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62
src/pages/races/automaton.md
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src/pages/races/automaton.md
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---
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title: Automaton
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description: TBD
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date_pub: 2023-02-15T00:26:00-05:00
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section: races
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content_type: feature
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short_code: ra1
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---
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<div class='headlessTableWrapper'>
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| | |
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| --------------------- | ----------------- |
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| **Requirements** | Minimum CON 9 |
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| **Ability modifiers** | None |
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| **Languages** | Alignment, Common |
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</div>
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Automatons are magically-powered, fully sentient beings composed of metal and wood. Although some are believed to have been built for a long forgotton war, most were built as arcane experiments by powerful wizards (or to serve as slaves in decadent, high-magic socities). Despite their origins, many are driven to find a purpose beyond their original design.
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[[toc]]
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### Available Classes and Max Level
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- **Acrobat**: 10th
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- **Assassin**: 10th
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- **Bard**: 8th
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- **Cleric**[^1]: 7th
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- **Fighter**: 12th
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- **Knight**: 10th
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- **Magic-user**: 9th
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- **Paladin**: 8th
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- **Ranger**: 7th
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- **Thief**: 10th
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[^1] At the referee’s option, tortokin clerics may only exist as NPCs.
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### Combat
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An automaton can wield any weapon, and can use any armour that has been integrated with their body (see below).
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### Integrated Armor
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The body of an automaton has built-in defensive layers, which may be enhanced with armor.
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- Automatons gain a +1 bonus to Armor Class.
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- Automatons can don any armour. To don armour, it must be incorporated into an automaton's body over the course of 1 hour, during which they must remain in contact with the armour. To doff armour, an automaton must spend 1 hour removing it. A foregling can rest while donning or doffing armour in this way.
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- While an automaton lives, worn armour can't be removed from their body against their will.
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### Resilience
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Automatons have remarkable fortitude, represented as follows:
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- Automatons don’t need to eat, drink, or breathe.
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- Automatons are immune to disease.
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- Automatons don't need to sleep, and magic can't put them to sleep (although they do still need to rest, see below).
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- Automatons get +2 on saving throws vs. poison
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### Sentry
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When an automaton takes a rest, they must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, the automaton appears inert, but is still concious and can see and hear as normal.
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70
src/pages/races/dracokin.md
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src/pages/races/dracokin.md
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---
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title: Dracokin
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description: TBD
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date_pub: 2023-02-15T00:26:00-05:00
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section: races
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content_type: feature
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short_code: rd1
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---
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<div class='headlessTableWrapper'>
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| | |
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| --------------------- | --------------------------- |
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| **Requirements** | Minimum CON 9 |
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| **Ability modifiers** | +1 STR, -1 WIS |
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| **Languages** | Alignment, Common, Draconic |
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</div>
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[[toc]]
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### Available Classes and Max Level
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- **Assassin**: 10th
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- **Bard**: 7th
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- **Cleric**: 7th
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- **Fighter**: 12th
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- **Knight**: 11th
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- **Magic-user**: 9th
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- **Paladin**: 11th
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- **Ranger**: 12th
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- **Thief**: 9th
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### Breath Weapon
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Dracokin use the power of their draconic ancestory to exhale destructive energy. When a dracokin uses their breath weapon, all creatures in the area must make a saving throw vs. Breath Attacks. A creature takes 2d4 damage on a failed save, half as much on a successful one. The damage increase to 3d4 at 6th level, and 4d4 at 12th. Dracokin may use their breath weapons a number of times per day equal to 1/2 their level, rounded up.
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### Breath Resistance
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Dracokin get a +2 to all Saving Throws vs. Breath Attacks of the same type that they can produce.
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### Draconic Ancestry
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Dracokin are are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon.
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<div class="dividedTableWrapper">
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| 1d20 | Color | Breath Weapon |
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| :---: | :------: | :------------------------: |
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| 1 | Amethyst | 30' Line of Cold |
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| 2-3 | Black | 30' Line of Acid |
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| 4-5 | Blue | 30' Line of Lightning |
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| 6 | Brass | 20' Cone of Sleep Gas[^1] |
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| 7 | Bronze | 30' Line of Lightning |
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| 8 | Copper | 30' Line of Acid |
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| 9 | Emerald | 20' Cone of Acid |
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| 10 | Gold | 20' Cone of Fire |
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| 11-12 | Green | 10' Cloud of Chlorine Gas |
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| 13 | Onyx | 10' Cloud of Chlorine Gas |
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| 14-15 | Red | 20' Cone of Fire |
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| 16 | Ruby | 30' Line of Fire |
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| 17 | Silver | 20' Cone of Cold |
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| 18 | Topaz | 10' Cloud of Sleep Gas[^1] |
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| 19-20 | White | 20' Cone of Cold |
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[Draconic Ancestry]
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[^1]: Rather than dealing damage, targets in area must _save versus breath_ or fall asleep for 1d4 turns
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</div>
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src/pages/races/felinar.md
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src/pages/races/felinar.md
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---
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title: Felinar
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description: TBD
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date_pub: 2023-02-15T00:26:00-05:00
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section: races
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content_type: feature
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short_code: rf1
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---
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<div class='headlessTableWrapper'>
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| | |
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| --------------------- | ----------------- |
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| **Requirements** | None |
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| **Ability modifiers** | +DEX, -WIS |
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| **Languages** | Alignment, Common |
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</div>
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_INTRO_
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[[toc]]
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## Available Classes and Max Level
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- **Acrobat**: 10th
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- **Assassin**: 10th
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- **Cleric**[^1]: 6th
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- **Fighter**: 8th
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- **Knight**: 7th
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- **Magic-user**: 9th
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- **Ranger**: 9th
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- **Thief**: 10th
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[^1]: At the referee’s option, felinar clerics may only exist as NPCs.
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## Claw Attack
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Felinar have natural claws that can be used to make an attack, dealing 1d4 damage on a successful hit.
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## Infravision
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Felinar have infravision to 60’ (see _Darkness_ under [Hazards and Challenges](https://oldschoolessentials.necroticgnome.com/srd/index.php/Hazards_and_Challenges#Darkness_)).
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56
src/pages/races/firfolk.md
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src/pages/races/firfolk.md
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---
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title: Firfolk
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description: TBD
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date_pub: 2023-02-15T00:26:00-05:00
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section: races
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content_type: feature
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short_code: rf2
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---
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<div class='headlessTableWrapper'>
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| | |
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| --------------------- | --------------------------- |
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| **Requirements** | Minimum CON 9 |
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| **Ability modifiers** | -1 INT, +1 WIS |
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| **Languages** | Alignment, Common, Firspeak |
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</div>
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_INTRO_
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[[toc]]
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### Available Classes and Max Level
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- Assassin: 6th
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- Druid[^1]: 10th
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- Fighter: 8th
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- Knight: 7th
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- Ranger: 9th
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- Thief: 8th
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[^1]: At the referee’s option, firfolk druids may only exist as NPCs.
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### Combat
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Firfolk can use all types of weapons and armour, but it must be tailored to their large size.
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**Two-handed melee weapons**: A firfolk can wield any two-handed melee weapon, such as a battle axe, with only one hand.
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### Innate Magic
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At 2nd level, a firfolk is able to cast the _glamour_ spell once per day and, at 4th level, _invisibility_ once per day.
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### Languages
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Firfolk know Common, their alignment language, and Firspeak (the native language of the firfolk race).
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### Open Doors
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Firfolk open even barred doors with ease. They are treated as the next highest STR category when it comes to determining their chance of opening doors (see
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[Ability Scores](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores) in Old-School Essentials). For example, a firfolk with STR 12 is treated as if their STR were in the 13–15 category instead.
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### Resilience
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Firfolk's natural constitution and resistance to magic grants them a +2 bonus to saving throws versus poison, spells, and magic wands, rods, and staves.
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19
src/pages/races/index.md
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src/pages/races/index.md
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---
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title: Custom Character Races
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description: TBD
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date_pub: 2023-02-17T00:15:00-05:00
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section: races
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content_type: feature
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short_code: r1
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---
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- [Automaton](./automaton.html)
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- [Dracokin](./dracokin.html)
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- [Felinar](./felinar.html)
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- [Firfolk](./firfolk.html)
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- [Mimikin](./mimikin.html)
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- [Tortokin](./tortokin.html)
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<!--
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- [Planetouched](./corsair.md)
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-->
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src/pages/races/mimikin.md
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src/pages/races/mimikin.md
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---
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title: Mimikin
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description: TBD
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date_pub: 2023-02-15T00:26:00-05:00
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section: races
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content_type: feature
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short_code: rm1
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---
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<div class='headlessTableWrapper'>
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| --------------------- | ---------------------------------------- |
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| **Requirements** | Minimum CHA 9 |
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| **Ability modifiers** | None |
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| **Languages** | Alignment, Common, any 2 other languages |
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</div>
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Mimikin are a rarely-seen type of demihuman, able to shift their physical forms at will. Human-like in stature, their true forms usually have naturally pale, grey skin, unnervingly blank facial features, and silvery hair. However, because of their shapeshifting nature, they usuallly pass as humans or other similarly-sized demihumans, only returning to their true forms on death.
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Many mimikin use their gifts as a form of artistic or emotional expression, but some see them as invaluable tools for grifting, spying, and general deception, leading to their distrust by the other races.
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[[toc]]
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### Available Classes and Max Level
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- **Acrobat**: 10th
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- **Assassin**: 10th
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- **Bard**: 10th
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- **Cleric**[^1]: 5th
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- **Druid**[^1]: 8th
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- **Fighter**: 6th
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- **Magic-user**: 8th
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- **Ranger**: 8th
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- **Thief**: 10th
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[^1]: At the referee’s option, mimikin clerics and druids may only exist as NPCs.
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### Languages
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Changelings know Common, their alignment language, and 2 other langauges of the referee's choice.
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### Shapechanger
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Mimikin can change their appearance and voice on demand. This includes choosing specific colorations of eyes, skin, and hair, along with hair length, sex, and even height and weight (the latter two within human standards). This ability even allows them to pass as a member of another (human-sized) race, although their game statistics do not change. They can only duplicate the appearance of a creature that they have seen, and are limited to forms with the same basic arrangement of limbs. The change process takes 1 round, and has no affect on their clothing or equipment. Once the change is complete, it can be maintained until the mimikin either changes again or they die (at which point they revert to their true forms).
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src/pages/races/tortokin.md
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src/pages/races/tortokin.md
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---
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title: Tortokin
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description: TBD
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date_pub: 2023-02-15T00:26:00-05:00
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section: races
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content_type: feature
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short_code: rt1
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---
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<div class='headlessTableWrapper'>
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| --------------------- | ------------------------ |
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| **Requirements** | Minimum WIS 9 |
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| **Ability modifiers** | –1 DEX, +1 STR |
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| **Languages** | Alignment, Common, Uquan |
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</div>
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Tortokin are a race of relatively tall (5.5') reptilian-looking humanoids with leathery, earth-toned skin and large, dark, tortoise-like shells on their backs capable of containing their entire bodies. They rarely wear any clothing, preferring instead to use belts and harnesses to carry their belongings. As most tortokin feel as though they have their houses on their backs, they rarely feel homesick and tend to avoid laying roots in any single place, preferring instead to travel and wander. Although they typically aren't good swimmers, their natural buoyancy and ability to hold their breath for extended periods of time helps them traverse swamps and bodies of water with ease.
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[[toc]]
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### Available Classes and Max Level
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- **Cleric**[^1]: 10th
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- **Druid**[^1]: 10th
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- **Fighter**: 7th
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- **Knight**: 8th
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- **Magic-user**: 8th
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- **Ranger**: 9th
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[^1]: At the referee’s option, tortokin clerics and druids may only exist as NPCs.
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### Armour Class
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Tortokin have hard shells that serve as natural armor, providing a base Armour Class of 6[13] which improves to 4[15] at 5th level, and 2[17] at 9th level.
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### Claw Attack
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Tortokin have natural claws that can be used to make an attack, dealing 1d4 damage on a successful hit.
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### Combat
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Tortokin can use all weapons and shields, but cannot use armour, instead relying on their hard shells for defence in battle.
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### Hold Breath
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Tortokin can hold their breath for up to 1 hour.
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