attack and damage rolls (1d10+1).
### Shocking Damage ### Shocking Damage

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@ -7,14 +7,14 @@ content_type: feature
short_code: vokdec short_code: vokdec
--- ---
A lightweight wooden pole, nearly 10' in length, carved with arcane runes which pulse slowly with a dull green glow, and tipped with a large spiked spearhead.
<div class="imgWrapper"> <div class="imgWrapper">
![Vokdec Giantspike, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/vokdec.jpg 'Vokdec Giantspike') ![Vokdec Giantspike, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/vokdec.jpg 'Vokdec Giantspike')
</div> </div>
A lightweight wooden pole, nearly 10' in length, carved with arcane runes which pulse slowly with a dull green glow, and tipped with a large spiked spearhead.
- +4 to attack and damage rolls (1d10+4). - +4 to attack and damage rolls (1d10+4).
- Wielder may cause the pike to grow or shrink on command by touching the correct runes. - Wielder may cause the pike to grow or shrink on command by touching the correct runes.
- Can be any length between 5' and 15' - Can be any length between 5' and 15'

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@ -7,13 +7,13 @@ content_type: feature
short_code: m1pp short_code: m1pp
--- ---
A remarkably strong but lightweight metal rod, 1' long and 1/2" in diameter, consisting of 2 shafts side-by-side, both etched with gnomish symbols.
<div class="imgWrapper"> <div class="imgWrapper">
![A portable pole, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/portable-pole.jpg 'A portable pole') ![A portable pole, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/portable-pole.jpg 'A portable pole')
</div> </div>
A remarkably strong but lightweight metal rod, 1' long and 1/2" in diameter, consisting of 2 shafts side-by-side, both etched with gnomish symbols.
- As a free action, the shafts may be turned against each other, extending the rod up to a length of 10' or shrinking it back down to 1'. - As a free action, the shafts may be turned against each other, extending the rod up to a length of 10' or shrinking it back down to 1'.
- When used as a weapon, wielder can make an unarmed melee attack against a foe within reach of the pole. - When used as a weapon, wielder can make an unarmed melee attack against a foe within reach of the pole.

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@ -8,14 +8,14 @@ content_type: feature
short_code: mreb short_code: mreb
--- ---
A simple gold band etched with an arcane rune for the word "blast".
<div class="imgWrapper"> <div class="imgWrapper">
![A ring of eldritch blasting, released under [CC0](/licenses/cc0/) license.](/images/magic-items/ring-of-eldritch-blasting.jpg 'A ring of eldritch blasting') ![A ring of eldritch blasting, released under [CC0](/licenses/cc0/) license.](/images/magic-items/ring-of-eldritch-blasting.jpg 'A ring of eldritch blasting')
</div> </div>
A simple gold band etched with an arcane rune for the word "blast".
**Use**: On speaking the command word, a ray of dark-purple eldritch energy shoots from the wielder's hand towards target within 150', who must make **Save vs Spells** or take 1d6 damage. **Use**: On speaking the command word, a ray of dark-purple eldritch energy shoots from the wielder's hand towards target within 150', who must make **Save vs Spells** or take 1d6 damage.
**Usage limits**: Can be used up to 3 times per day. **Usage limits**: Can be used up to 3 times per day.

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@ -7,14 +7,14 @@ content_type: feature
short_code: mrops short_code: mrops
--- ---
A simple silver band engraved with glyphs of mental protection.
<div class="imgWrapper"> <div class="imgWrapper">
![A ring of psychic shielding, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/ring-of-psychic-shielding.jpg 'A ring of psychic shielding') ![A ring of psychic shielding, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/ring-of-psychic-shielding.jpg 'A ring of psychic shielding')
</div> </div>
A simple silver band engraved with glyphs of mental protection.
- Wearer is immune to magical (or similar) effects that allow others to do the following: - Wearer is immune to magical (or similar) effects that allow others to do the following:
- read wearer's thoughts, intentions, alignment, or nature, including determining truthfulness; or - read wearer's thoughts, intentions, alignment, or nature, including determining truthfulness; or

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@ -7,14 +7,14 @@ content_type: feature
short_code: m1r0s short_code: m1r0s
--- ---
A small silver band etched with arcane glyphs of protection and defense.
<div class="imgWrapper"> <div class="imgWrapper">
![Ring of shielding, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/ring-of-shielding.jpg 'Ring of shielding') ![Ring of shielding, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/ring-of-shielding.jpg 'Ring of shielding')
</div> </div>
A small silver band etched with arcane glyphs of protection and defense.
- Once during the wearer's combat turn, they may say a command word as a free action. - Once during the wearer's combat turn, they may say a command word as a free action.
- If they say the command word (_Shield_), the ring grows into a small, lightweight, enchanted metal shield (strapped to arm that wore the ring), granting +2 AC. - If they say the command word (_Shield_), the ring grows into a small, lightweight, enchanted metal shield (strapped to arm that wore the ring), granting +2 AC.
- If they say the command word (_Ring_), the shield reverts into ring form. - If they say the command word (_Ring_), the shield reverts into ring form.

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@ -8,12 +8,12 @@ content_type: feature
short_code: mrots short_code: mrots
--- ---
A simple silver band with an archaic symbol for knowledge on it.
<div class="imgWrapper"> <div class="imgWrapper">
![A ring of the scholar, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/silver-ring-scholar.jpg 'A ring of the scholar') ![A ring of the scholar, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/silver-ring-scholar.jpg 'A ring of the scholar')
</div> </div>
A simple silver band with an archaic symbol for knowledge on it.
**While worn**: Increases INT up to 4 points, to a maximum of 14. **While worn**: Increases INT up to 4 points, to a maximum of 14.

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@ -7,14 +7,16 @@ content_type: feature
short_code: zormut short_code: zormut
--- ---
An exceptionally crafted golden rod, 3' long and 1" in diameter, with an ornate, spherical head and 8 various small gems of different colors inlaid around it. When held by a character that can wield it, the gems glow slightly.
[[toc]]
<div class="imgWrapper"> <div class="imgWrapper">
![Zormut, Gnomish Warscepter of Lordly Might, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/zormut.jpg 'Zormut, Gnomish Warscepter of Lordly Might') ![Zormut, Gnomish Warscepter of Lordly Might, released under a [CC0](/licenses/cc0/) license.](/images/magic-items/zormut.jpg 'Zormut, Gnomish Warscepter of Lordly Might')
</div> </div>
An exceptionally crafted golden rod, 3' long and 1" in diameter, with an ornate, spherical head and 8 various small gems of different colors inlaid around it. When held by a character that can wield it, the gems glow slightly.
- Changes size to accommodate size of wielder, between 2' and 4' in length. - Changes size to accommodate size of wielder, between 2' and 4' in length.
- +2 to attack and damage (1d8+2). - +2 to attack and damage (1d8+2).
- -2 to attack if wielder is not a gnome and has STR of 15 or less. - -2 to attack if wielder is not a gnome and has STR of 15 or less.

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