diff --git a/.vscode/settings.json b/.vscode/settings.json new file mode 100644 index 0000000..46d5a3e --- /dev/null +++ b/.vscode/settings.json @@ -0,0 +1,3 @@ +{ + "cSpell.words": ["chainmail"] +} diff --git a/ose_backup/astral/adventuring.md b/ose_backup/astral/adventuring.md deleted file mode 100644 index e5ab82c..0000000 --- a/ose_backup/astral/adventuring.md +++ /dev/null @@ -1,205 +0,0 @@ ---- -title: Astral Adventuring -description: Notes and rules for adventuring in the astral plane. -date_pub: 2023-02-19T15:10:00-05:00 -section: astral -content_type: feature -short_code: aa1 ---- - -[[toc]] - -### Sequence of Play Per Day - -1. Decide course: The players decide on their course of travel for the day. -2. Losing direction: The referee determines whether the party gets lost. -3. Wandering creatures: The referee makes checks as applicable. -4. Description: The referee describes the regions passed through and any sites of interest that the party comes across, asking players for their actions, as required. If creatures are encountered, follow the procedure described in Encounters. -5. End of day: The referee updates time records, with special attention spell durations. - -### Astral Currents - -Invisible flows of psychic energy that permeate and swirl around the astral plane. - -**Creatures** - Can move up to 10x faster when moving with the current. - -**AstralJammers** - Ships designed to ride on these currents. - -### Calendar - -As of last session, it is the **end of the 3rd phase of the 1st Aerday of Urtson-Nu, in year 5023 of the Common Astral Calendar**. - -- Each day on the astral plane is broken up into 3 phases of 24 hours (to keep the astral calendars in sync with the material planes). -- There are 6 days in a week, 5 weeks in a month, 3 months in a season, and 4 season in a year. -- Each day is named after one of the elements: - - Urtday (Earth) - - Aerday (Air) - - Fyday (Fire) - - Warday (water) - - Kayday (Chaos) - - Lawday (Law) -- Each month is named after an alignment (Law / Kay / Nu) -- Each season is named after a natural element: - - Urtson (Earth) - - Aerson (Air) - - Fyson (Fire) - - Warson (Water) - -### Distance and Measurement - -**Ranges**: Are measured in yards, instead of feet, which means they are tripled. - -**Movement rates**: Are still measured in feet. - -**Areas**: Of spell effects, breath weapons, etc. are also still measured in feet. - -### Evasion and Pursuit - -#### Evasion - -The chance of evasion is determined by the difference between the two sides’ movement rates, listed in the table below. - -**Success**: If the evasion roll succeeds, the pursuers cannot attempt to catch up with the fleeing side until the next day, and then only if a random encounter roll indicates an encounter. - -**Failure**: If the evasion roll fails, a pursuit occurs. - -#### Pursuit - -**Time**: Is measured in rounds. - -**Initial distance**: The two sides begin a pursuit at normal encounter distance. - -**Closing in**: The distance between the two sides decreases by the difference between their two movement rates each round (a minimum of 30’ per round). - -#### Astralborne Evasion - -**By ship** - Use the same table, but replace feet with yards in the measurements speed. - -
- -| Fleeing Side’s Movement Rate | Chance of Evasion | -| -------------------------------------- | ----------------- | -| Faster than pursuer | 80% | -| 0’–30’ per round slower than pursuer | 50% | -| 31’–60’ per round slower than pursuer | 40% | -| 61’–90’ per round slower than pursuer | 35% | -| 91’–120’ per round slower than pursuer | 25% | -| 121’+ per round slower than pursuer | 10% | - -[Astralborne Evasion Chance] - -
- -### Fragments - -Pieces of other planes (usually floating) in the astral plane. The shape is typically determined by the plane of origin: - -- **Fire** - Fragments from the elemental plane of fire are usually globes of elemental fire (used in Dwarven fire engines and some Drahki weapons). -- **Water** - Fragments from the elemental plane of water are usually globes of water. -- **Earth** - Fragments from the elemental plane of earth are usually irregularly-shaped chunks of rock and dirt. - - Large fragments of earth are called **islands**, and often used to support a stronghold or outpost in the astral void. -- **Air** - Fragments from the elemental plane of air are usually globes of air (used to supply some ships traveling to airless planes) -- **Chaos** - Fragments from the elemental plane of chaos are usually jet black globes, and tend to function as spheres of annihilation. -- **Law** - Fragments from the elemental plane of law are usually globes of crackling, radiant energy. - - It's believed that these arise spontaneously when a fragment from the plane of chaos appears, and are equal in size to the chaos ones. - - When a fragment of law and chaos are combined, the resulting release of energy can be seen for thousands of miles around. - -### Gravity - -**Subjective gravity**: Capable creatures (INT 5 or greater) can change "down" with a thought (CHA check if under duress). - -**Falling / Flying**: Speed is INT x 30' / round (INT x 10' / encounter), specific maneuvers require a CHA check. - -**Free floating**: Objects float in space unless able to move on their own (as above) or acted upon by an external force. - -**Unintelligent creatures**: Fall "down" at 100' / round. - -### Losing Direction - -**With a navigator aboard**: The chance of getting lost is 1-in-6. - -**Without a navigator aboard**: The chance of getting lost is 100% in the open astral void and 2-in-6 within sight of an astral body. - -**Effects**: See [Losing Direction](https://oldschoolessentials.necroticgnome.com/srd/index.php/Hazards_and_Challenges). - -### Outposts - -A stronghold, shop, or town in the astral plane, usually established on a large island. - -**Docks**: Those interested in trade will have one (or more) docks for passing ships. - -**Ports**: Outposts with permanent portals to other planes. - -### Psychic Clouds - -Thin streams of psychic "vapor", hundreds to thousands of miles across, which appear as clouds when viewed from distance. - -**Psychic Storms** - Enormous storms of psychic energy which can disable a ship as well as its crew. Often found crawling with astral zombies. Best to avoid. - -### Portals - -**Use**: Step through to arrive on the destination plane. - -**Destination**: Can lead to any other plane (Inner, Outer, or Material). - -**Color**: Each different destination has its own color, and a portal leading to a character's home plane will always look silver to them. - -**Directionality**: Most portals (99%) are one-way, and only visible (when open) from the entry side, but become two-way for 1d4 rounds after a character steps through. - -**Duration**: Most portals (99%) are temporary, lasting 1d20 hours. - -**Interactivity**: Can be opened, closed, or made translucent (allowing characters to see the other end for one turn) with a successful CHA check within 60' of the portal. - -**Pools**: Temporary portals which lead from the astral to other planes. - -**Ports**: Permanent portals to other planes, often established on a island and attached to an outpost. - -### Surprise - -Wandering astral creatures are not usually surprised by traveling vessels. Special circumstances (e.g. thick astral clouds, psychic storm) may alter this. - -### Temperature - -The ambient temperature in the astral plane tends towards the tepid side for most humans and demihumanas, being roughly equivalent to a war spring day in a temperate climate. - -### Time - -**Quickened**: 3 rounds pass in the astral plane for each round that passes in a Material Plane. - -- Spells cast in the Astral plane appear to last 3 times as long as listed - -**Effects Stopped**: The effects of time don't happen while on the astral plane. This means that characters in the Astral Plane: - -- do not age, -- do not need to breathe, -- do not need to eat or drink (which also means that they can't expend a ration to heal), and -- do not need to sleep (which also means that they can't heal from sleep), although they do still need to rest for 8 hours each day - -### Travel - -**By Ship** - Travel between most ports under the control of the Astral Trade Union takes 1d6+2 days. - -**Without a Ship** - The vast distances between landmarks means one could fall for weeks, months, or even years before coming across any other creatures. - -**Docking**: It takes 1 turn for a ship to dock, and 1 turn for it to disembark. - -### Visibility - -**Astral Bodies**: An astral body (such as a fragment, island, or even a dead god) may be spotted at a distance of hundreds of miles (based on its size). - -**Ships**: May be sighted at great distances by the contrails they leave behind in the psychic clouds that permeate the plane. Identification is usually limited to tactical range (approxmiately 1 mile) in the open astral plane, or as little as 100 yards in a psychic storm. - -- maybe differentiate between tactical and travel speed? - - travel speed = within 12 hours, can see the contrails (of other ships moving at travel speed) -- sighting ships by travel time -- what is the range of slowdown? - -### Wandering Monsters - -**Frequency**: A check is typically rolled once every other day, but the referee may choose to make more checks (e.g. when near a port or outpost): up to 1 or 2 a day. - -**Chance**: The chance of encountering a wandering creature is 1-in-6 in the deep astral, 2-in-6 near other ports or outposts. - -**Distance**: Wandering creatures are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards. - -**Location**: Astral encounters may occur either in the open astral plane or on land (such as a fragment, island, or dock), if the party lands or docks at some point during the day. diff --git a/ose_backup/astral/factions.md b/ose_backup/astral/factions.md deleted file mode 100644 index 71c0774..0000000 --- a/ose_backup/astral/factions.md +++ /dev/null @@ -1,113 +0,0 @@ ---- -title: Astral Factions -description: TBD -date_pub: 2023-02-15T00:26:00-05:00 -section: astral -content_type: feature -short_code: af1 ---- - -### Major Factions - -#### Astral Trade Union - -- Conglomerate of harbormasters, ship captains, and mining companies who control nearly all of the trade between certain ports. -- Control all of the trading between nearly 100 ports, including ones leading to dozens of material planes, multiple to each elemental plane, and even a handful to various transcendental planes. - - This area is called the **Astral Trade Zone (ATZ)** -- Have excellent maps of all of the astral currents that run between affiliated ports. - -#### Drahki Federation - -- Controlled by a race of dracokin from the world of Drahkenos, the eternal plane of dragons. -- Fly great ships made to look like their bigger cousins (called "dragonships") -- Generally peaceful traders - -#### Zhyffan Armada - -- Enormous fleet of warships run by a militaristic race of musket-wielding elekin from the material plane of Zhyffu. -- Report to the Zhyffan Sovereignty, the plane-wide government of Zhyffu. -- Strongly believe in the supremacy of law and civilization. -- Ships range from light cargo carriers to massive warships, but everything in the armada is armed. - -#### Stral Empire - -- Empire of ports ruled by a highly militaristic and decadent race of immortals, with sharp eyes, pointed ears, and no noses. -- Huge warships patrol the borders of the empire, which run near some Astral Trade Union-aligned ports. -- Also control the Forge, a massive smithing factory on the Plane of Fire. -- Served by a race of automatons called Forgelings, some of whom have escaped their masters and fled to ports aligned with one of the other factions. - -### Minor Factions - -#### Society of Wanderers - -- Disparate, quasi-religious organization, with membership scattered about the planes. -- Refer to each other as "friends". -- Are obligated to help each other out (but can also count on other "friends" to help them when needed). -- Typically travel alone or in small groups. -- Don't usually have their own ships, so they often have to book passage (or stowe-away). - -### Pirates of Ataxia - -- Led by (at least) 6 Pirate Lords (although some believe there are more). -- Responsible for nearly all of the piracy within this part of the astral plane. -- Come from all races and cultures. - - diff --git a/ose_backup/astral/index.md b/ose_backup/astral/index.md deleted file mode 100644 index 05ce6b2..0000000 --- a/ose_backup/astral/index.md +++ /dev/null @@ -1,30 +0,0 @@ ---- -title: The Astral Plane -description: TBD -date_pub: 2023-02-15T00:26:00-05:00 -section: astral -content_type: feature -short_code: a1 ---- - -- Vast, impossibly large, possibly infinite in scale -- Looks like a boundless, open sky, the color of dark purple -- Filled with clouds of swirling, brightly-colored psychic vapor -- Distant arcs of light (and dark) cascade across the sky -- Everything appears to have a vague, silvery sheen to it -- Gives off a perpetual twilight -- Known as "the swirling void", or "boundless infinities" -- Air feels thicker than on most material planes, and has a vague scent of chocolate -- Subjective gravity (for intelligent creatures) - -### More Info - -- [Adventuring](./adventuring.html) -- [Bestiary](/besitary/index.html) -- [Factions](./factions.html) -- [Timeline](./timeline.html) -- [Vessels](./vessels.html) - - diff --git a/ose_backup/astral/timeline.md b/ose_backup/astral/timeline.md deleted file mode 100644 index efad4e3..0000000 --- a/ose_backup/astral/timeline.md +++ /dev/null @@ -1,40 +0,0 @@ ---- -title: Astral Timeline -description: A timeline of trade and war in the astral plane. -date_pub: 2023-02-19T20:47:00-05:00 -section: astral -content_type: feature -short_code: at1 ---- - -As of last session, it is the **end of the 3rd phase of the 1st Aerday of Urtson-Nu, in year 5023 of the Common Astral Calendar**. - -Below is a timeline of major events in (this section of) the astral plane: - -- **CAC** - The Common Astral Calendar -- **BAC** - Before the (Common) Astral Calendar - -
- -| Date | Event | -| :-------------------------------------------------: | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ | -| **???** | The gods arrive in and/or create the astral plane. | -| **circa 11,000 BAC**
_(ca. 16,000+ years ago)_ | The Stral arrive in the astral plane, establish the Eternal Dynasty. | -| **circa 5,000 BAC**
_(ca. 10,000 years ago)_ | The Damned Incursion occurs, ending with the fallen angel Shai'kel taking over [Infernus](/planes/infernus.html). | -| **circa 3,000 BAC**
_(ca. 8,000 years ago)_ | The Arcane Lords of Axion establish the first Mage Guilds. | -| **circa 2,000 BAC**
_(ca. 7,000 years ago)_ | The Eye Tyrants arrive in the astral plane, establish the Empire of Eyes. | -| **0 CAC**
_(5023 years ago)_ | The ATU is founded by a group of astral traders, the Purple Masters of Prasha.
The Arcane Lords of Axion and the Purple Masters establish the Common Astral Calendar, using this year to mark year 0. | -| **118 CAC**
_(4905 years ago)_ | The Axion Academy of Magicks is founded. | -| **circa 2,000 CAC**
_(ca. 3,000 years ago)_ | The Dwarves arrive in the astral plane, establish a number of independent strongholds. | -| **2287 CAC**
_(2736 years ago)_ | The Eye Tyrants are defeated at the battle of Jade Fields by the combined efforts of the stral and the dwarves.
Several other catastrophes befall the tyrants, leading to the great Civil War, which nearly wipes out the race. | -| **2289 CAC**
_(2734 years ago)_ | The Arcane Lords vanish. | -| **circa 3,000 CAC**
_(ca. 2,000 years ago)_ | The Drahki arrive in the astral plane, establish the Drahki Federation. | -| **3961 CAC**
_(1062 years ago)_ | The Stral slay the Dwarf king Thurborg Goldhelm and claim ownership of the Forge. | -| **4759 CAC**
_(264 years ago)_ | The Ghyffan Expeditionary Force arrives in the astral plane. | - -
- - - - - diff --git a/ose_backup/astral/vessels.md b/ose_backup/astral/vessels.md deleted file mode 100644 index cc2cc22..0000000 --- a/ose_backup/astral/vessels.md +++ /dev/null @@ -1,207 +0,0 @@ ---- -title: Astral Vessels -description: TBD -date_pub: 2023-02-15T00:26:00-05:00 -section: astral -content_type: feature -short_code: av1 ---- - -[[toc]] - -### Astral Consoles - -- Allow the ship to ride along the naturally occurring astral currents. -- Often shaped like a high-backed chair. -- Controlled by a **Pilot**. - -- It takes one round to activate a console, and one round to deactivate a console. -- While active: - - The pilot can sense the astral currents that surround the ship. - - The pilot may move the ship in any direction at individual flight / "falling" speed (INT \* 30') - - can see currents and (subtly) move ship between them (although you can't turn the ship without using the sails) - - viewpoint is the front of the ship (as if standing on the bow), but can be turned 90 degrees left or right (so behind can be seen, but not well) -- The only movement capable via a standard astral console is forward (at -- It can take up to 1 turn to find a suitable current to ride at "traveling speed" -- Once a console has been installed on a vessel, it cannot be forcibly removed (without using the "release" word) until the integrity of the vessel itself has been compromised. -- The pilot can be any character class. -- Piloting a ship via a console requires concentration, and shouldn't be done for more than 8 hours in a row. - - Piloting beyond 8 hours runs the risk of incurring exhaustion. -- The pilot is not incapacitated while piloting the ship - instead, they can choose whether to focus on the ship's POV or their own, while still being peripherally aware of both. - - They have limited ability to move, -4 to all attacks, and can't cast spells, use psionics, or do anything else that would break their concentration. -- If the pilot is pulled or thrown from the console, their connection to the ship is immediately broken, and the ship instantly stops moving. - -#### Multiple Consoles - -- A ship can have multiple consoles attached to it, but only one may be active at a time. -- If two (or one and a different type of engine) are both active at the same time on the same vessel, perform a check as follows: - - For two consoles (or similar devices), make a contested CHA check between the two pilots, with the loser being locked-out of controlling the ship. - - For one console and an inert device (like a Fire Engine), the pilot should make a CHA check to override the device and take control of the vessel. - - - -#### Other Types of Engines - -- **Fire Engines** - A large thruster, built (and usually controlled) by Dwarves, and powered by elemental fire. Rumored to be capable of propelling even the largest vessels at traveling speeds. -- **Life Engines** - Some evil-aligned races use the life energy from slaves and captives to power their vessels. -- **Mind Engines** - Some psychic races use their psychic energy to power and control their vessels. -- **Orbipods (Tyrant Ships)** - Eye Tyrant ships are powered by one or more orbi (singular orbus), a mutant eye tyrant bred solely for this purpose. - -#### Engine Speed - -- **Console** = Pilot's INT x 30 yards / round -- **Orbipod** = 300 yards / round for a single one, each additional adds a 20% (60 yards / round) boost - - 2 orbipods = 360 yards / round - - 3 orbipods = 420 yards / round - -### Roles - -Party members can fulfill various roles aboard astral vessels. - -- **Pilot** - the character who flies the ship, typically via an astral console. -- **Gunner** - a character who mans a ship-board weapon (ex: a ballista). -- **Boatswain** - a character who helps maintain (and potentially improve) the various components of the ship. -- **First Mate** - the charcter who leads the rest of the crew in their duties. -- **Navigator** - a character with experience reading astral maps and plotting courses by them. -- **Surgeon** - a character who heals the wounded members of the crew, be it through magic or medicine (or both). - -#### Bonuses for Roles - -During each round of pursuit or combat, PCs occupying these roles may attempt to improve the ship's tactical movement as follows: - -- In lieu of an attack, each of the following roles may make the indicated check: - - **Pilot**: May make their choice of an INT or WIS check. - - **First Mate**: May make a CHA check. - - **Boatswain**: May make their choice of an INT or DEX check. -- **Bonus effects**: Choose one of the following for each successful check: - - +1 level (30' / round) to pursuit / evasion speed. - - +1 AC to the ship _AND_ all creatures on board until the end of the round. - - +1 to all attack rolls made by the ship _AND_ all creatures on board until end of the round. -- **Performing bonus checks**: _Must_ be declared before initiative is rolled, occurs at the start of the party's side of combat (just before the "fire missiles" combat phase while the party's side has initiative). - -### Ship Statistics - -
- -| Vessel | Cost (gp) | Cargo Capacity (coins) | Length | Beam | Crew | Weapons | Ram | Landing Types | AC | HP | -| --------------------- | :-------: | :--------------------: | :-------: | :-------: | :--: | :------: | :-: | :-------------: | :---------: | :-----: | -| Caravel | 10,000 | 100,000 | 60'-80' | 20'-30' | 10 | 1 | N | Water | 8 [11] | 60-90 | -| Galleon | 20,000 | 300,000 | 100'-150' | 25'-30' | 20 | 3 | N | Water | 7 [12] | 120-180 | -| Warship, Sm | 6,600 | 100,000 | 60'-80' | 20'-30' | 10 | 1/2 | Y | Water | 8 [11] | 60-90 | -| Warship, Lg | 26,600 | 300,000 | 100'-150' | 25'-30' | 20 | 2/4 | Y | Water | 7 [12] | 150-210 | -| Ghyffan Corvette | 15,000 | 250,000 | 100'-150' | 25'-35' | 10 | 1/2 | N | Water | 7 [12] | 90-150 | -| Ghyffan Battlecruiser | 45,000 | 450,000 | 220'-280' | 20'-30' | 24 | 3/4 | Y | None | 7 [12] | 180-240 | -| Stral Destroyer | 40,000 | 350,000 | 150'-200' | 25'-35' | 10 | 5 lg | Y | None | 7 [12] | 150-210 | -| Stral Dreadnought | 50,000 | 600,000 | 220'-280' | 20'-30' | 24 | 3 lg | Y | None | 7 [12] | 180-240 | -| Dwarven Fortress | 100,000 | 3,000,000 | 200'-300' | 150'-250' | 10 | 10 lg | Y | Land | 7 [12] | 360-720 | -| Gnomish SteamJammer | 40,000 | 300,000 | 100'-150' | 20'-30' | 20 | 1 lg | N | Land, Water[^1] | 7 [12] | 90-120 | -| Drahki Dragonship, Sm | 60,000 | 150,000 | 80'-120' | 10'-15' | 10 | 1 lg[^2] | Y | Water | 7 [12] | 120-180 | -| Drahki Dragonship, Lg | 60,000 | 450,000 | 150'-200' | 15'-20' | 20 | 3 lg[^2] | Y | Water | 7 [12] | 180-240 | - -[Ship Statistics] - -
- -[^1]: Base 50% chance of success on each landing -[^2]: Drahki ships always carry a Fire Cannon as one of their weapons - -### Weapons - -#### Ballistae - -Fire large bolts (arrows) of wood and iron. - -**Cargo Space**: A medium ballista plus twenty bolts requires 6,000 coins of cargo space, and a heavy ballista plus twenty bolts occupies 12,000 coins worth (both subtracted from the ship’s cargo allowance). - -**Attack modifiers**: May be applied for environmental conditions, manoeuvrability, etc. - -##### Medium Ballista - -**Range**: 1,500 yards. - -**Attack rolls and rate of fire**: Depend on the number of crew manning the ballista: - -- 2 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 3 rounds. -- 3 crew (maximum): Attacks with THAC0 14 [+5]. Fires every 2 rounds. - -**Damage**: 3d6 hit points or 3d2 hull points. - -##### Heavy Ballista - -**Range**: 1,000 yards. - -**Attack rolls and rate of fire**: Depend on the number of crew manning the ballista: - -- 4 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 4 rounds. -- 5 crew (maximum): Attacks with THAC0 14 [+5]. Fires every 3 rounds. - -**Damage**: 3d10 hit points or 3d6 hull points. - -#### Bombards (Cannons) - -Fire magically-propelled large balls of iron. - -**Cargo Space**: A bombard plus twenty cannonballs requires 10,000 coins of cargo space (subtracted from the ship’s cargo allowance). - -**Range**: 1,000 yards. - -**Attack modifiers**: May be applied for environmental conditions, manoeuvrability, etc. - -**Attack rolls and rate of fire**: Depend on the number of crew manning the bombards: - -- 3 crew (minimum): Attacks with THAC0 17 [+2]. Fires every 3 rounds. -- 4 crew (maximum): Attacks with THAC0 16 [+3]. Fires every 2 rounds. - -**Damage**: 2d10 hit points or hull points. - -#### Drahki Fire Cannons - -Fire dragon's flame. Can be tuned to fire in a cloud, cone, or line. Requires a specialist gunner (one trained in the weapon's use) to use. - -**Cargo Space**: A fire cannon plus twenty globes of elemental fire requires 10,000 coins of cargo space (subtracted from the ship’s cargo allowance). - -**Range**: Depends on settings - -- Cloud: 500 yards cubed. -- Cone: 2 yards diameter at start, widens to 500 yard wide at 1000 yards distance. -- Line: 2 yards in diameter, extends 1,500 yards. - -**Attack rolls and rate of fire**: Depend on the number of crew manning the cannons: - -- 2 crew (minimum): Attacks with THAC0 15 [+4]. Fires every 2 rounds. -- 3 crew (maximum): Attacks with THAC0 14 [+5]. Fires each round. - -**Damage**: 1d6+5 x 10 hit points or 1d6+5 x 5 hull points - - - -#### Rams - -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 modifiers**: May be applied for environmental conditions, manoeuvrability, etc. - -**Large ships**: Deals 1d6+5 x 10 hull points damage against ships and 6d6 hit points damage against creatures. - -**Small ships**: Deals 1d4+4 x 10 hull points damage against ships and 3d8 hit points damage against creatures. diff --git a/ose_backup/astral/zenopus-cove.md b/ose_backup/astral/zenopus-cove.md deleted file mode 100644 index d22dd49..0000000 --- a/ose_backup/astral/zenopus-cove.md +++ /dev/null @@ -1,5 +0,0 @@ -## Zenopus Cove - -Connects to: The Silver Shark, Portown, Ayreon - -- Locals call it "Sapphire Cove", due to the portal's proximity to the Sapphire Sea on their homeworld. diff --git a/ose_backup/classes/astral-corsair.md b/ose_backup/classes/astral-corsair.md deleted file mode 100644 index 9b6ee68..0000000 --- a/ose_backup/classes/astral-corsair.md +++ /dev/null @@ -1,113 +0,0 @@ ---- -title: The Astral Corsair -description: The Astral Corsair class for Old School Essentials. -date_pub: 2023-02-17T00:15:00-05:00 -section: classes -content_type: feature -short_code: cac1 ---- - -
- -| | | -| ------------------- | ------------------- | -| **Requirements** | None | -| **Prime requisite** | DEX | -| **Hit Dice** | 1d4 | -| **Maximum Level** | 14 | -| **Armour** | Leather, no shields | -| **Weapons** | Any | -| **Languages** | Alignment, Common | - -
- -Astral corsairs are adventurers who live by their skills, sailing around the astral void. They have a range of specialised astral-sailing and adventuring skills unavailable to other characters. However, corsairs are not always to be trusted. - -[[toc]] - -### Boarding - -Corsairs who are in the act of boarding another vessel don't suffer the usual boarding penalty to attack rolls and Armour Class. - -### Combat - -Because of their need for free movement in the open astral void, corsairs cannot wear armour heavier than leather and cannot use shields. They can use any weapon. - -### Astral Corsair Skills - -Corsairs can use the following skills, with the chance of success shown below: - -- **Climb sheer surfaces (CS)**: A roll is required for each 100’ to be climbed. If the roll fails, the corsair falls at the halfway point, suffering falling damage. -- **Move silently (MS)**: An astral corsair may attempt to sneak past enemies unnoticed. -- **Astral-faring (AF)**: An astral corsair always knows which way is down, how to get by in the open astral void, and how to make repairs when their vessel takes on damage. -- **Tightrope walking (TW)**: Corsairs can walk along tightropes, narrow beams, and ledges at up to half their normal movement rate. A roll is required every 60’. Failure indicates that the corsair falls and suffers falling damage. Windy conditions may reduce the chance of success by up to 20%. - -
- -| Level | CS | MS | SF | TW | -| :---: | :-: | :-: | :-: | :-: | -| 1 | 87 | 20 | 15 | 60 | -| 2 | 88 | 25 | 20 | 65 | -| 3 | 89 | 30 | 25 | 70 | -| 4 | 90 | 35 | 30 | 75 | -| 5 | 91 | 40 | 35 | 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 | 90 | 99 | -| 12 | 98 | 73 | 95 | 99 | -| 13 | 99 | 76 | 97 | 99 | -| 14 | 99 | 80 | 99 | 99 | - -[Astral Corsair Skills Chance of Success] - -
- -### Rolling Skill Checks - -All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success. - -#### Player Knowledge - -The referee should roll for hide in shadows and move silently on the player’s behalf, as the corsair does not immediately know if the attempt was successful. If a hide in shadows or move silently roll fails, the referee knows that the corsair has been noticed and should determine enemies’ actions appropriately. - -### Lore - -From 3rd level, a corsair has a 2-in-6 chance of knowing lore pertaining to creatures, magic items, or heroes of astral-plane-related folktale or legend. This ability may be used to identify the nature and powers of astral-related magic items. - -### Sneak Attack - -When attacking an unaware opponent from behind, a corsair receives a +4 bonus to hit and doubles any damage dealt. - -### After Reaching 9th Level - -A corsair can establish a crew, attracting 2d6 astral sailors of 1st level. These corsairs will serve the character with some reliability, and may be used to run one or more ships. - -
- -| |||| Saving Throws ||||| -| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | -| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 2 | 1,200 | 2d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 3 | 2,400 | 3d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 4 | 4,800 | 4d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 5 | 9,600 | 5d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 6 | 20,000 | 6d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 7 | 40,000 | 7d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 8 | 80,000 | 8d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 9 | 160,000 | 9d4 | 14 [+5] | 10 | 11 | 9 | 12 | 10 | -| 10 | 280,000 | 9d4+2[^2] | 14 [+5] | 10 | 11 | 9 | 12 | 10 | -| 11 | 400,000 | 9d4+4[^2] | 14 [+5] | 10 | 11 | 9 | 12 | 10 | -| 12 | 520,000 | 9d4+6[^2] | 14 [+5] | 10 | 11 | 9 | 12 | 10 | -| 13 | 640,000 | 9d4+8[^2] | 12 [+7] | 8 | 9 | 7 | 10 | 8 | -| 14 | 760,000 | 9d4+10[^2] | 12 [+7] | 8 | 9 | 7 | 10 | 8 | - -[Astral Corsair Level Progression] - -[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. -[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply. - -
diff --git a/ose_backup/classes/automaton.md b/ose_backup/classes/automaton.md deleted file mode 100644 index 4901e61..0000000 --- a/ose_backup/classes/automaton.md +++ /dev/null @@ -1,81 +0,0 @@ ---- -title: Automaton -description: The Automaton nonhuman class for Old School Essentials. -date_pub: 2023-02-16T23:36:00-05:00 -section: classes -content_type: feature -short_code: ca1 ---- - -
- -| Nonhuman Class || -| | | -| ------------------- | ---------------------- | -| **Requirements** | None | -| **Prime requisite** | CON | -| **Hit Dice** | 1d8 | -| **Maximum Level** | 10 | -| **Armour** | Any, including shields | -| **Weapons** | Any | -| **Languages** | Alignment, Common | - -
- -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. - -[[toc]] - -### Combat - -An automaton can wield any weapon, and can use any armour that has been integrated with their body (see below). - -### Integrated Armor - -The body of an automaton has built-in defensive layers, which may be enhanced with armour. - -- Automatons gain a +1 bonus to Armour Class. -- 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. An automaton can rest while donning or doffing armour in this way. -- While an automaton lives, worn armour can't be removed from their body against their will. - -### Resilience - -Automatons have remarkable fortitude, represented as follows: - -- Automatons don’t need to eat, drink, or breathe. -- Automatons are immune to disease. -- Automatons don't need to sleep, and magic can't put them to sleep (although they do need to rest, see below). -- Automatons get +2 on saving throws vs. poison - -### Sentry - -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 conscious and can see and hear as normal. - -### After Reaching 8th Level - -An automaton has the option of creating a stronghold, usually a secluded tower, although it may take another form based on the desires and goals of the automaton. This will often attract other automatons and/or friendly humanoids. - -
- -| |||| Saving Throws ||||| -| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | -| :---: | :-----: | :-------: | :-----: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d8 | 19 [0] | 8 | 9 | 10 | 13 | 12 | -| 2 | 2,200 | 2d8 | 19 [0] | 8 | 9 | 10 | 13 | 12 | -| 3 | 4,400 | 3d8 | 19 [0] | 8 | 9 | 10 | 13 | 12 | -| 4 | 8,800 | 4d8 | 17 [+2] | 6 | 7 | 8 | 10 | 10 | -| 5 | 17,000 | 5d8 | 17 [+2] | 6 | 7 | 8 | 10 | 10 | -| 6 | 35,000 | 6d8 | 17 [+2] | 6 | 7 | 8 | 10 | 10 | -| 7 | 70,000 | 7d8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 | -| 8 | 140,000 | 8d8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 | -| 9 | 270,000 | 9d8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 | -| 10 | 400,000 | 9d8+3[^2] | 12 [+7] | 2 | 3 | 4 | 4 | 6 | -| 11 | 530,000 | 9d8+6[^2] | 12 [+7] | 2 | 3 | 4 | 4 | 6 | -| 12 | 660,000 | 9d8+9[^2] | 12 [+7] | 2 | 3 | 4 | 4 | 6 | - -[Automaton Level Progression] - -[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. -[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply. - -
diff --git a/ose_backup/classes/bloodmage.md b/ose_backup/classes/bloodmage.md deleted file mode 100644 index ddeb1c5..0000000 --- a/ose_backup/classes/bloodmage.md +++ /dev/null @@ -1,87 +0,0 @@ ---- -title: Bloodmage -description: The Bloodmage class for Old School Essentials. -date_pub: 2023-02-26T17:46:00-05:00 -section: classes -content_type: feature -short_code: cw1 ---- - -
- -| | | -| ------------------- | --------------------------------------------- | -| **Requirements** | None | -| **Prime requisite** | INT | -| **Hit Dice** | 1d6 | -| **Maximum Level** | 14 | -| **Armour** | Leather, no shields | -| **Weapons** | One-handed melee weapons, all missile weapons | -| **Languages** | Alignment, Common | - -
- -Bloodmages are arcane spellcasters that use their own life force, rather than their memories, to cast spells. - -[[toc]] - -### Arcane Magic - -See [Spells](https://oldschoolessentials.necroticgnome.com/srd/index.php/Spells) for full details on arcane magic. - -**Magical research**: A bloodmage of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When a bloodmage reaches 9th level, they are also able to create magic items. - -**Spell books**: Bloodmages carry spell books containing the formulae for arcane spells. The number of spells in a bloodmage’s spell book is equal to the character’s experience level, and the spell casting chart (below) shows the maximum spell level a bloodmage can have in their spellbook Thus, a 1st level bloodmage has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to bloodmages is found in [Magic-User Spells](https://oldschoolessentials.necroticgnome.com/srd/index.php/Magic-User_Spells). - -**Spell casting**: Bloodmages cast spells by shedding blood, rather than by memorizing. To cast a spell, a bloodmage must sacrifice one of their own HP per level of the spell being cast. - -**Using magic items**: As spell casters, bloodmages are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands). - -### Combat - -Bloodmages are capable warriors as well as spellcasters, but they need freedom of movement for spellcasting. For this reason, they can use any melee weapon that can be wielded one handed, and can use all missile weapons, but can only wear leather armour, and are unable use shields. - -### Healing - -Bloodmages can make animal sacrifices to heal. The victims should be intelligent or magical creatures (although mundane animals can be used at the referee's discretion). To heal, the bloodmage must slay the intended sacrifice with a dagger or other bladed weapon. A sacrifice will restore a number of HP equal to the victim's HD. Creatures that are particularly innocent, powerful, or dear to the caster will produce increasingly better results (details to be left to the referee). - -Alternatively, the referee may roll 1d6 for each fallen enemy, with a roll of 1 indicating that they are still alive and thus eligible to be sacrificed by the bloodmage. - -### After Reaching 11th Level - -A bloodmage may establish a stronghold, often in a cave or similar structure. 1d6 apprentices of levels 1–3 will then arrive to study under the bloodmage. - -### Bloodmage Level Progression - -
- -| |||| Saving Throws |||||| -| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | Max Spell Level | -| :---: | :-------: | :-------: | :-----: | :---: | :---: | :---: | :---: | :---: | :-: | -| 1 | 0 | 1d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 1 | -| 2 | 2,500 | 2d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 1 | -| 3 | 5,000 | 3d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 2 | -| 4 | 10,000 | 4d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 2 | -| 5 | 20,000 | 5d6 | 17 [+2] | 13 | 14 | 13 | 16 | 15 | 3 | -| 6 | 40,000 | 6d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 3 | -| 7 | 80,000 | 7d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 4 | -| 8 | 150,000 | 8d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 4 | -| 9 | 300,000 | 9d6 | 14 [+5] | 11 | 12 | 11 | 14 | 12 | 5 | -| 10 | 450,000 | 9d6+1[^2] | 14 [+5] | 11 | 12 | 11 | 14 | 12 | 5 | -| 11 | 600,000 | 9d6+2[^2] | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 6 | -| 12 | 750,000 | 9d6+3[^2] | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 6 | -| 13 | 900,000 | 9d6+4[^2] | 12 [+7] | 8 | 9 | 8 | 11 | 8 | 6 | -| 14 | 1,050,000 | 9d6+5[^2] | 12 [+7] | 8 | 9 | 8 | 11 | 8 | 6 | - -[Bloodmage Level Progression] - -
- -[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. -[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply. - -### Available Races and Max Level - -When using the optional Character races rule, any race that may be a magic-user may also be a Bloodmage, and may advance to the same maximum level listed for the magic-user class (unless otherwise noted). - -Adapted from _[Alternate Magic](https://www.drivethrurpg.com/product/397412/Alternate-Magic-OSR)_ by [Eric Diaz](http://methodsetmadness.blogspot.com/) diff --git a/ose_backup/classes/corsair.md b/ose_backup/classes/corsair.md deleted file mode 100644 index a041c09..0000000 --- a/ose_backup/classes/corsair.md +++ /dev/null @@ -1,115 +0,0 @@ ---- -title: The Corsair -description: The Corsair class for Old School Essentials. -date_pub: 2023-02-17T00:09:00-05:00 -section: classes -content_type: feature -short_code: cc1 ---- - -
- -| | | -| ------------------- | ------------------- | -| **Requirements** | None | -| **Prime requisite** | DEX | -| **Hit Dice** | 1d4 | -| **Maximum Level** | 14 | -| **Armour** | Leather, no shields | -| **Weapons** | Any | -| **Languages** | Alignment, Common | - -
- -Corsairs are adventurers who live by their skills on the high seas. They have a range of specialised sailing and adventuring skills unavailable to other characters. However, corsairs are not always to be trusted. - -[[toc]] - -### Boarding - -Corsairs who are in the act of boarding another vessel don't suffer the usual boarding penalty to attack rolls and Armour Class. - -### Combat - -Because of their need for free movement on the open seas, corsairs cannot wear armour heavier than leather and cannot use shields. They can use any weapon. - -### Corsair Skills - -Corsairs can use the following skills, with the chance of success shown below: - -- **Climb sheer surfaces (CS)**: A roll is required for each 100’ to be climbed. If the roll fails, the corsair falls at the halfway point, suffering falling damage. -- **Move silently (MS)**: A corsair may attempt to sneak past enemies unnoticed. -- **Seafaring (SF)**: A corsair can keep their feet during rough waters, survive on the open sea, and make repairs when their vessel takes on damage. -- **Tightrope walking (TW)**: Corsairs can walk along tightropes, narrow beams, and ledges at up to half their normal movement rate. A roll is required every 60’. Failure indicates that the corsair falls and suffers falling damage. Windy conditions may reduce the chance of success by up to 20%. - -
- -| Level | CS | MS | SF | TW | -| :---: | :-: | :-: | :-: | :-: | -| 1 | 87 | 20 | 15 | 60 | -| 2 | 88 | 25 | 20 | 65 | -| 3 | 89 | 30 | 25 | 70 | -| 4 | 90 | 35 | 30 | 75 | -| 5 | 91 | 40 | 35 | 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 | 90 | 99 | -| 12 | 98 | 73 | 95 | 99 | -| 13 | 99 | 76 | 97 | 99 | -| 14 | 99 | 80 | 99 | 99 | - -[Corsair Skills Chance of Success] - -
- -### Rolling Skill Checks - -All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success. - -#### Player Knowledge - -The referee should roll for hide in shadows and move silently on the player’s behalf, as the corsair does not immediately know if the attempt was successful. If a hide in shadows or move silently roll fails, the referee knows that the corsair has been noticed and should determine enemies’ actions appropriately. - -### Lore - -From 3rd level, a corsair has a 2-in-6 chance of knowing lore pertaining to creatures, magic items, or heroes of sea-related folktale or legend. This ability may be used to identify the nature and powers of sea-related magic items. - -### Sneak Attack - -When attacking an unaware opponent from behind, a corsair receives a +4 bonus to hit and doubles any damage dealt. - -### After Reaching 9th Level - -A corsair can establish a crew, attracting 2d6 sailors of 1st level. These corsairs will serve the character with some reliability, and may be used to run one or more ships. - -### Corsair Level Progression - -
- -| |||| Saving Throws ||||| -| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | -| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 2 | 1,200 | 2d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 3 | 2,400 | 3d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 4 | 4,800 | 4d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 5 | 9,600 | 5d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 6 | 20,000 | 6d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 7 | 40,000 | 7d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 8 | 80,000 | 8d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 9 | 160,000 | 9d4 | 14 [+5] | 10 | 11 | 9 | 12 | 10 | -| 10 | 280,000 | 9d4+2[^2] | 14 [+5] | 10 | 11 | 9 | 12 | 10 | -| 11 | 400,000 | 9d4+4[^2] | 14 [+5] | 10 | 11 | 9 | 12 | 10 | -| 12 | 520,000 | 9d4+6[^2] | 14 [+5] | 10 | 11 | 9 | 12 | 10 | -| 13 | 640,000 | 9d4+8[^2] | 12 [+7] | 8 | 9 | 7 | 10 | 8 | -| 14 | 760,000 | 9d4+10[^2] | 12 [+7] | 8 | 9 | 7 | 10 | 8 | - -[Corsair Level Progression] - -[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. -[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply. - -
diff --git a/ose_backup/classes/dracokin.md b/ose_backup/classes/dracokin.md deleted file mode 100644 index 3fb20f2..0000000 --- a/ose_backup/classes/dracokin.md +++ /dev/null @@ -1,110 +0,0 @@ ---- -title: Dracokin -description: The Dracokin class for Old School Essentials. -date_pub: 2023-02-15T00:26:00-05:00 -section: classes -content_type: feature -short_code: cd1 ---- - -- Needs Intro - -
- -| Demihuman Class || -| | | -| ------------------- | --------------------------- | -| **Requirements** | Minimum CON 9 | -| **Prime requisite** | STR | -| **Hit Dice** | 1d8 | -| **Maximum Level** | 12 | -| **Armour** | Any, including shields | -| **Weapons** | Any | -| **Languages** | Alignment, Common, Draconic | - -
- -Dracokin are a race of relatively tall (5.5') reptilian humanoids with large, powerful jaws, armor-like scales on their skin, and dragon-style breath weapons. A variety of different colors of dracokin can be found throughout the multiverse, with each color of scale indicating the dracokin's type of breath weapon. - -The largest society of dracokin in the Astral Plane are the Drahki, from the eternal dragon plane, Drahkenos. Dracokin from various material planes can also be found scattered around the astral. - -[[toc]] - -### Breath Weapon - -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 increases 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. - -### Breath Resistance - -Dracokin get a +2 to all Saving Throws vs. Breath Attacks of the same type that they can produce. - -### Combat - -Dracokin can use all types of weapons and armour. - -### Draconic Ancestry - -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. - -
- -| 1d20 | Color | Breath Weapon | -| :---: | :------: | :------------------------: | -| 1 | Amethyst | 30' Line of Cold | -| 2-3 | Black | 30' Line of Acid | -| 4-5 | Blue | 30' Line of Lightning | -| 6 | Brass | 20' Cone of Sleep Gas[^1] | -| 7 | Bronze | 30' Line of Lightning | -| 8 | Copper | 30' Line of Acid | -| 9 | Emerald | 20' Cone of Acid | -| 10 | Gold | 20' Cone of Fire | -| 11-12 | Green | 10' Cloud of Chlorine Gas | -| 13 | Onyx | 10' Cloud of Chlorine Gas | -| 14-15 | Red | 20' Cone of Fire | -| 16 | Ruby | 30' Line of Fire | -| 17 | Silver | 20' Cone of Cold | -| 18 | Topaz | 10' Cloud of Sleep Gas[^1] | -| 19-20 | White | 20' Cone of Cold | - -[Draconic Ancestry] - -
- -[^1]: Rather than dealing damage, targets in area must _save versus breath_ or fall asleep for 1d4 turns - -#### Area Descriptions - -- _Cloud_: cloud of the indicated width, height, and depth -- _Cone_: 2' wide at the mouth, indicated length and width at far end. -- _Line_: 5' wide line of the indicated length - -### After Reaching 9th Level - -A dracokin may build a castle or stronghold and control the surrounding lands. The character may be granted a title such as Baron or Baroness. The land under the dracokin's control is then known as a Barony. - -### Dracokin Level Progression - -
- -| |||| Saving Throws ||||| -| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | -| :-: | :-----: | :-------: | :-----: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d8 | 19 [0] | 12 | 13 | 13 | 15 | 12 | -| 2 | 2,200 | 2d8 | 19 [0] | 12 | 13 | 13 | 15 | 12 | -| 3 | 4,400 | 3d8 | 19 [0] | 12 | 13 | 13 | 15 | 12 | -| 4 | 8,800 | 4d8 | 17 [+2] | 10 | 11 | 11 | 13 | 10 | -| 5 | 17,000 | 5d8 | 17 [+2] | 10 | 11 | 11 | 13 | 10 | -| 6 | 35,000 | 6d8 | 17 [+2] | 10 | 11 | 11 | 13 | 10 | -| 7 | 70,000 | 7d8 | 14 [+5] | 8 | 9 | 9 | 10 | 8 | -| 8 | 140,000 | 8d8 | 14 [+5] | 8 | 9 | 9 | 10 | 8 | -| 9 | 270,000 | 9d8 | 14 [+5] | 8 | 9 | 9 | 10 | 8 | -| 10 | 400,000 | 9d8+3[^2] | 12 [+7] | 6 | 7 | 8 | 8 | 6 | -| 11 | 530,000 | 9d8+6[^2] | 12 [+7] | 6 | 7 | 8 | 8 | 6 | -| 12 | 660,000 | 9d8+9[^2] | 12 [+7] | 6 | 7 | 8 | 8 | 6 | - -[Dracokin Level Progression] - -
- -[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. -[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply. diff --git a/ose_backup/classes/felinar.md b/ose_backup/classes/felinar.md deleted file mode 100644 index 61e3723..0000000 --- a/ose_backup/classes/felinar.md +++ /dev/null @@ -1,122 +0,0 @@ ---- -title: Felinar -description: The Felinar (anthromorphic cat) class for Old School Essentials. -date_pub: 2023-02-15T00:26:00-05:00 -section: classes -content_type: feature -short_code: cf1 ---- - -- Needs intro - -
- -| Demihuman Class || -| | | -| ------------------- | ------------------------------------------------------------------ | -| **Requirements** | None | -| **Prime requisite** | DEX | -| **Hit Dice** | 1d4 | -| **Maximum Level** | 10 | -| **Armour** | Leather, no shields | -| **Weapons** | Missile weapons, dagger, sword, short sword, polearm, spear, staff | -| **Languages** | Alignment, Common, Felinese | - -
- -_INTRO_ - -[[toc]] - -### Claw Attack - -Felinar have natural claws that can be used to make an attack, dealing 1d4 damage on a successful hit. - -### Combat - -Felinar cannot wear armour bulkier than leather and cannot use shields. They are able to use all missile weapons. Their use of melee weapons is restricted to light blades and staff weapons. - -### Evasion - -When retreating from melee, a felinar’s ability to tumble negates the opponent’s usual +2 bonus to hit (see [Combat](https://oldschoolessentials.necroticgnome.com/srd/index.php/Combat)). - -### Felinar Skills - -Felinar can use the following skills with the chance of success shown opposite. - -- **Climb sheer surfaces (CS)**: A roll is required for each 100’ to be climbed. If the roll fails, the felinar falls at the halfway point, suffering falling damage. -- **Falling (FA)**: When able to tumble, felinar suffer no damage from the first 10’ of any fall. Damage due to falling from a greater height is reduced by the listed percentage (rounding fractions down). -- **Move silently (MS)**: A felinar may attempt to sneak past enemies unnoticed. -- **Tightrope walking (TW)**: Felinar can walk along tightropes, narrow beams, and ledges at up to half their normal movement rate. A roll is required every 60’. Failure indicates that the felinar falls and suffers falling damage. Windy conditions may reduce the chance of success by up to 20%. Holding a balance pole increases the chance of success by 10%. - -
- -| Level | CS | FA | MS | TW | -| :---: | :-: | :-: | :-: | :-: | -| 1 | 87 | 25 | 20 | 60 | -| 2 | 88 | 25 | 25 | 65 | -| 3 | 89 | 25 | 30 | 70 | -| 4 | 90 | 33 | 35 | 75 | -| 5 | 91 | 33 | 40 | 80 | -| 6 | 92 | 33 | 45 | 85 | -| 7 | 93 | 50 | 50 | 90 | -| 8 | 94 | 50 | 55 | 95 | -| 9 | 95 | 50 | 60 | 99 | -| 10 | 96 | 66 | 65 | 99 | - -[Felinar Skill Chance of Success] - -
- -### Rolling Skill Checks - -All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success. - -#### Player Knowledge - -The referee should roll for move silently on the player’s behalf, as the felinar always believes the attempt to be successful. If the roll fails, the referee knows that the felinar has been noticed and should determine enemies’ actions appropriately. - -### Infravision - -Felinar have infravision to 60’ (see _Darkness_ under [Hazards and Challenges](https://oldschoolessentials.necroticgnome.com/srd/index.php/Hazards_and_Challenges#Darkness_)). - -### Jumping - -With a 20’ run-up, a felinar can jump across a 10’ wide pit or chasm (or 20’ wide when aided by the use of a pole). Also when using a pole, a felinar can jump over a 10’ high wall or onto a 10’ high ledge. Suitable poles for jumping include: 10’ poles, polearms, spears, staves. - -### Languages - -Felinar know Common, their alignment language, and Felinese (the native language of the felinar race). - -### Listening at Doors - -Felinar have a 2-in-6 chance of hearing noises (see [Dungeon Adventuring](https://oldschoolessentials.necroticgnome.com/srd/index.php/Dungeon_Adventuring)). - -### After Reaching 8th Level - -A felinar has the option of creating a stronghold that will form the basis of a new community, attracting 2d6 felinar apprentices of 1st level. Felinar communities are usually located in the wilderness (typically a forested or jungle area). - -### Felinar Level Progression - -
- -| |||| Saving Throws ||||| -| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | -| :-: | :-----: | :-------: | :-----: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 2 | 3,000 | 2d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 3 | 6,000 | 3d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 4 | 12,000 | 4d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 5 | 30,000 | 5d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 6 | 60,000 | 6d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 7 | 120,000 | 7d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 8 | 240,000 | 8d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 9 | 400,000 | 9d4 | 14 [+5] | 11 | 11 | 9 | 12 | 11 | -| 10 | 600,000 | 9d4+1[^2] | 14 [+5] | 11 | 11 | 9 | 12 | 11 | - -[Felinar Level Progression] - -
- -[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. -[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply. diff --git a/ose_backup/classes/firfolk.md b/ose_backup/classes/firfolk.md deleted file mode 100644 index 28fd7f3..0000000 --- a/ose_backup/classes/firfolk.md +++ /dev/null @@ -1,90 +0,0 @@ ---- -title: Firfolk -description: The Firfolk class for Old School Essentials. -date_pub: 2023-02-15T00:26:00-05:00 -section: classes -content_type: feature -short_code: cf2 ---- - -- **Needs Intro** - -
- -| Demihuman Class || -| | | -| ------------------- | ------------------------------------------ | -| **Requirements** | Minimum WIS 9 | -| **Prime requisite** | STR and WIS | -| **Hit Dice** | 1d8 | -| **Maximum Level** | 10 | -| **Armour** | Any appropriate to size, including shields | -| **Weapons** | Any | -| **Languages** | Alignment, Common, Firspeak | - -
- -_INTRO_ - -**Prime requisites**: A firfolk with at least 13 STR and WIS gains a 5% bonus to experience. A firfolk with at least 13 STR and at least 16 WIS gains a 10% bonus. - -[[toc]] - -### Combat - -Firfolk can use all types of weapons and armour, but it must be tailored to their large size. - -**Two-handed melee weapons**: A firfolk can wield any two-handed melee weapon, such as a battle axe, with only one hand. - -### Divine Magic - -See [Spells](https://oldschoolessentials.necroticgnome.com/srd/index.php/Spells) for full details on divine magic. - -**Holy symbol**: A firfolk must carry a holy symbol: a sprig of mistletoe which the character must harvest. - -**Deity disfavour**: Firfolk must be faithful to the tenets of their alignment and religion. Firfolk who fall from favour with their deity may incur penalties. - -**Magical research**: A firfolk of any level may spend time and money on magical research. This allows them to create new spells or other magical effects associated with their deity. When a firfolk reaches 9th level, they are also able to create magic items. - -**Spell casting**: A firfolk may pray to receive spells from nature. The power and number of spells available to a firfolk are determined by the character’s experience level. Firfolk cast spells from the Druid spell list (see _Magic_ in Old-School Essentials Advanced). At 1st level, a firfolk may only pray for the illusionist _glamour_ spell, but from 2nd level, the character may pray for it or any spell on the spell list. Firfolk are also able to pray for the magic-user _invisibility_ spell, from 3rd level. - -**Using magic items**: As spell casters, firfolk can use magic scrolls of spells on their spell list. They can also use items that may only be used by divine spell casters (e.g. some staves). Firfolk may not use magical books or tomes. - -### Languages - -Firfolk know Common, their alignment language, and Firspeak (the native language of the firfolk race). - -### Open Doors - -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 -[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. - -### After Reaching 8th Level - -A firfolk has the option of creating a stronghold that will form the basis of a new community of firfolk. Firfolk communities are usually located in the wilderness (typically a forested or hilly area). - -### Firfolk Level Progression - -
- -| |||| Saving Throws ||||| Spells ||||| -| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | -|:-------:|:-----------:|:--------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|:---:| -| 1 | 0 | 1d8 | 19 [0] | 8 | 9 | 10 | 13 | 12 | 1[^2] | - | - | - | - | -| 2 | 4,000 | 2d8 | 19 [0] | 8 | 9 | 10 | 13 | 12 | 2 | - | - | - | - | -| 3 | 8,000 | 3d8 | 19 [0] | 8 | 9 | 10 | 13 | 12 | 2 | 1 | - | - | - | -| 4 | 16,000 | 4d8 | 17 [+2] | 6 | 7 | 8 | 10 | 10 | 2 | 2 | - | - | - | -| 5 | 32,000 | 5d8 | 17 [+2] | 6 | 7 | 8 | 10 | 10 | 2 | 2 | 1 | - | - | -| 6 | 64,000 | 6d8 | 17 [+2] | 6 | 7 | 8 | 19 | 10 | 2 | 2 | 2 | 1 | - | -| 7 | 120,000 | 7d8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 | 3 | 3 | 2 | 2 | 1 | -| 8 | 250,000 | 8d8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 | 3 | 4 | 3 | 2 | 2 | -| 9 | 400,000 | 9d8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 | 4 | 4 | 3 | 3 | 2 | -| 10 | 600,000 | 9d8+1[^3] | 12 [+7] | 2 | 3 | 4 | 4 | 6 | 4 | 4 | 4 | 3 | 3 | - -[Firfolk Level Progression] - -
- -[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. -[^2]: At 1st level, a firfolk may only pray for the glamour spell. -[^3]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply. diff --git a/ose_backup/classes/index.md b/ose_backup/classes/index.md deleted file mode 100644 index aa62771..0000000 --- a/ose_backup/classes/index.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -title: Custom Character Classes -description: Some unofficial characters classes for OSE. -date_pub: 2023-02-17T00:15:00-05:00 -section: classes -content_type: feature -short_code: c1 ---- - -Below, you'll find some unofficial character classes for Old School Essentials. Most are only minimally tested (if at all), and some may need a bit of tweaking, but you can't beat the price! - -- [Automaton](./automaton.html) - Mechanical beings powered by ancient, arcane magicks. -- [Corsair](./corsair.html) - A sailor living a life of adventure on the high seas. -- [Corsair, Astral](./astral-corsair.html) - A sailor living a life of adventure on the [astral plane](/astral) -- [Dracokin](./dracokin.html) - Lizardfolk with distant relations to dragons. -- [Felinar](./felinar.html) - A race of anthropomorphic, catlike beings. -- [Firfolk](./firfolk.html) - Magical, gray half-giants that live in harmony with nature. -- [Mimikin](./mimikin.html) - A race of demihumans able to shift their physical forms at will. -- [Tortokin](./tortokin.html) - Anthropomorphic, upright turtles. -- [Warlock](./warlock.html) - Spellcasters that gain access to magic by making pacts with powerful, otherworldly beings diff --git a/ose_backup/classes/kineticist-powers.md b/ose_backup/classes/kineticist-powers.md deleted file mode 100644 index dcb2a85..0000000 --- a/ose_backup/classes/kineticist-powers.md +++ /dev/null @@ -1,147 +0,0 @@ -## Additional Kineticist Mental Powers - -_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. - -### Enlargement - -**Duration: Focus, up to 1 round per level** -**Range: The kineticist** - -The kineticist’s body, clothing, and armour (but not other equipment) double in size for the duration. -**Focus**: This power requires the kineticist to concentrate for one round to activate. Being distracted (e.g. attacked) or performing any other action (except moving) during this focus round causes the power to end. -**Melee**: While enlarged, the kineticist’s melee attacks inflict double damage. - - - -### Freeze - -**Duration: Up to 1 round per level** -**Range: 30’** - -The kineticist subjects a creature or object within sight to an icy cold, literally freezing them in place. -**Stun**: The target is unable to move or act unless they **save versus paralysis**. They may make a save each round that they are paralyzed, and once a save has been made, the effect ends. - - - -### Healing Trance - -**Duration: 1 turn** -**Range: The kineticist** - -The kineticist can enter a meditative state for the duration, during which time they are completely unaware of their surroundings and can neither attack nor defend themselves. -**Healing**: The trance heals 1d6+1 hit points per use (2d6+2 hit points per use at 6th level or higher). - -### Heat - -**Duration: Focus, up to 1 round per level** -**Range: Sight** - -The kineticist subjects a creature or object within sight to a scorching heat. -**Targetted creatures**: May **save versus spells** to prevent damages. -**Envrionmental Effect**: Paper or cloth ignite, liquids boil, and metals glow. -**Damage**: Applied to flesh or to metal in contact with a creature (e.g. armour), the heat inflicts 1d4 damage per round. ---> - -### Invisibility - -**Duration: Concentration, up to 1 round per level** -**Range: The kineticist** - -The kineticist disappears from the sight of one or more creatures (selected when the power is activated) for the duration. -**Effect**: Up to 1HD of creatures per level of the kineticist are affected. -**Combat**: Affected creatures may attack the kineticist with a –4 penalty. -**Concentration**: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end. - -### Kinetic Blast - -**Duration: Instant** -**Range: 10’ per level** - -A blast of kinetic energy surges from the kineticist’s hand at a single target in range. -**Hit**: The target must **save vs spells** to avoid being hit. -**If the save fails**: The target suffers 2d4 damage. - -### Kinetic Pull - -**Duration: Instant** -**Range: 10’ per level** - -A wave of kinetic force surges from the kineticist’s hand at a single target in range, grabbing them, and pulling them towards the kineticist. -**Pull**: The target must save vs paralysis or be grabbed by the kinetic force. -**If the save fails**: The target suffers 1d6 damage and is pulled towards the kineticist, stopping at any space of the kineticist's choosing in between. - -### Kinetic Transmission - -**Duration: Instant** -**Range: 30'** - -The kineticist instantly teleports to any location they can see within range. - -### Life Drain - -**Duration: Concentration, 1 round** -**Range: Touch** - -The kineticist draws vital energy out of a living target that they are in physical contact with, absorbing the target's life force. This dark ability is usually forbidden for lawful kineticists. -**Damage**: The target must **save vs spells** or suffer 1d4 points of damage. -**Absorb**: The kineticist gains a number of hit points equal to the damage inflicted. -**Concentration**: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end. - -### Mind Shield - -**Duration: Focus, 2 turns** -**Range: The kineticist** - -The kineticist can shield their mind for a period of time up to the duration. -**Focus**: This power requires the kineticist to concentrate for one round to activate. Being distracted (e.g. attacked) or performing any other action (except moving) during this focus round causes the power to end. -**Protection**: The kineticist gets a +4 bonus to any saving throws to resist the effects of mental powers and mind-affecting spells and magic items. - -### Psychic Blast - -**Duration: Instant** -**Range: 10’ per level** - -A blast of psychic energy surges from the kineticist at a single target in range. -**Hit**: The target must save vs spells to avoid being hit. -**If the save fails**: The target suffers 2d4 damage. - -### Shrinking - -**Duration: Focus, up to 2 turns** -**Range: The kineticist** - -The kineticist and all equipment shrinks to 6” tall for the duration. -**Focus**: This power requires the kinetcist to concentrate for one round to activate. Being distracted (e.g. attacked) or performing any other action (except moving) during this focus round causes the power to end. -**Tiny Size**: While shrunk, the kineticist can slip through narrow spaces and, when remaining motionless, has a 90% chance of going unnoticed. A shrunk kineticist cannot harm creatures larger than 1’ tall. - -### Telepathy - -**Duration: Focus, 1 turn** -**Range: Sight** - -The kineticist can establish bidirectional mental communication with one other willing, living, intelligent creature within range for the duration. -**Focus**: This power requires the kineticist to concentrate for one round to activate. Being distracted (e.g. attacked) or performing any other action (except moving) during this focus round causes the power to end. -**Language**: The creature need not share a language with the kineticist. - - diff --git a/ose_backup/classes/mimikin.md b/ose_backup/classes/mimikin.md deleted file mode 100644 index 5ab64b3..0000000 --- a/ose_backup/classes/mimikin.md +++ /dev/null @@ -1,104 +0,0 @@ ---- -title: Mimikin -description: The Mimikin (changeling) class for Old School Essentials. -date_pub: 2023-02-17T22:44:00-05:00 -section: classes -content_type: feature -short_code: cm1 ---- - -| Demihuman Class || -| | | -| ------------------- | ---------------------------------------- | -| **Requirements** | Minimum CHA 9 | -| **Prime requisite** | CHA and DEX | -| **Hit Dice** | 1d6 | -| **Maximum Level** | 10 | -| **Armour** | Leather or chainmail, no shields | -| **Weapons** | Any | -| **Languages** | Alignment, Common, any 2 other languages | - -Mimikin are a rarely-seen type of demihuman, able to shift their physical forms at will. Usually 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. - -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. - -**Prime requisites**: A mimikin with at least 13 CHA and DEX gains a 5% bonus to experience. A mimikin with at least 16 CHA and DEX gains a 10% bonus. - -[[toc]] - -### Back-stab - -When attacking an unaware opponent from behind, a mimikin receives a +4 bonus to hit and doubles any damage dealt. - -### Combat - -Mimikin can use all types of weapons and can use leather armour and chainmail. Because of their need for freedom of movement, they cannot use plate mail or shields. - -### Languages - -Mimikin know Common, their alignment language, and 2 other langauges of the referee's choice. - -### Shapechanger - -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 about 10 seconds, and has no affect on their clothing or equipment. Once the change is complete, in can be maintained until the mimikin either changes again or they die (at which point they revert to their true forms). - -### Mimikin Skills - -Mimikin can use the following skills, with the chance of success shown opposite: - -- **Hide in shadows (HS)**: Requires the mimikin to be motionless - attacking or moving while hiding is not possible. -- **Move silently (MS)**: A mimikin may attempt to sneak past enemies unnoticed. - -| Level | HS | MS | -| :---: | :-: | :-: | -| 1 | 10 | 20 | -| 2 | 15 | 25 | -| 3 | 20 | 30 | -| 4 | 25 | 35 | -| 5 | 30 | 40 | -| 6 | 35 | 45 | -| 7 | 40 | 50 | -| 8 | 45 | 55 | -| 9 | 55 | 65 | -| 10 | 65 | 75 | - -[Mimikin Skills Chance of Success] - - - -### Rolling Skill Checks - -All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success. - -#### Player Knowledge - -The referee should roll for hide in shadows and move silently on the player’s behalf, as the mimikin does not immediately know if the attempt was successful. If a hide in shadows or move silently roll fails, the referee knows that the mimikin has been noticed and should determine enemies’ actions appropriately. - -### After Reaching 8th Level - -A mimikin may form a new tribe, attracting 2d4 other mimikin of first level. - -#### Mimikin Level Progression - -
- -| |||| Saving Throws ||||| -| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | -| :---: | :-----: | :-------: | :-----: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 2 | 1,800 | 2d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 3 | 3,600 | 3d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 4 | 7,000 | 4d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | -| 5 | 14,600 | 5d6 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 6 | 28,000 | 6d6 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 7 | 60,000 | 7d6 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 8 | 120,000 | 8d6 | 17 [+2] | 12 | 13 | 11 | 14 | 13 | -| 9 | 250,000 | 9d6 | 14 [+5] | 10 | 11 | 9 | 12 | 10 | -| 10 | 500,000 | 9d6+2[^2] | 14 [+5] | 10 | 11 | 9 | 12 | 10 | - -[Mimikin Level Progression] - -[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. -[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply. - -
diff --git a/ose_backup/classes/tortokin.md b/ose_backup/classes/tortokin.md deleted file mode 100644 index 9e35f71..0000000 --- a/ose_backup/classes/tortokin.md +++ /dev/null @@ -1,72 +0,0 @@ ---- -title: Tortokin -description: TBD -date_pub: 2023-02-15T00:26:00-05:00 -section: classes -content_type: feature -short_code: ct1 ---- - -
- -| Demihuman Class || -| | | -| ------------------- | -------------------------- | -| **Requirements** | Minimum WIS 9 | -| **Prime requisite** | STR | -| **Hit Dice** | 1d6 | -| **Maximum Level** | 10 | -| **Armour** | None (natural armour only) | -| **Weapons** | Any | -| **Languages** | Alignment, Common, Uquan | - -
- -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 holding 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. - -[[toc]] - -### Armour Class - -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. - -### Claw Attack - -Tortokin have natural claws that can be used to make an attack, dealing 1d4 damage on a successful hit. - -### Combat - -Tortokin can use all weapons and shields, but cannot use armour, instead relying on their hard shells for defence in battle. - -### Hold Breath - -Tortokin can hold their breath for up to 1 hour. - -### After Reaching 9th Level - -A tortokin has the option of creating a stronghold that will form the basis of a new community of tortokin. Tortokin communities can be located either near those of humans or in the wilderness (typically a coastal or swampy area). - -### Tortokin Level Progression - -
- -| |||| Saving Throws ||||| -| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | -| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: | -| 1 | 0 | 1d6 | 19 [0] | 12 | 13 | 13 | 15 | 12 | -| 2 | 2,000 | 2d6 | 19 [0] | 12 | 13 | 13 | 15 | 12 | -| 3 | 4,000 | 3d6 | 19 [0] | 12 | 13 | 13 | 15 | 12 | -| 4 | 8,000 | 4d6 | 17 [+2] | 10 | 11 | 11 | 13 | 10 | -| 5 | 16,000 | 5d6 | 17 [+2] | 10 | 11 | 11 | 13 | 10 | -| 6 | 32,000 | 6d6 | 17 [+2] | 10 | 11 | 11 | 13 | 10 | -| 7 | 64,000 | 7d6 | 14 [+5] | 8 | 9 | 9 | 10 | 8 | -| 8 | 120,000 | 8d6 | 14 [+5] | 8 | 9 | 9 | 10 | 8 | -| 9 | 250,000 | 9d6 | 14 [+5] | 8 | 9 | 9 | 10 | 8 | -| 10 | 400,000 | 9d6+2[^2] | 12 [+7] | 6 | 7 | 8 | 8 | 6 | - -[Tortokin Level Progression] - -
- -[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. -[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply. diff --git a/ose_backup/classes/warlock.md b/ose_backup/classes/warlock.md deleted file mode 100755 index f983f29..0000000 --- a/ose_backup/classes/warlock.md +++ /dev/null @@ -1,145 +0,0 @@ ---- -title: Warlock -description: The Warlock class for Old School Essentials. -date_pub: 2023-02-17T00:26:00-05:00 -section: classes -content_type: feature -short_code: cw1 ---- - -
- -| | | -| ------------------- | -------------------------------- | -| **Requirements** | None | -| **Prime requisite** | CHA | -| **Hit Dice** | 1d6 | -| **Maximum Level** | 14 | -| **Armour** | Leather or chainmail, no shields | -| **Weapons** | Any 1-handed weapons | -| **Languages** | Alignment, Common | - -
- -Warlocks are spellcasters that gain access to magic by making pacts with powerful, otherworldly beings. Some make deals with demons or devils; others, with capricious archfey; and still others, with the ineffable Great Old Ones (or other similar cosmic horrors). It's a dangerous shortcut to power, with a price that very few are willing to pay. - -**Alignment**: While warlocks with different patrons may have different alignments, they are never lawful. - -[[toc]] - -### Combat - -Warlocks can use all one-handed missile and melee weapons, and can use leather armour and chainmail. Because of their need for freedom of movement, they cannot use plate mail or shields. - -### Eldritch Blast - -Warlocks can use the power granted by their patron to fire a beam of magical energy. The target must make a **saving throw versus spells** or take 1d6 damage. - -**Uses per Day**: A warlock may use their eldritch blast a number of times per day equal to 1/2 their level (rounded up). - -#### Activating Eldritch Blast - -A warlock must spend a round concentrating in order to activate their eldritch blast. While concentrating, the warlock may not move, attack, or perform any other actions. - -**In combat**: Like spell casting, activating eldritch blast can be disrupted in combat. The player must declare the use of their eldritch blast before initiative is rolled, and the attack is resolved during their side's "Spell Casting" phase of combat. - -### Patron Magic - -See [Spells](https://oldschoolessentials.necroticgnome.com/srd/index.php/Spells) for full details on magic. Patron magic is similar to both arcane magic and divine magic. - -**Memorizing spells**: Beginning at 2nd level, a warlock may memorize spells through the use of ritual invocations to their patrons. When memorizing spells, warlocks may choose any spells in their class’ spell list that they are of high enough level to cast. - -**Reversing spells**: Some warlock spells may be reversed. A warlock can cast the reversed version of a spell by speaking the words and performing the gestures backwards when it is cast. - -**Patron disfavour**: A warlock must be faithful to their patron. If the character ever falls from favour with their patron, penalties (determined by the referee) may be imposed. These may include penalties to eldritch blast (–1 or more), a reduction in spells, or being sent on a perilous quest. In order to regain favour, the warlock must perform some great deed for their patron (as determined by the referee), for example: collecting an artifact, constructing an altar, vanquishing a powerful enemy of the patron, etc. - -**Magical research**: A warlock of 2nd level or higher may spend time and money on magical research. This allows them to create new spells or other magical effects associated with their patron. On reaching 9th level, warlocks are also able to create magic items. - -**Using magic items**: As spell casters, warlocks are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands). - -#### Spell Casting - -Beginning at 2nd level, a warlock may make a ritual invocation to receieve spells from their patron. The power and number of spells available to a warlock are determined by the character’s experience level. The list of spells available to warlocks is below. More information about each spell can be found in the [Magic User](https://oldschoolessentials.necroticgnome.com/srd/index.php/Magic-User_Spells) or [Cleric](https://oldschoolessentials.necroticgnome.com/srd/index.php/Cleric_Spells) spell list, as indicated (see [Magic](https://oldschoolessentials.necroticgnome.com/srd/index.php/Rules_of_Magic) in Old-School Essentials). - -**Level 1** - -- [Cause Fear (C/1)]() -- [Charm Person (MU/1)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Charm_Person) -- [Darkness (MU/1)]() -- [Detect Magic (MU/1)]() -- [Read Languages (MU/1)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Read_Languages) -- [Read Magic (MU/1)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Read_Magic) - -**Level 2** - -- [ESP (MU/2)](https://oldschoolessentials.necroticgnome.com/srd/index.php/ESP) -- [Invisibility (MU/2)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Invisibility) -- [Levitate (MU/2)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Levitate) -- [Mirror Image (MU/2)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Mirror_Image) -- [Phantasmal Force (MU/2)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Phantasmal_Force) -- [Resist Fire (C/2)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Resist_Fire) - -**Level 3** - -- [Clairvoyance (MU/3)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Clairvoyance) -- [Fly (MU/3)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Fly) -- [Haste (MU/3)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Haste) -- [Infravision (MU/3)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Infravision) -- [Lightning Bolt (MU/3)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Lightning_Bolt) -- [Water Breathing (MU/3)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Water_Breathing) - -**Level 4** - -- [Charm Monster (MU/4)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Charm_Monster) -- [Confusion (MU/4)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Confusion) -- [Curse (MU/4)]() -- [Dimension Door (MU/4)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Dimension_Door) -- [Polymorph Self (MU/4)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Polymorph_Self) -- [Wizard Eye (MU/4)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Wizard_Eye) - -**Level 5** - -- [Contact Higher Plane (MU/5)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Contact_Higher_Plane) -- [Feeblemind (MU/5)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Feeblemind) -- [Magic Jar (MU/5)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Magic_Jar) -- [Raise Dead (Finger of Death) (C/5)]() -- [Telekinesis (MU/5)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Telekinesis) -- [Teleport (MU/5)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Teleport) - -### After Reaching 11th Level - -A warlock may build a stronghold, often a great tower. 1d6 apprentices of levels 1–3 (who are also bound to the warlock's patron) will then arrive to study under the warlock. - -### Warlock Level Progression - -
- -| |||| Saving Throws ||||| Spells[^spells] ||||| -| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | -|:-------:|:-----------:|:--------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|:---:| -| 1 | 0 | 1d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | - | - | - | - | - | -| 2 | 2,500 | 2d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - | -| 3 | 5,000 | 3d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - | - | -| 4 | 10,000 | 4d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 0 | 2 | - | - | - | -| 5 | 20,000 | 5d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 0 | 2 | - | - | - | -| 6 | 40,000 | 6d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 0 | 3 | - | - | - | -| 7 | 80,000 | 7d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 3 | - | - | -| 8 | 150,000 | 8d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 3 | - | - | -| 9 | 300,000 | 9d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 4 | - | - | -| 10 | 450,000 | 9d6+1[^2] | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 0 | 4 | - | -| 11 | 600,000 | 9d6+2[^2] | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 4 | - | -| 12 | 750,000 | 9d6+3[^2] | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 4 | - | -| 13 | 900,000 | 9d6+4[^2] | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 5 | - | -| 14 | 1,050,000 | 9d6+5[^2] | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 0 | 5 | - -[Warlock Level Progression] - -
- -[^spells]: Chosen spells can be of the indicated level or lower. -[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves. -[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply. - -### Available Races and Max Level - -When using the optional Character races rule, any race that may be a magic-user may also be a warlock, and may advance to the same maximum level listed for the magic-user class (unless otherwise noted). diff --git a/ose_backup/magic-items/astral-compass.md b/ose_backup/magic-items/astral-compass.md deleted file mode 100644 index 1280296..0000000 --- a/ose_backup/magic-items/astral-compass.md +++ /dev/null @@ -1,25 +0,0 @@ ---- -title: Astral Compass -description: A magical device for navigating to a desired location on the astral plane. -date_pub: 2023-02-19T18:46:00-05:00 -section: magic items -content_type: feature -short_code: miac ---- - -
- -![An astral compass, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/astral-compass.jpg "An astral compass") - -
- -A 1.5" diameter, golden medallion, with an 8-pointed star embedded in a purple gem in its center, and with raised runes along its inner edge. - -- **On the Astral Plane**: Can "see" astral currents, as well as sense the general direction to the shortest path to any location in multiverse (which appears as a faint, golden glow on the horizon). - -- **While Piloting an Astral Console**: Can perceive a 360 degree "tactical" view of the ship, up to 300 yards out, as well as the "optimal" current to ride to reach their desired destination (which itself glows like a beacon). - - - When within 4 hours of the desired location, the pilot can "reach out" with their mind and perceive a 360 degree "tactical" view of the location, up to 300 yards out. - - This view can also be used during combat to gather information about enemy vessels. - -- **Limitations**: The compass only works with "where" queries (ex: Where is the Ravager? Where is the source of this effect? Where is the last resting place of some artifact?) diff --git a/ose_backup/magic-items/chamber-of-lightning-bolts.md b/ose_backup/magic-items/chamber-of-lightning-bolts.md deleted file mode 100644 index 23227e9..0000000 --- a/ose_backup/magic-items/chamber-of-lightning-bolts.md +++ /dev/null @@ -1,26 +0,0 @@ ---- -title: Chamber of Lightning Bolts -description: -date_pub: 2023-03-13T01:22:00-04:00 -date_upd: 2023-03-19T19:47:00-04:00 -section: magic items -content_type: feature -short_code: mcolb -status: hidden ---- - -
- -![A chamber of lightning bolts, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/chamber-of-lightning-bolts.jpg "A chamber of lightning bolts") - -
- -A small cube (1" per side) of smooth, black stone which has been carved with runes before being hollowed out and having one face of the cube removed (so it looks like an open box). The inside of the cube is lined with mirrors. As long as there is at least one charge remaining, a tiny ball of blue-white lightning appears to float in the middle of the box, but it cannot be touched. - -**Activation**: When the command word is spoken, a lightning bolt leaps from it, landing at a point up to 180' distant, and continuing in a 5'-wide path for up to 60'. - -**Creatures caught in the lightning bolt**: Suffer 6d6 damage, with a successful save versus wands indicating half damage. - -**Bouncing**: If the lightning bolt hits a solid barrier before its full length is reached, it is reflected and travels for any remaining distance of its full length in the direction of the wielder of the wand. - -**Usage die**: Starts as a d10. After each use, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1). After it drops to one, the next use finishes it off, and the cube becomes inert. diff --git a/ose_backup/magic-items/crystal-skull-of-jund.md b/ose_backup/magic-items/crystal-skull-of-jund.md deleted file mode 100644 index 274ada2..0000000 --- a/ose_backup/magic-items/crystal-skull-of-jund.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -title: The Crystal Skull of Jund -description: A magical, elongated, and (apparently) nearly omniscient crystal skull. -date_pub: 2023-02-19T20:59:00-05:00 -date_upd: 2023-03-19T19:45:00-04:00 -section: magic items -content_type: feature -short_code: micsj ---- - -
- -![The Crystal Skull of Jund, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/crystal-skull-of-jund.jpg "The Crystal Skull of Jund") - -
- -An elongated crystal skull with 3 eye sockets (with the third lying in between and above the other two eyes). - -**Invocation**: _"O great crystal skull of Jund, we beseech you, share your knowledge and give us the guidance we seek,"_ at which point it starts to glow and speaks in a booming voice "The Crystal Skull of Jund awaits your queries". - -**Once invoked**: Will continue to operate for up to 10 minutes (1 turn), answering any questions it is asked, until it is deactivated. - -**Deactivation**: _"O great crystal skull of Jund, we humbly thank you for your guidance,"_ at which point it stops glowing. - -**Usage Frequency**: May be invoked up to three times per day. - -### Other Functions - -**Translation**: Reads (non-magical?) text and translates it by speak it aloud in the desired language. - -**Identify**: May identify magic items, potentially including their functions and history. - -### Statements Made - -- **The Ravager** is an Eye Tyrant creation responsible for the destruction of 32 different planes. The Ravager is capable of honing in on a plane via any type of portal or color pool, passing through, and then destroying the plane from the other side. - -- **Dulara** was a material plane that was annihilated 738 years ago by the Eye Tyrant Ravager, along with its 25-million inhabitants. It was the last plane destroyed by the Ravager, as of year 5023 of the Common Astral Calendar. - -- **The Arcane Lords of Axion** were an ancient group of wizards thought to be the first to create a permanent stronghold in the astral plane. Established the Common Astral Calendar with the Purple Masters of Prasha 5023 years ago, leading to the creation of the Astral Trade Union. Founded the Axion Academy of Magicks in year 118 of the Common Astral Calendar. Vanished sometime after year 2045 of the Common Astral Calendar, circumstances unknown. - -### GM Notes - -For questions it can't (or won't) answer, it replies with _"The answer is not known to the Crystal Skull of Jund, and may be stored in one of the missing eyes of Jund."_ diff --git a/ose_backup/magic-items/darklurker-dagger.md b/ose_backup/magic-items/darklurker-dagger.md deleted file mode 100644 index e16df54..0000000 --- a/ose_backup/magic-items/darklurker-dagger.md +++ /dev/null @@ -1,14 +0,0 @@ ---- -title: Darklurker -description: A sentient, demonic dagger that seeks the blood of lawful creatures. -date_pub: 2023-03-13T17:44:00-04:00 -section: magic items -content_type: feature -short_code: mid1 ---- - -A dagger with tiny, blood red veins on its blackened-metal blade and an ornately-carved blackened-bone handle. - -_Azir claims that the dagger is actually a demon named Darklurker. According to him, it needs to be fed a blood sacrifice every day (3 phases), and can become "quite persistent" when it gets hungry. Apparently, it has a preference for the blood of lawful creatures._ - -**Bonus**: Grants +2 to attack and damage rolls (1d4+2), and an additional +2 to attack and damage rolls against a lawful target. diff --git a/ose_backup/magic-items/dwarf-hammer-400.md b/ose_backup/magic-items/dwarf-hammer-400.md deleted file mode 100644 index 0d4aa04..0000000 --- a/ose_backup/magic-items/dwarf-hammer-400.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -title: "DwarfHammer: 400" -description: -date_pub: 2023-02-19T20:59:00-05:00 -section: magic items -content_type: feature -short_code: midh -status: draft ---- - -Accessories for the popular magical miniatures game, DwarfHammer 400. - -In the game, players control groups of armies on a battlefield. The miniatures, representing a variety of dwarven heroes and military units from myth and legend, are highly detailed. - -The miniatures themselves are mildly magical, but when used on an official DwarfHammer Battle Table, the game truly comes to life with programmed illusions and automatic piece movement. - -Produced by Gnomes Workshop (a shadowy cabal consisting of neither dwarves nor gnomes), the miniatures are sold in many fine magic shops. diff --git a/ose_backup/magic-items/flaming-sword-of-lorwin.md b/ose_backup/magic-items/flaming-sword-of-lorwin.md deleted file mode 100644 index d190093..0000000 --- a/ose_backup/magic-items/flaming-sword-of-lorwin.md +++ /dev/null @@ -1,9 +0,0 @@ ---- -title: Flaming Sword of Lorwin -description: -date_pub: 2023-03-19T22:01:00-04:00 -section: magic items -content_type: feature -short_code: mfs1 -status: hidden ---- diff --git a/ose_backup/magic-items/helm-of-halos.md b/ose_backup/magic-items/helm-of-halos.md deleted file mode 100644 index baed6d8..0000000 --- a/ose_backup/magic-items/helm-of-halos.md +++ /dev/null @@ -1,33 +0,0 @@ ---- -title: The Helm of Immaculate Conservation -description: A magical helmet that grants an aura of divine protection to nearby allies. -date_pub: 2023-03-05T23:02:00-05:00 -section: magic items -content_type: feature -short_code: mihoh -status: hidden ---- - -
- -![A Helm of Immaculate Conservation, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/helm-of-halos.jpg "A Helm of Immaculate Conservation") - -
- -- aka The Helm of Beatific Bulwark -- aka The Helm of Halos - -A polished silver helmet adorned with etchings of archaic runes of blessing and a small wing on each temple. - -> Created by Ser Barrock the Ever-blessed, paladin of Nyden, for use in the first War of the Wurm, this helmet supposedly grants divine protection to its wearer and all nearby allies. Unfortunately, it wasn't enough for Ser Barrock - legend says that when the helmet was found on the battlefield following the 2nd Battle of Covaraa, it still had Ser Barrock's head in it. -> -> --- PV - -**While worn**: Grants +1 to AC, and the wearer can see a glowing halo over every friendly humanoid within 60' (including himself). - -**Halo effects** - -- Can be seen by the wearer even in complete (non-magical) darkness. -- Dimly light 5-10' area around the character they're over (although it only affects the wearer's vision). -- Shatter when the character they're over would take damage or be killed by a hit, spell, or spell-like effect (like a Tyrant's eye beam), negating the damage taken. -- Shattered halos are restored the next morning at dawn. diff --git a/ose_backup/magic-items/index.md b/ose_backup/magic-items/index.md deleted file mode 100644 index 66b7907..0000000 --- a/ose_backup/magic-items/index.md +++ /dev/null @@ -1,23 +0,0 @@ ---- -title: Magic Items -description: A (growing) list magic items that can be found across the multiverse. -date_pub: 2023-02-19T18:50:00-05:00 -date_upd: 2023-03-06T00:48:00-05:00 -section: magic items -content_type: feature -short_code: mi1 ---- - -Below you'll find a small sampling of the magic items that can be encountered in the astral plane. - -- [Astral Compass](./astral-compass.html) - A magical device for navigating to a desired location on the astral plane. -- [The Crystal Skull of Jund](./crystal-skull-of-jund.html) - A magical, elongated, and (apparently) nearly omniscient crystal skull. -- [Darklurker](./darklurker-dagger.html) - A sentient, demonic dagger that seeks the blood of lawful creatures. -- [Pet Rock](./pet-rock.html) - A magical rock that obeys its owner's commands. -- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html) - A magical ring that grants the wearer the ability to fire eldritch blasts. -- [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html) - A cursed book about the Great Old Ones, written by a mad warlock. -- [Tyrhung, Wolf Hunter](./tyrhung-wolf-hunter.html) - A magical sword that specializes in identifying and killing lycanthropes. - - diff --git a/ose_backup/magic-items/mirror-of-meeting.md b/ose_backup/magic-items/mirror-of-meeting.md deleted file mode 100644 index 4faef70..0000000 --- a/ose_backup/magic-items/mirror-of-meeting.md +++ /dev/null @@ -1,27 +0,0 @@ ---- -title: Mirror of Meeting -description: A magical mirror that allows its user to meet with other remotely. -date_pub: 2023-02-20T22:56:00-05:00 -section: magic items -content_type: feature -short_code: mimom ---- - -A mirror with intricately-carved detailing. - -**Sizes**: Vary based on usage. Can be small and compact, or large and ornate. - -**Bell**: Most mirrors come with a bell (or similar component) that rings to indicate that someone is trying to connect via the mirror. - -**Using**: Meetings can be started by swiping sigils on the mirror. - -- The sigils are tied to a specific mirror, and it rings that bell and tries to connect -- When someone else is trying to connect to one's mirror, you can "answer" the request, or dismiss it. - -**Usage Frequency**: May be used to connect to another mirror up to 3 times per day. Each connection lasts at most 10 minutes. - -In Game Examples - -- Lord Stengar had a smaller one on his desk, about the size of a book. -- Amary's shop carried several different types and sizes -- The one on the Sky Runner is a 3' x 2' rectangle with 6" frame on one side, and a 4" notification bell inside the frame. diff --git a/ose_backup/magic-items/pet-rock.md b/ose_backup/magic-items/pet-rock.md deleted file mode 100644 index 0ba56c1..0000000 --- a/ose_backup/magic-items/pet-rock.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -title: Pet Rock -description: A magical rock that obeys its owner's commands. -date_pub: 2023-02-20T22:56:00-05:00 -section: magic items -content_type: feature -short_code: mipr ---- - -
- -![A pet rock, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/pet-rock-1.jpg "A pet rock") - -![A pet rock, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/pet-rock-2.jpg "A pet rock") - -
- -A small polished stone, about 2-inches in diameter, typically with a rune or glyph on carved on it. - -**Bonds**: With anyone who gives it a command while holding it, treating that person as it's master. - -**Commands**: Responds to (at least) 3 commands: - -- **Attack** - When spoken while being held by its master, the pet rock will leap from its master's hand and fly at any one opponent of its master's choice within 60 feet, attacking with a +3 to hit. On a successful hit, the pet rock inflicts 1d8 damage. If the pet rock hits a creature or object made of stone, roll a d20. On a 15 or less, the rock shatters instantly, but not before dealing an additional 2d10 points of damage to the target. Once used for an attack, if it isn't destroyed, the pet rock will immediately fly back to it's master's hand. -- **Heel** - When spoken while being held by its master, the pet rock moves to a space just behind its master and floats about a foot off the ground. -- **Come** - When spoken by its master, the pet rock leaps from wherever it is (within sight) to its master's hand. - -_Adapted from original version by Roger E. Moore, as published in Dragon Magazine #45._ diff --git a/ose_backup/magic-items/ring-of-eldritch-blasting.md b/ose_backup/magic-items/ring-of-eldritch-blasting.md deleted file mode 100644 index 520d4f8..0000000 --- a/ose_backup/magic-items/ring-of-eldritch-blasting.md +++ /dev/null @@ -1,20 +0,0 @@ ---- -title: Ring of Eldritch Blasting -description: A magical ring that grants the wearer the ability to fire eldritch blasts. -date_pub: 2023-02-20T22:43:00-05:00 -section: magic items -content_type: feature -short_code: mireb ---- - -
- -![A ring of eldritch blasting, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under [CC0](/licenses/cc0) license.](/images/magic-items/ring-of-eldritch-blasting.jpg "A ring of eldritch blasting") - -
- -A simple gold band etched with an arcane rune for the word "blast". - -**Use**: On speaking the command word, a ray of dark-purple eldritch energy shoots from the wielder's hand towards target within 150', who must make a **saving throw versus spells** or take 1d6 damage. - -**Usage limits**: Can be used up to 3 times per day. diff --git a/ose_backup/magic-items/ring-of-the-scholar.md b/ose_backup/magic-items/ring-of-the-scholar.md deleted file mode 100644 index 0a6bb06..0000000 --- a/ose_backup/magic-items/ring-of-the-scholar.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -title: Ring of the Scholar -description: -date_pub: 2023-03-04T02:57:00-05:00 -section: magic items -content_type: feature -short_code: mrots -status: hidden ---- - -
- -![A ring of the scholar, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/ring-of-eldritch-blasting.jpg "A ring of the scholar") - -
- -A simple silver band with an archaic symbol for knowledge on it. - -**While worn**: Increases INT up to 4 points, to a maximum of 14. diff --git a/ose_backup/magic-items/sorcery-the-summoning.md b/ose_backup/magic-items/sorcery-the-summoning.md deleted file mode 100644 index ecd565c..0000000 --- a/ose_backup/magic-items/sorcery-the-summoning.md +++ /dev/null @@ -1,13 +0,0 @@ ---- -title: "Sorcery: the Summoning" -description: -date_pub: 2023-02-19T20:59:00-05:00 -section: magic items -content_type: feature -short_code: mists -status: draft ---- - -- POpular card game, simulates a battle between two powerful mages -- very popular among children of magic users -- diff --git a/ose_backup/magic-items/tome-of-forbidden-whispers.md b/ose_backup/magic-items/tome-of-forbidden-whispers.md deleted file mode 100644 index 8c71f49..0000000 --- a/ose_backup/magic-items/tome-of-forbidden-whispers.md +++ /dev/null @@ -1,21 +0,0 @@ ---- -title: The Tome of Forbidden Whispers -description: A magical reference book for those that deal with device for navigating to a desired location on the astral plane. -date_pub: 2023-03-04T02:57:00-05:00 -section: magic items -content_type: feature -short_code: mtofw ---- - -> I've seen this book up close twice, and neither person who held it is currently alive. -> -> But, it's more than that.... It's like the words themselves seem to worm their way into your brain as you read them... It can lead to some disquieting moments, to say the least. -> -> Avoid at all costs. -> --- PV - -Written in common, this book is filled with the lunatic ravings of it's author, Malakyre, the Mad (the so-called "Whispering Warlock"). Rumors persist that messages about the Far Realms and its loathsomely angled gods are hidden within its pages. - -- **Non-spell casters** - See the book as an oddly-written "reference guide" to several major (but mostly forgotten) Great Old Ones and Outer Gods from the Far Planes (+2 to Ability checks when researching). -- **Divine spell casters** - See the book as evil, regardless of alignment. -- **Arcane spell casters** - Add [Cause Fear]() and [ESP](https://oldschoolessentials.necroticgnome.com/srd/index.php/ESP) to the list of spells they can prepare. The first time that either spell added this way is cast each day, the caster must **save versus spells** or spend the rest of the turn in a catatonic state, unable to move or attack. diff --git a/ose_backup/magic-items/tyrhung-wolf-hunter.md b/ose_backup/magic-items/tyrhung-wolf-hunter.md deleted file mode 100644 index 5c3cca3..0000000 --- a/ose_backup/magic-items/tyrhung-wolf-hunter.md +++ /dev/null @@ -1,19 +0,0 @@ ---- -title: Tyrhung, Wolf Hunter -description: A magical sword that specializes in identifying and killing lycanthropes. -date_pub: 2023-02-20T22:43:00-05:00 -section: magic items -content_type: feature -short_code: mitwh ---- - -
- -![Tyrhung, Wolf Hunter, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/tyrhung.jpg "Tyrhung, Wolf Hunter") - -
- -A finely-crafted silver longsword, acid-etched with moon iconography and the name _Tyrhung_ in an ancient elvish script, held by an ornately-carved grip. - -- **Sword +1, +2 vs Lycanthropes** -- **Moon-blessed** - When a moon-blessed sword is unsheathed in darkness (or its command word is spoken), it illuminates an area of 30 foot radius with moonlight. While illuminated this way, any lycanthropes within the light appear as their animal forms. diff --git a/ose_backup/magic-items/wip.md b/ose_backup/magic-items/wip.md deleted file mode 100644 index e0c3617..0000000 --- a/ose_backup/magic-items/wip.md +++ /dev/null @@ -1,290 +0,0 @@ ---- -title: Magic Items - WIP -description: TBD -date_pub: 2023-02-19T20:59:00-05:00 -section: magic items -content_type: feature -short_code: none -status: draft ---- - -- http://recedingrules.blogspot.com/2010/03/spell-like-effect-spur.html - -_Armor of the Maestro_ - -- 2 5(3 2) 3 8 2 11 -- Touch -- Roll Twice - - Utility - - Defense -- 30' -- 1 day -- Animate -- Sound - -Bard armor that: - -- turns a song into a "music elemental" (possibly based on the type of music) - - this could also function like a "summon X" spell - - these aren't in the SRD, are they in the advanced book? If not, I'd like to maybe think about adding them -- or something like the music fight in Doctor Strange 2 (turning music notes into weapons, or maybe little helpers?) -- also may have some degree of versatility, allowing for slightly different results based on the type of music - -_Sword of Raining Stones_ - -- 3 1 1 7 9 6 -- Distance -- Attack -- 10' -- 1-6 hours -- Evoke -- Earth - -A sword that, once per day, can summon a small (10' radius) localized meteor storm over a point 10' away. Once summoned, it lasts 1d6 hours, can be moved at will (at a speed of 10' / round). - -- What effect would this have? -- it's earth, so maybe something else? a large boulder? -- Once per day, can summon 1d6 small meteors, each of which can land at any you can see. -- Small, blazing orbs of earth and fire plummet to the ground at 1d6 points you can see. When the meteors hit, each deals 1d6 damage to every creature within 10' of where they land (save vs spells for half-damage). -- Once per day, the weilder can speak the command words to summons a rain of falling stones for 1d6 rounds, and any creature caught in it takes 2d6 damage each round (save vs spells for half, roll once for the duration) - -_Helm of Halos_ - -- 2 3 6 8 8 18 -- Touch -- utility -- 60' -- 1 day -- divine -- Humanoid - -A helmet (+1 AC) for for lawful(-good) clerics and paladins that allows the wearer to see a halo around every friendly humanoid (human / demihuman) within 60'. The first time each humanoid with a halo is hit, that hit is negated, and their halo shatters, restored the next morning at dawn. - -_The Ring of Zozridiz_ - -- 2 6(2 1 3) 1 10 4 16 -- Touch -- Thrice - - Defense - - Attack - - Utility -- 10' -- Permanent -- Conjure -- Human - -No idea. - -- Maybe a demon bound to a piece of armor / talisman / something (like a black, oily gauntlet) that spreads over it's wielder, granting them +1 attack, +1 AC, and +1 to all saving throws -- a magic item with a hadar-like power to conjure tentacles (for attack / defense with an extra 10' reach) -- Even better - a demon bound to a ring which will grant the user +1 Atk / +1 AC / +10' reach - - makes their arms stretch, like Dhalsim (which looks weird and creepy) - - may also give them a demonic visage - - the demon keeps renegotiating their terms at the most inopportune moments - - may try to take over during combat and go a bit berserk - -_Cloak of melting_ - -- 4 4 6 3 12 16 -- Area Effect -- Transport -- 60' -- 1d6 rounds -- Transmute -- Human - -Something that will allow everyone in 60' to melt and re-appear 60' away (in the same direction), and then which triggers again up to 1d6 times (at the beginning of each new round) - -- cloak, crown, ring, amulet - -_The Gauntlets of Balance_ - -- 2 5(3 1) 2 10 8 13 -- Touch -- Twice - - Utility - - attack -- 20' -- Permanent -- Divine -- Infernal - -- what about a set of gloves - one divine, one infernal? - - can only be wielded by neutral aligned beings - - maybe the infernal one gives an attack bonus against divine beings, and the divine one does the opposite, but only while both are worn? - - either can be used as a +1 weapon for 1d6+1 damage (1d6+3 vs opposite?) - - what's the utility? lay on hands? - - maybe the infernal one inflict wound (1d6), the divine one heals (1d6) - - what's the limit for the healing? - - maybe using one more that the other pulls you towards law or chaos? - -_Jadwirm's Shrinking Circle_ - 4 5(4 3) 7 8 12 3 - -- Area Effect -- Twice - - Transport - - Utility -- 70' -- 1 day -- Transmute -- Mineral - -- a black-iron ring with 4 small gems spaced evenly around the ring -- Maybe something like drawmij's instant fortress? Can shrink all the non-organic material in a 70' radius down to a 7" circle, which can then be made bigger on command. -- Set it down and say keyword 1 ("shrink?"), and all of the non-organic material within 70' gets pulled into it. - - It has a very small representation of what was around it now in the middle (same places, diff scale) -- each ability (shrink / grow) only works once per day - -- 2 6(4 3 4) 3 8 6 3 -- Touch -- Thrice - - Transport(x2) - - Utility -- 30' -- 1 day -- Dispel / Disappear -- Mineral - -_The Soul Collector's Crossbow_ - -- a hellfire-imbued crossbow (black with veins of orange fire) -- whenever a creature is killed with the crossbow, a strange coin appears near the wielder - - - It's a soulcoin (or a hellcoin) - - May be useful for trade if / when the party goes to hell - -- Rolls - - 2 2 6 6 12 7 -- Results - - Touch - - Defense - - 60' - - 1-6 hours - - Transmute - - Water -- Ideas - - - turns up to 6 people into water - they mintain their basic shape, but become immune to non-agical damage - -- Rolls - - 4 4 5 5 4 7 -- Results - - AoE - - Transport - - 40 - - 1-6 turns - - Conjure - - Water -- Ideas - - - conjure a great sea-turtle (made of water) to carry a group on it's back for 1-6 turns - -- Rolls - - 3 5 (2 3) 1 5 7 15 -- Results - - Distance - - 1-4 x2 - - Defense - - Utility - - 10 - - 1-6 turns - - Distort - - Space/Dimension -- Ideas - - - "Portal"-style portals - once activated, each gesture creates one or the other of a pair of portal - what goes into one comes out the other with the same speed - ` - Once activated, portals can be made at will for the duration of the spell, and all remaining portals vanish when the spell ends. - portals can only be created up to 10' from caster, but once created, remain in place for the duration (or until dismissed) - -- Rolls - - 2 3 3 5 1 13 -- Results - - Touch - - Utility - - 30 - - 1-6 turns - - Alter - - Infernal -- Ideas - - - turn someone into a demon / devil for up to 6 turns - -- Rolls - - 2 1 6 9 12 17 -- Results - - Touch - - Attack - - 60 - - 1-6 days - - Transmute - - Demi-human -- Ideas - - - Something that transmutes things into demi-humans (or demi-humans into things) - -- Rolls - - 4 2 2 3 10 5 -- Results - - AoE - - Defense - - 20 - - 1-6 rounds - - Shield - - Fire -- Ideas - - - This sounds like Eric's shield on the D&D cartoon - a cavilier's shield that could block vs/ magical attacks / AoEs - - Maybe a 20' diameter ring of fire that grants some kind of AC bonus - -- Rolls - - 4 1 8 6 3 2 -- Results - - AoE - - Attack - - Sight - - 1 hour - - Compel - - Vegetable -- Ideas - - grows saprolings / treefolk out of the ground - they live for an hour, and then return to the soil - - or maybe just vines - -2 4 4 7 7 14 - -- Touch -- Transport -- 40' -- 1-6 hours -- distort -- Time - -- This strikes me as something that puts people into suspended animation for 1-6 hours and allows you to carry them without them realizing any time has passed. - - not sure how the touch / 40' come into it - - what if it's a bracelet that can "store" all creatures within 40' in it (giving the crystals a particular shine), and then can be worn by someone else - - after (1d)6 hours, the creatures reappear, the same distance they were from the bracelet when stored - -2 4 3 5 10 9 - -- Touch -- Transport -- 30' -- 1-6 turns -- Shield -- Shadow - -- what about something that covers a transport in a shroud of shadow? Or... protects it with a shield of shadow? - - why not both - generates a 30' diameter "shadow shield" that serves to both hide what's in the shield (and make it nearly invisible at night) AND protects it from harm (like a +2 to everything within the shield)? - - save this for the void lords? Or make it another hint / piece of the void lord puzzle that the PCs find? -- powerful, but fairly short duration (1d6 turns) - -3 3 5 8 7 6 - -- Distance -- Utility -- 50' -- 1 day -- Distort -- Earth - -- first idea was to make soemthign that can "fold" earth, but I'm having trouble imagining that, so... -- an item that turns a 10' wide cylinder of earth / rock (up to 50' long) into something passable - maybe it becomes liquid and you can swim it, maybe it turns it into an illusion? - - the hard part is the day - is that how long it lasts? Is it a one-off? diff --git a/ose_backup/monsters/astral-buccaneer.md b/ose_backup/monsters/astral-buccaneer.md deleted file mode 100644 index 2c00bdc..0000000 --- a/ose_backup/monsters/astral-buccaneer.md +++ /dev/null @@ -1,35 +0,0 @@ ---- -title: Buccaneer, Astral -description: TBD -date_pub: 2023-02-17T00:26:00-05:00 -section: bestiary -content_type: feature -short_code: mab ---- - -Astral sailors who make a living by raiding ports and robbing other ships. Can often be found near astral currents. - -
- -| | | -| -------------------- | ----------------------------- | -| **Armour Class** | 7 [12] or 5 [14] | -| **Hit Dice** | 1 (4hp) | -| **Attacks** | 1 x weapon (1d6 or by weapon) | -| **THAC0** | 19[0] | -| **Movement** | 120' (40') | -| **Saving Throws** | D12 W13 P14 B15 S16 (1) | -| **Morale** | 6 | -| **Alignment** | N | -| **XP** | 10 | -| **Number appearing** | 0 (see below) | -| **Treasure Type** | A | - -
- -- **Ships and crew** - 1d3 caravels or 1d3 small warships (1d5+3 × 10 buccaneers each). (See _Astral Vessels_ for details on ships.) -- **Arms** - 60% of group have: leather armour, sword; 30% have: leather armour, sword, crossbow; 10% have: chainmail, sword, crossbow. -- **Leaders and captains** - For every 30 buccaneers, there is a 4th level fighter. Each ship has a captain (7th level fighter). -- **Fleet commander** - 9th level fighter. 30% chance of a magic-user (level 1d2 + 9); 25% chance of a cleric (8th level). -- **Treasure** - Divided between vessels. Instead of carrying aboard, may have a map to where it is buried. -- **Havens** - Lawless, fortified, island outposts may act as a haven for buccaneers and [pirates](./astral-pirate.html). diff --git a/ose_backup/monsters/astral-pirate.md b/ose_backup/monsters/astral-pirate.md deleted file mode 100644 index c1af982..0000000 --- a/ose_backup/monsters/astral-pirate.md +++ /dev/null @@ -1,37 +0,0 @@ ---- -title: Pirate, Astral -description: TBD -date_pub: 2023-02-17T00:26:00-05:00 -section: bestiary -content_type: feature -short_code: map ---- - -Astral sailors who make a living by raiding ports, robbing other ships, and illegal slaving. Can often be found near astral currents. Renowned for their ruthless and evil ways. - -
- -| | | -| -------------------- | ----------------------------- | -| **Armour Class** | 7 [12] or 5 [14] | -| **Hit Dice** | 1 (4hp) | -| **Attacks** | 1 x weapon (1d6 or by weapon) | -| **THAC0** | 19[0] | -| **Movement** | 120' (40') | -| **Saving Throws** | D12 W13 P14 B15 S16 (1) | -| **Morale** | 7 | -| **Alignment** | C | -| **XP** | 10 | -| **Number appearing** | 0 (see below) | -| **Treasure Type** | A | - -
- -- **Ships and crew** - 1d3 caravels or 1d3 small warships (1d5+3 × 10 pirates each). (See _Astral Vessels_ for details on ships.) -- **Arms** - 50% of group have -- **Leaders** - For every 30 pirates, there is a 4th level fighter. For every 50 pirates, and for each ship, there is a 5th level fighter. For every 100 pirates, and per fleet, there is an 8th level fighter. -- **Fleet commander** - Fleets of 300 or more pirates are led by a pirate lord (11th level fighter). 75% chance of a magic-user (level 1d2+8). -- **Treacherous** - Will attack other pirates, if they can profit from it. -- **Prisoners** - 25% chance of 1d3 prisoners to be ransomed. -- **Treasure** - Divided between vessels. Instead of carrying with them, may have a map to where it is buried. -- **Havens** - Lawless, fortified, island outposts may act as a haven for [buccaneers](./astral-buccaneer.html) and pirates. diff --git a/ose_backup/monsters/astral-whale.md b/ose_backup/monsters/astral-whale.md deleted file mode 100644 index 6a3118d..0000000 --- a/ose_backup/monsters/astral-whale.md +++ /dev/null @@ -1,28 +0,0 @@ ---- -title: Whale, Astral -description: TBD -date_pub: 2023-02-17T00:26:00-05:00 -section: bestiary -content_type: feature -short_code: maw ---- - -Gargantuan whales up to 70’ long that roam the astral plane. - -
- -| | | -| -------------------- | -------------------------------------------- | -| **Armour Class** | 6 [13] | -| **Hit Dice** | 36 (162hp) | -| **Attacks** | 1 × bite (3d20) or 1 × ram (6d6 hull damage) | -| **THAC0** | 5 [+14] | -| **Movement** | 180’ (60’) | -| **Saving Throws** | D4 W5 P6 B5 S8 (15) | -| **Morale** | 7 | -| **Alignment** | Neutral | -| **XP** | 6,250 | -| **Number appearing** | 0 (1d3) | -| **Treasure Type** | V | - -
diff --git a/ose_backup/monsters/crystalline-dragons.md b/ose_backup/monsters/crystalline-dragons.md deleted file mode 100644 index 135afc0..0000000 --- a/ose_backup/monsters/crystalline-dragons.md +++ /dev/null @@ -1,165 +0,0 @@ ---- -title: Dragons, Crystalline -description: TBD -date_pub: 2023-02-17T00:26:00-05:00 -section: bestiary -content_type: feature -short_code: mcd -status: hidden ---- - - - -### Amethyst Dragon - -Lair at the top of glacial ridges and snowy peaks. - -
- -| | | -| -------------------- | -------------------------------------------------- | -| **Armour Class** | 0 [19] | -| **Hit Dice** | 8\*\* (36hp) | -| **Attacks** | [2 × claw (1d6), 1 × bite (3d8)] or breath | -| **THAC0** | 12[+7] | -| **Movement** | 90’ (30’) / 240’ (80’) flying / 480' (160') astral | -| **Saving Throws** | D8 W9 P10 B10 S12 (8) | -| **Morale** | 9 | -| **Alignment** | Neutral | -| **XP** | 1,750 | -| **Number appearing** | 1d4 (1d4) | -| **Treasure Type** | H | - -
- ---- - -- **Astral gliding** - When in the astral plane, may make use of the currents to move as fast as an astral vessel over long distances. -- **Breath weapon** - 90’ long line of cold (all caught in the area suffer damage equal to the dragon’s current hit points—_save versus breath_ for half) or cloud of charming gas (_save versus breath_ or be charmed for 1d6 turns). -- **Language and spells** - 40%; 3 × 1st level, 3 × 2nd level. -- **Planar roar** - Can be used up to once per week. Opens a 10' diameter portal to the astral plane which remains open for up to 1d6 turns, closing 1 turn after the dragon passes through. 40% chance to reach specific place in the astral plane (if desired), otherwise the portal opens at a random point. -- **Sleeping** - 30%. - -### Emerald Dragon - -Live on isolated peaks. - -
- -| | | -| -------------------- | -------------------------------------------------- | -| **Armour Class** | -1 [20] | -| **Hit Dice** | 9\*\* (40hp) | -| **Attacks** | [2 × claw (1d6 + 1), 1 × bite (3d8)] or breath | -| **THAC0** | 12[+7] | -| **Movement** | 90’ (30’) / 240’ (80’) flying / 480' (160') astral | -| **Saving Throws** | D8 W9 P10 B10 S12 (9) | -| **Morale** | 9 | -| **Alignment** | Neutral | -| **XP** | 2,300 | -| **Number appearing** | 1d4 (1d4) | -| **Treasure Type** | H | - -
- ---- - -- **Astral gliding** - When in the astral plane, may make use of the currents to move as fast as an astral vessel over long distances. -- **Breath weapon** - 60’ long cone of acid (all caught in the area suffer damage equal to the dragon’s current hit points—_save vs breath_ for half) or cloud of confusion gas (_save vs breath_ or catatonic for 2d4 turns). -- **Language & spells** - 50%; 4 × 1st level, 4 × 2nd level. -- **Planar roar** - Can be used up to once per week. Opens a 10' diameter portal to the astral plane which remains open for up to 1d6 turns, closing 1 turn after the dragon passes through. 50% chance to reach specific place in the astral plane (if desired), otherwise the portal opens at a random point. -- **Sleeping** - 20%. -- **Shape changing** - May take on the form of an animal. - -### Onyx Dragon - -Dwell deep underground. - -
- -| | | -| -------------------- | -------------------------------------------------- | -| **Armour Class** | 2 [17] | -| **Hit Dice** | 6\*\* (27hp) | -| **Attacks** | [2 × claw (1d4), 1 × bite (2d8)] or breath | -| **THAC0** | 14[+5] | -| **Movement** | 90’ (30’) / 240’ (80’) flying / 480' (160') astral | -| **Saving Throws** | D10 W11 P12 B13 S14 (6) | -| **Morale** | 8 | -| **Alignment** | Chaotic | -| **XP** | 725 | -| **Number appearing** | 1d4 (1d4) | -| **Treasure Type** | H | - -
- ---- - -- **Astral gliding** - When in the astral plane, may make use of the currents to move as fast as an astral vessel over long distances. -- **Breath weapon** - Cloud of chlorine gas (all caught in the area suffer damage equal to the dragon’s current hit points—_save versus breath for half_) or cloud of fear gas (_save versus breath_ or flee for 1d4 turns). -- **Language & spells** - 20%; 3 × 1st level. -- **Planar roar** - Can be used up to once per week. Opens a 10' diameter portal to the astral plane which remains open for up to 1d6 turns, closing 1 turn after the dragon passes through. 20% chance to reach specific place in the astral plane (if desired), otherwise the portal opens at a random point. -- **Sleeping** - 50%. - -### Ruby Dragon - -Lair in dormant volcanoes. - -
- -| | | -| -------------------- | -------------------------------------------------- | -| **Armour Class** | -2 [21] | -| **Hit Dice** | 10\*\* (45hp) | -| **Attacks** | [2 × claw (1d6), 1 × bite (4d8)] or breath | -| **THAC0** | 11 [+8] | -| **Movement** | 90’ (30’) / 240’ (80’) flying / 480' (160') astral | -| **Saving Throws** | D6 W7 P8 B8 S10 (10) | -| **Morale** | 10 | -| **Alignment** | Neutral | -| **XP** | 2,300 | -| **Number appearing** | 1d4 (1d4) | -| **Treasure Type** | H | - -
- ---- - -- **Astral gliding** - When in the astral plane, may make use of the currents to move as fast as an astral vessel over long distances. -- **Breath weapon** - 100’ long line of fire (all caught in the area suffer damage equal to the dragon’s current hit points—_save versus breath_ for half) or cloud of antimagic gas (ends all spells of non-instantaneous duration, as if Dispel Magic has been cast). -- **Language & spells** - 90%; 3 × 1st level, 3 × 2nd level, 3 × 3rd level. -- **Planar roar** - Can be used up to once per week. Opens a 10' diameter portal to the astral plane which remains open for up to 1d6 turns, closing 1 turn after the dragon passes through. 90% chance to reach specific place in the astral plane (if desired), otherwise the portal opens at a random point. -- **Sleeping** - 10%. -- **Shape changing** - May take on the form of a person or animal. - -### Topaz Dragon - -Live along rocky seacoasts. - -
- -| | | -| -------------------- | -------------------------------------------------- | -| **Armour Class** | 1 [18] | -| **Hit Dice** | 7\*\* (31hp) | -| **Attacks** | [2 × claw (1d4 + 1), 1 × bite (3d6)] or breath | -| **THAC0** | 13 [+6] | -| **Movement** | 90’ (30’) / 240’ (80’) flying / 480' (160') astral | -| **Saving Throws** | D8 W9 P10 B10 S12 (7) | -| **Morale** | 8 | -| **Alignment** | Lawful | -| **XP** | 1,250 | -| **Number appearing** | 1d4 (1d4) | -| **Treasure Type** | H | - -
- ---- - -- **Astral gliding** - When in the astral plane, may make use of the currents to move as fast as an astral vessel over long distances. -- **Breath weapon** - 70’ long cone of lightning (all caught in the area suffer damage equal to the dragon’s current hit points—_save versus breath_ for half) or cloud of sleep gas (_save versus breath_ or fall asleep for 4d4 turns). -- **Language & spells** - 30%; 4 × 1st level. -- **Planar Roar** - Can be used up to once per week. Opens a 10' diameter portal to the astral plane which remains open for up to 1d6 turns, closing 1 turn after the dragon passes through. 30% chance to reach specific place in the astral plane (if desired), otherwise the portal opens at a random point. -- **Sleeping** - 40%. diff --git a/ose_backup/monsters/drahki.md b/ose_backup/monsters/drahki.md deleted file mode 100644 index eef760c..0000000 --- a/ose_backup/monsters/drahki.md +++ /dev/null @@ -1,61 +0,0 @@ ---- -title: Drahki (Dracokin) -description: TBD -date_pub: 2023-02-17T00:26:00-05:00 -section: bestiary -content_type: feature -short_code: md1 ---- - -Drahki are a race of Dracokin that hail from Drahkenos, the so-called plane of Dragons, and home to Endrion and the other dragon gods. They are also one of the most active ships in the astral plane. - -
- -| | | -| -------------------- | ----------------------------- | -| **Armour Class** | 7 [12] or 5 [14] | -| **Hit Dice** | 1 (4hp) | -| **Attacks** | 1 x weapon (1d6 or by weapon) | -| **THAC0** | 19[0] | -| **Movement** | 120’ (40’) | -| **Saving Throws** | D12 W13 P14 B15 S16 (1) | -| **Morale** | 6 | -| **Alignment** | N | -| **XP** | 10 | -| **Number appearing** | 0 (see below) | -| **Treasure Type** | A | - -
- -- **Breath weapon** - Can be used up to three times per day. Unless noted otherwise, all caught in the area suffer damage equal to the Drahki’s current hit points (save versus breath for half). -- **Draconic Ancestry** - Dracokin are are distantly related to a particular kind of dragon, which determines the colour of their scales, as well as the damage and area of their breath weapon. -- **Ships and crew** - 1d2 large dragonships (each with 1d12+2 x 10 drahki) and/or 1d3 small dragonships (with 1d6 x 10 drahki each). (See [Astral Vessels](/astral/astral-vessels.html) for details on ships.) -- **Arms** - 60% of group have: leather armour, sword; 30% have: leather armour, sword, crossbow; 10% have: chainmail, sword, crossbow. -- **Leaders and captains** - For every 30 drahki, there is a 4th level fighter. Each ship has a captain (7th level fighter). -- **Fleet commander** - 9th level fighter. 30% chance of a magic-user (level 1d2 +9); 30% chance of a cleric (8th level). - -
- -| 1d20 | Color | Breath Weapon | -| :---: | :------: | :------------------------: | -| 1 | Amethyst | 30' Line of Cold | -| 2-3 | Black | 30' Line of Acid | -| 4-5 | Blue | 30' Line of Lightning | -| 6 | Brass | 20' Cone of Sleep Gas[^1] | -| 7 | Bronze | 30' Line of Lightning | -| 8 | Copper | 30' Line of Acid | -| 9 | Emerald | 20' Cone of Acid | -| 10 | Gold | 20' Cone of Fire | -| 11-12 | Green | 10' Cloud of Chlorine Gas | -| 13 | Onyx | 10' Cloud of Chlorine Gas | -| 14-15 | Red | 20' Cone of Fire | -| 16 | Ruby | 30' Line of Fire | -| 17 | Silver | 20' Cone of Cold | -| 18 | Topaz | 10' Cloud of Sleep Gas[^1] | -| 19-20 | White | 20' Cone of Cold | - -[Draconic Ancestry] - -
- -[^1]: Rather than dealing damage, targets in area must _save versus breath_ or fall asleep for 1d4 turns diff --git a/ose_backup/monsters/ghyffan.md b/ose_backup/monsters/ghyffan.md deleted file mode 100644 index 7a95ec5..0000000 --- a/ose_backup/monsters/ghyffan.md +++ /dev/null @@ -1,34 +0,0 @@ ---- -title: Ghyffan (Hippokin) -description: TBD -date_pub: 2023-02-17T00:26:00-05:00 -section: bestiary -content_type: feature -short_code: mg1 ---- - -### Ghyffan (Hippokin) - -
- -| | | -| -------------------- | ----------------------------- | -| **Armour Class** | 7 [12] or 5 [14] | -| **Hit Dice** | 1 (4hp) | -| **Attacks** | 1 x weapon (1d6 or by weapon) | -| **THAC0** | 19[0] | -| **Movement** | 120’ (40’) | -| **Saving Throws** | D12 W13 P14 B15 S16 (1) | -| **Morale** | 6 | -| **Alignment** | N | -| **XP** | 10 | -| **Number appearing** | 0 (see below) | -| **Treasure Type** | A | - -
- -- **Musket** - Usually functions as non-throwable long spear (1d8 damage with Brace, Melee, Two-handed). Once per turn, can be used as a (very loud) ranged weapon (5’-40’ / 41’-80’ / 81’-160’) with d10 damage. -- **Ships and crew** - 1d3 small warships (1d5+3 × 10 ghyffa each). (See _Astral Vessels_ for details on ships.) -- **Arms** - 60% of group have -- **Leaders and captains** - For every 30 ghyffa, there is a 4th level fighter. Each ship has a captain (7th level fighter). -- **Fleet commander** - 9th level fighter. 25% chance of a magic-user (level 1d2 +9); 25% chance of a cleric (8th level). diff --git a/ose_backup/monsters/index.md b/ose_backup/monsters/index.md deleted file mode 100644 index a8bede1..0000000 --- a/ose_backup/monsters/index.md +++ /dev/null @@ -1,18 +0,0 @@ ---- -title: Astral Monsters -description: A small collection of creatures that can be encountered in the astral plane. -date_pub: 2023-02-17T00:26:00-05:00 -section: bestiary -content_type: feature -short_code: mm1 ---- - -Below you'll find a small sampling of the creatures that can be encountered in the astral plane. - -- [Buccaneer, Astral](./astral-buccaneer.html) -- [Dragons, Crystalline](./crystalline-dragons.html) -- [Drahki (Dracokin)](./drahki.html) -- [Ghyffan (Hippokin)](./ghyffan.html) -- [Pirate, Astral](./astral-pirate.html) -- [Warp Kitten](./warp-kitten.html) -- [Whale, Astral](./astral-whale.html) diff --git a/ose_backup/monsters/warp-kitten.md b/ose_backup/monsters/warp-kitten.md deleted file mode 100644 index f749589..0000000 --- a/ose_backup/monsters/warp-kitten.md +++ /dev/null @@ -1,31 +0,0 @@ ---- -title: Warp Kitten -description: TBD -date_pub: 2023-02-17T00:26:00-05:00 -section: bestiary -content_type: feature -short_code: mwk ---- - -
- -| | | -| -------------------- | ------------------------ | -| **Armour Class** | 4 [15] | -| **Hit Dice** | 1+2\* (6hp) | -| **Attacks** | 2 x tentacle (1d4) | -| **THAC0** | 18 [+1] | -| **Movement** | 120’ (40’) | -| **Saving Throws** | D12 W13 P14 B15 S16 (F1) | -| **Morale** | 6 | -| **Alignment** | C | -| **XP** | 20 | -| **Number appearing** | 1d8 (2d6) | -| **Treasure Type** | B(?) | - -
- -- **Lairs** - Usually guarded by 1d4 Warp Beasts -- **Displacement** - Appear 3’ from actual location -- **Save bonus** - +2 to all saves. -- **Hate blink dogs** - Always attack them and their companions. diff --git a/ose_backup/races/automaton.md b/ose_backup/races/automaton.md deleted file mode 100644 index 955b48a..0000000 --- a/ose_backup/races/automaton.md +++ /dev/null @@ -1,62 +0,0 @@ ---- -title: Automaton -description: TBD -date_pub: 2023-02-15T00:26:00-05:00 -section: races -content_type: feature -short_code: ra1 ---- - -
- -| | | -| --------------------- | ----------------- | -| **Requirements** | Minimum CON 9 | -| **Ability modifiers** | None | -| **Languages** | Alignment, Common | - -
- -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. - -[[toc]] - -### Available Classes and Max Level - -- **Acrobat**: 10th -- **Assassin**: 10th -- **Bard**: 8th -- **Cleric**[^1]: 7th -- **Fighter**: 12th -- **Knight**: 10th -- **Magic-user**: 9th -- **Paladin**: 8th -- **Ranger**: 7th -- **Thief**: 10th - -[^1] At the referee’s option, automaton clerics may only exist as NPCs. - -### Combat - -An automaton can wield any weapon, and can use any armour that has been integrated with their body (see below). - -### Integrated Armor - -The body of an automaton has built-in defensive layers, which may be enhanced with armor. - -- Automatons gain a +1 bonus to Armor Class. -- 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. -- While an automaton lives, worn armour can't be removed from their body against their will. - -### Resilience - -Automatons have remarkable fortitude, represented as follows: - -- Automatons don’t need to eat, drink, or breathe. -- Automatons are immune to disease. -- Automatons don't need to sleep, and magic can't put them to sleep (although they do still need to rest, see below). -- Automatons get +2 on saving throws vs. poison - -### Sentry - -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. diff --git a/ose_backup/races/dracokin.md b/ose_backup/races/dracokin.md deleted file mode 100644 index c9bd6a2..0000000 --- a/ose_backup/races/dracokin.md +++ /dev/null @@ -1,70 +0,0 @@ ---- -title: Dracokin -description: TBD -date_pub: 2023-02-15T00:26:00-05:00 -section: races -content_type: feature -short_code: rd1 ---- - -
- -| | | -| --------------------- | --------------------------- | -| **Requirements** | Minimum CON 9 | -| **Ability modifiers** | +1 STR, -1 WIS | -| **Languages** | Alignment, Common, Draconic | - -
- -[[toc]] - -### Available Classes and Max Level - -- **Assassin**: 10th -- **Bard**: 7th -- **Cleric**: 7th -- **Fighter**: 12th -- **Knight**: 11th -- **Magic-user**: 9th -- **Paladin**: 11th -- **Ranger**: 12th -- **Thief**: 9th - -### Breath Weapon - -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. - -### Breath Resistance - -Dracokin get a +2 to all Saving Throws vs. Breath Attacks of the same type that they can produce. - -### Draconic Ancestry - -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. - -
- -| 1d20 | Color | Breath Weapon | -| :---: | :------: | :------------------------: | -| 1 | Amethyst | 30' Line of Cold | -| 2-3 | Black | 30' Line of Acid | -| 4-5 | Blue | 30' Line of Lightning | -| 6 | Brass | 20' Cone of Sleep Gas[^1] | -| 7 | Bronze | 30' Line of Lightning | -| 8 | Copper | 30' Line of Acid | -| 9 | Emerald | 20' Cone of Acid | -| 10 | Gold | 20' Cone of Fire | -| 11-12 | Green | 10' Cloud of Chlorine Gas | -| 13 | Onyx | 10' Cloud of Chlorine Gas | -| 14-15 | Red | 20' Cone of Fire | -| 16 | Ruby | 30' Line of Fire | -| 17 | Silver | 20' Cone of Cold | -| 18 | Topaz | 10' Cloud of Sleep Gas[^1] | -| 19-20 | White | 20' Cone of Cold | - -[Draconic Ancestry] - -[^1]: Rather than dealing damage, targets in area must _save versus breath_ or fall asleep for 1d4 turns - -
diff --git a/ose_backup/races/felinar.md b/ose_backup/races/felinar.md deleted file mode 100644 index e62931f..0000000 --- a/ose_backup/races/felinar.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -title: Felinar -description: TBD -date_pub: 2023-02-15T00:26:00-05:00 -section: races -content_type: feature -short_code: rf1 ---- - -
- -| | | -| --------------------- | ----------------- | -| **Requirements** | None | -| **Ability modifiers** | +DEX, -WIS | -| **Languages** | Alignment, Common | - -
- -_INTRO_ - -[[toc]] - -## Available Classes and Max Level - -- **Acrobat**: 10th -- **Assassin**: 10th -- **Cleric**[^1]: 6th -- **Fighter**: 8th -- **Knight**: 7th -- **Magic-user**: 9th -- **Ranger**: 9th -- **Thief**: 10th - -[^1]: At the referee’s option, felinar clerics may only exist as NPCs. - -## Claw Attack - -Felinar have natural claws that can be used to make an attack, dealing 1d4 damage on a successful hit. - -## Infravision - -Felinar have infravision to 60’ (see _Darkness_ under [Hazards and Challenges](https://oldschoolessentials.necroticgnome.com/srd/index.php/Hazards_and_Challenges#Darkness_)). diff --git a/ose_backup/races/firfolk.md b/ose_backup/races/firfolk.md deleted file mode 100644 index 9dd423e..0000000 --- a/ose_backup/races/firfolk.md +++ /dev/null @@ -1,56 +0,0 @@ ---- -title: Firfolk -description: TBD -date_pub: 2023-02-15T00:26:00-05:00 -section: races -content_type: feature -short_code: rf2 ---- - -
- -| | | -| --------------------- | --------------------------- | -| **Requirements** | Minimum CON 9 | -| **Ability modifiers** | -1 INT, +1 WIS | -| **Languages** | Alignment, Common, Firspeak | - -
- -_INTRO_ - -[[toc]] - -### Available Classes and Max Level - -- Assassin: 6th -- Druid[^1]: 10th -- Fighter: 8th -- Knight: 7th -- Ranger: 9th -- Thief: 8th - -[^1]: At the referee’s option, firfolk druids may only exist as NPCs. - -### Combat - -Firfolk can use all types of weapons and armour, but it must be tailored to their large size. - -**Two-handed melee weapons**: A firfolk can wield any two-handed melee weapon, such as a battle axe, with only one hand. - -### Innate Magic - -At 2nd level, a firfolk is able to cast the _glamour_ spell once per day and, at 4th level, _invisibility_ once per day. - -### Languages - -Firfolk know Common, their alignment language, and Firspeak (the native language of the firfolk race). - -### Open Doors - -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 -[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. - -### Resilience - -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. diff --git a/ose_backup/races/index.md b/ose_backup/races/index.md deleted file mode 100644 index 1fb467b..0000000 --- a/ose_backup/races/index.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -title: Custom Character Races -description: TBD -date_pub: 2023-02-17T00:15:00-05:00 -section: races -content_type: feature -short_code: r1 ---- - -Enjoy these custom character races in your Old-School Essentials Advanced Fantasy games. - -- [Automaton](./automaton.html) - Mechanical beings powered by ancient, arcane magicks. -- [Dracokin](./dracokin.html) - Lizardfolk with distant relations to dragons. -- [Felinar](./felinar.html) - A race of anthropomorphic, catlike beings. -- [Firfolk](./firfolk.html) - Magical, gray half-giants that live in harmony with nature. -- [Mimikin](./mimikin.html) - A race of demihumans able to shift their physical forms at will. -- [Tortokin](./tortokin.html) - Anthropomorphic, upright turtles. diff --git a/ose_backup/races/mimikin.md b/ose_backup/races/mimikin.md deleted file mode 100644 index 7407fa1..0000000 --- a/ose_backup/races/mimikin.md +++ /dev/null @@ -1,46 +0,0 @@ ---- -title: Mimikin -description: TBD -date_pub: 2023-02-15T00:26:00-05:00 -section: races -content_type: feature -short_code: rm1 ---- - -
- -| | | -| --------------------- | ---------------------------------------- | -| **Requirements** | Minimum CHA 9 | -| **Ability modifiers** | None | -| **Languages** | Alignment, Common, any 2 other languages | - -
- -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. - -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. - -[[toc]] - -### Available Classes and Max Level - -- **Acrobat**: 10th -- **Assassin**: 10th -- **Bard**: 10th -- **Cleric**[^1]: 5th -- **Druid**[^1]: 8th -- **Fighter**: 6th -- **Magic-user**: 8th -- **Ranger**: 8th -- **Thief**: 10th - -[^1]: At the referee’s option, mimikin clerics and druids may only exist as NPCs. - -### Languages - -Changelings know Common, their alignment language, and 2 other langauges of the referee's choice. - -### Shapechanger - -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). diff --git a/ose_backup/races/tortokin.md b/ose_backup/races/tortokin.md deleted file mode 100644 index 1ad3053..0000000 --- a/ose_backup/races/tortokin.md +++ /dev/null @@ -1,49 +0,0 @@ ---- -title: Tortokin -description: TBD -date_pub: 2023-02-15T00:26:00-05:00 -section: races -content_type: feature -short_code: rt1 ---- - -
- -| | | -| --------------------- | ------------------------ | -| **Requirements** | Minimum WIS 9 | -| **Ability modifiers** | –1 DEX, +1 STR | -| **Languages** | Alignment, Common, Uquan | - -
- -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. - -[[toc]] - -### Available Classes and Max Level - -- **Cleric**[^1]: 10th -- **Druid**[^1]: 10th -- **Fighter**: 7th -- **Knight**: 8th -- **Magic-user**: 8th -- **Ranger**: 9th - -[^1]: At the referee’s option, tortokin clerics and druids may only exist as NPCs. - -### Armour Class - -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. - -### Claw Attack - -Tortokin have natural claws that can be used to make an attack, dealing 1d4 damage on a successful hit. - -### Combat - -Tortokin can use all weapons and shields, but cannot use armour, instead relying on their hard shells for defence in battle. - -### Hold Breath - -Tortokin can hold their breath for up to 1 hour. diff --git a/ose_backup/rules/critical-hits.md b/ose_backup/rules/critical-hits.md deleted file mode 100644 index ac98dd4..0000000 --- a/ose_backup/rules/critical-hits.md +++ /dev/null @@ -1,43 +0,0 @@ ---- -title: Critical Hits -description: Critical hit tables -date_pub: 2023-02-19T18:15:00-05:00 -section: rules -content_type: feature -short_code: rch ---- - -A natural 20 is a critical hit. Roll 1d20 on the Critical Hit Table to see what additional effect occurs. - -
- -| 1d20 | Effect | -| ---- | ---------------------------------- | -| 1-2 | Max Damage | -| 3 | Max Damage + Free Attack[^1] | -| 4 | Max Damage + Target Fumble[^2] | -| 5 | Max Damage + Target Blinded[^3] | -| 6 | Double Damage | -| 7 | Double Damage + Free Attack[^1] | -| 8 | Double Damage + Target Fumble[^2] | -| 9 | Double Damage + Target Blinded[^3] | -| 10 | Double Max Damage | -| 11 | Triple Damage | -| 12 | Triple Damage + Free Attack[^1] | -| 13 | Triple Damage + Target Fumble[^2] | -| 14 | Triple Damage + Target Blinded[^3] | -| 15 | Triple Max Damage | -| 16 | Quadruple Max Damage | -| 17 | Max Damage + Armor Damaged[^4] | -| 18 | Max Damage + Target Amputation[^5] | -| 19 | Max Damage + Target Stunned[^6] | -| 20 | Save vs. Death or die | - -
- -[^1]: Attempt another hit with same weapon -[^2]: Target must roll on fumble table -[^3]: Blood or debris blinds target for 1d4 rounds -[^4]: Reduce target's AC by 1 until armor repaired / healed -[^5]: Target loses an appendage. -[^6]: Blow stuns target for 1d6 rounds diff --git a/ose_backup/rules/custom.md b/ose_backup/rules/custom.md deleted file mode 100644 index 7e36bdb..0000000 --- a/ose_backup/rules/custom.md +++ /dev/null @@ -1,139 +0,0 @@ ---- -title: Custom Rules -description: The custom rules we play with. -date_pub: 2023-02-19T18:09:00-05:00 -section: rules -content_type: feature -short_code: rcr ---- - -[[toc]] - -### Character Creation - -**Starting abilities** - Roll 4d6d1 (4d6, drop the lowest) for each ability, and assign them as desired. - -**Hit dice** - The hit dice for each character class are increased by a die step (d4 -> d6 -> d8 -> d10 -> d12) - -### Class-Specific Changes - -- **Magic User** - In addition to daggers and staves, Wizards can also use shortswords and crossbows. -- **Ranger** - Animal Companion - #TODO: Needs rules - -### Arcane Magic - -**Read Magic** (NEW) - All arcane spellcasters are assumed to begin with the Read Magic spell in their spellbooks, in addition to any spells they can gain from their class. - -#### New Spells - -New spells for arcane spellcasters are acquired via the following methods: - -- finding new spells through adventuring (for example, discovering a tome of spells in an unearthed crypt); or -- acquiring new spells from another magic-user’s own collection, or under another magic-user’s tutelage (note, however, magic is jealously guarded, and players should expect NPC magic-users to try and extract a high price for such knowledge, whether in actual coin, through servitude, or in return for a favor or the completion of a task). -- Reminder: The content of magical scrolls cannot be transferred to a player’s spell book. In short, these spell scrolls do not actually contain the magical formulae needed to know how to cast a spell, but rather represent spells that have already been prepared in a way so as to be cast by other individuals without the need for ritual preparations. - -#### Creating Potions and Scrolls - -Arcane spellcasters may create potions or scrolls regardless of their current level (although creating ones "above" their current level would be increasingly more difficult, ex: it would take quite a bit of research for a 1st level magic user to create a scroll containing a 3rd level spell). All arcane spellcasters are also alchemists. As such, all a spellcaster requires for a potion is a recipe, a laboratory (portable or permanent), and ingredients (expressed in actual rare ingredients that must be acquired or a simple monetary cost). - -- Alchemical recipes are found in the same collections of arcane lore (i.e., spell books) that spells are; and therefore, they are just as carefully (and jealously) guarded as the spells. -- Players will be notified if such “books” contain any recipes during play. - -#### Copying From a Spellbook - -- Any spellbook can be read with Read Magic. -- Reading a spell in another caster's spellbook can greatly simplify research into that spell, dropping the time required from two weeks per spell level to two days per spell level, and cutting the cost from 1000 gp / level to 200 gp / level. - -### Combat - -**Sequence Per Combat Round (6s)** (REVISED) - -1. Declare spells and melee movement. -2. Initiative: Each side rolls 1d6. -3. Winning side acts: - 1. Monster morale - 2. Movement and Action -4. Other sides act: In initiative order. - -#### Movement and Action - -- A character may move and perform up to one action during each round of combat. -- Except in certain circumstances, the move and action may be made in any order (although the move may not be split up). -- An action usually consists of one of the following: - - Making an attack (missile or melee), - - Casting a spell, or - - Moving again. -- A spellcaster cannot move after casting a spell in a given round. -- A spellcaster may move prior to spellcasting, - -#### Readied Missile Attacks - -- Missile attacks may be declared based on event triggers and held until the trigger occurs (for example: covering a door until a creature arrives). -- Even if the readied attack was declared in the previous round, the attack itself still counts as that character's attack for the round it triggers. - -#### Dual Wielding - -Characters with DEX or STR as a prime requisite may choose to wield two one-handed weapons, as follows: - -- The secondary weapon must be of small size (e.g. a dagger or hand axe). -- (NEW) Rather than making separate attacks with each weapon (at –2 and –4, respectively), a duel-wielding character may elect to only make a single attack, but may roll 2d20 and pick the highest value for the attack. - -**Fighting Defensively** (NEW) - All classes may elect to spend an entire combat round fighting defensively (parrying, blocking, dodging, feinting, etc.). Characters fighting defensively may not attack at all during the round and receive +2 AC bonus (+4 AC bonus for Fighters). This option may be used with the standard Fighting Withdrawal rule. Fighting defensively must be declared prior to determining Initiative. - -**Attacking from Behind** (NEW) - Unaware targets attacked from behind grant the attacker a +2 bonus to hit (note that this bonus does not stack with other class-specific bonuses for backstabbing, like the +4 that Thieves and Assassins get). - -**Mounted Attack Bonus** (NEW) - Mounted attacks (except with small/short weapons like a dagger) receive a +1 bonus to hit against foes on foot (unless the foe is a Huge/Gigantic creature). - -### Healing - -**Natural** - For each full night of rest, a character of level 1 or higher recovers 1 hit die of hit points. -**Rations** - Once per day of adventuring, a character of level 1 or higher may eat a ration while on a resting turn to recover 1 hit die worth of hit points. - -### Languages - -In addition to the standard languages listed Core Rules, the following languages may be chosen by player characters with high Intelligence (at the referee’s discretion): - -- **Aerial** - the language of air elemental and spoken on the elemental plane of air (Aeria / the Zephyr) -- **Angelic** - the language of law elementals and spoken the elemental plane of law (Ange / the Firmament) -- **Aquan** - the language of water elementals and spoken on the elemental plane of water (Aquos / the Deep) -- **Demonic** - the language of chaos elementals and spoken on the elemental plane of chaos (Dema / the Abyss) -- **Infernal** - the language of the devils of Infernus and their masters, the Authority of the Pit. -- **Primordial** - the language shared by all elementals and spoken most places on the elemental planes. -- **Pyrean** - the language of fire elementals and spoken on the elemental plane of fire (Pyrea / the Pyre) -- **Terran** - the language of earth elementals and spoken on the elemental plane of earth (Terru / the Rock) - -### Death & Dying - -#### Bleeding Out - -When a character takes damage that reduces them to 0 HP (or less), that character is considered to be bleeding out. - -- While bleeding out, a character can not make any attacks, and can only move at 1/2 their normal movement rate. -- While a character is bleeding out, they may make a saving throw vs. death during the attack phase of each round to try and stabilize. - - On a successful save, they stabilize at 1 HP, but can't fight and can only move 1/2 speed until treated or healed. - - On a failed save, they lose 1 HP to blood loss, and can try again next round. -- The bleeding out may be stopped (and the character instantly healed back to 1 HP) if another character does one of the following: - - Applies first aid via a successful Wisdom check, - - Feeds the wounded character a healing potion, or - - Cures the wounds via healing magic (Cure Light Wounds, Cure Serious Wounds, etc.). - -#### Poisoning - -When a PC ingests poison, and they fail a Save vs. Poison, they instantly drop to 0 HP and are considered to be poisoned. - -- While poisoned, a character can not make any attacks, and can only move at 1/2 their normal movement rate. -- While a character is poisoned, they may make a saving throw vs. poison during the attack phase of each round to avoid losing a hit point. -- The poison may be stopped (and the character instantly healed back to 0 HP) if another character does one of the following: - - Feeds the poisoned character the antidote to the poison (if one exists), or - - Cures the poison via healing magic (Neutralize Poison). - -#### Dying - -When a character is reduced to a number of HP below 0 equal to thier level (AKA at -[Level] HP), they must make a saving throw vs. death during the attack phase of each round to stay alive. - -- If a character fails one of these saving throws, they are considered dead, and are usually permitted some heroic final words. -- A critical success on a death save restores the character to 1 HP and stops them from bleeding out. -- As with Bleeding Out, the character may be stabilized and instantly healed back to 1 HP if another character does one of the following: - - Applies first aid via a successful Wisdom check, - - Feeds the wounded character a healing potion, or - - Cures the wounds via healing magic (Cure Light Wounds, Cure Serious Wounds, etc.). diff --git a/ose_backup/rules/dag.md b/ose_backup/rules/dag.md deleted file mode 100644 index a773b3f..0000000 --- a/ose_backup/rules/dag.md +++ /dev/null @@ -1,544 +0,0 @@ ---- -title: DAGGR (Dungeon Adventuring with Generic Gaming Rules) -description: -date_pub: 2023-03-26T16:23:00-04:00 -section: campaign -content_type: feature -short_code: rdag -status: hidden ---- - - - -Designed to emulate the fun and fantasy of the earliest versions of the world's most famous roleplaying system, without getting bogged down by an excess of rules. - -These rules are still a Work-in-Progress. If there's some rule or feature you need that isn't here yet (ex: spells), feel free to use the equivalent rule from your favorite B/X-compatible retroclone. - -> If you don't have a favorite B/X-compatible retroclone, might I suggest [OSE](https://oldschoolessentials.necroticgnome.com/srd/index.php)? -> -> -- PV - -[[toc]] - -## How to Play - -There is one _referee_. Everyone else is a _player_. - -The referee's job is to describe what's happening in the game, and the players describe how their characters respond. - -Sometimes, dice are rolled. These dice are described by how many sides they have (d4, d6, d8, d10, d12, d20, and d100). - -## Doing Things - -Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for a _check_. - -For most checks, roll a 20-sided die (d20) under a character's most relevant _ability_ score. - -For hard (or very hard) tasks, you can subtract 1 (or 2) from the ability before the roll. - -## Abilities - -Each player character (_PC_) has 6 abilities that help to define how they can interact with the world. - -**Strength (STR)** - Raw physical power, affects melee damage and carrying capacity. - -**Dexterity (DEX)** - Speed and agility of movement, affects _armor class (AC)_ when under attack. - -**Constitution (CON)** - Mettle and gumption, affects _hit points (HP)_ gained at each level. - -**Intelligence (INT)** - Knowledge and reasoning, affects languages known and arcane magic. - -**Wisdom (WIS)** - Experience and insight, affects divine magic. - -**Charisma (CHA)** - Appearance and social capability, affects hirelings and pact magic. - -## Saving Throws - -When something (bad) happens to a character or monster, they can usually make a saving throw to avoid some (or all) of it. - -To make one, roll 1d20 and consult the appropriate table (with higher results doing better). - -**Death** - Poison, death ray, bleeding out. - -**Aimed** - Wands and other aimed items. - -**Restrain** - Paralysis, petrification, being buried alive. - -**Blasts** - Breath weapons and other area effects. - -**Spells** - General magic, including from rods and staves. - -## Alignment - -Cosmic principles that represent broad world views - -**Law** - Order, truth, and justice. Typically prosocial. - -**Chaos** - Anarchy, power, and chance. Typically pro-individual. - -**Neutrality** - Balance, mediation, and detachment. - -## Character Creation - -1. Roll Abilities - - Roll 4d6 and drop the lowest die (aka "4d6DL") for each. - - Either roll 4d6DL once for each ability in order and see what kind of character comes up, or make all 6 rolls and assign the results to fit a particular class and/or race. -2. Choose a Class (and, optionally, a Race besides human) -3. Determine Starting Level - - If playing a legacy character, update starting XP appropriately. -4. Roll Starting Hit Points - - Type is determined by class, number is determined by level. - - Re-roll any 1s or 2s. -5. Choose Alignment -6. Note Starting Languages -7. Buy Equipment -8. Determine attacks and AC - -## Combat - -Adventurers tend to die easily, so most combat should be avoided unless the adventurers have a clear advantage. - -That having been said, fights do occur, and when they do, the following steps are performed: - -1. **Stealth Check** - Each side that's being relatively stealthy (quiet, douses torches, etc.) has a base 1-in-6 (1 on 1d6) chance of not being spotted. - - - The side with stealth gets a free attack (or can pass unnoticed), and if both sides have stealth, they miss each other. - -2. **Declare Spells, Defending, and Retreats** - Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and which type of retreat). -3. **Roll Initiative** - Each side that can attack rolls 1d20, highest roll attacks first. -4. **Winning Side Goes** - Each character or monster gets a move and an action, with either one occurring first. - - - **Morale Check** - Monsters who've been severely wounded or seen their leaders killed may flee. Roll 2d6 under morale score or the monsters surrender / flee. - - **Move** - Move up to full speed - - If prone, use 1/2 movement to stand up. - - If _engaged_ with an enemy at the start of the move, make a _fighting retreat_ or they get a free attack. - - **Action** - Do something, like _attack_, _defend_, _cast a spell_, or stowe an item. - - Spellcasters can't move after casting a spell. - -5. **Change Sides** - Opposing side becomes active. -6. **Slow Weapons** - Resolve any slow weapons or end-of-round abilities. -7. **Repeat** - Return to step 2 and repeat until only one side remains. - -### Readying Weapons - -- Available weapons may be readied for free while moving (if hands are empty or currently held items are dropped). -- Stowing held weapons takes a full action. - -### Attacking - -Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC, roll for damage (again including any appropriate modifiers). - -**From Behind** - +2 bonus to hit - -**Mounted** - +1 bonus to hit most foes on foot. - -**AC** - Character AC is usually determined by type of armor worn. - -- **Shields** grant +1 AC when used. - - Can be destroyed to prevent a hit from inflicting damage - -#### Melee Attacks - -Melee attack rolls are modified based on the character's Strength. - -| STR | Mod | -| :---: | :-: | -| 3 | -3 | -| 4-5 | -2 | -| 6-8 | -1 | -| 9-12 | +0 | -| 13-15 | +1 | -| 16-17 | +2 | -| 18+ | +3 | - -Melee attacks are usually limited to 5' range. - -Characters in melee combat with each other or other monsters are said to be **engaged**. - -**Dual Wielding** - PCs with DEX 13+ can dual wield. - -- If using 2 Light weapons, can make an attack with each one. - -- If using a one-handed weapon and a Light weapon, can only make one attack, but gets +1 on the attack and damage rolls. - -#### Missile Attacks - -Missile attack rolls are modified based on the character's Dexterity. - -| DEX | Mod | -| :---: | :-: | -| 3 | -3 | -| 4-5 | -2 | -| 6-8 | -1 | -| 9-12 | +0 | -| 13-15 | +1 | -| 16-17 | +2 | -| 18+ | +3 | - -The range of missile attacks are usually determined by the type of missile used. - -#### Critical Hits - -A natural 20 is a critical hit. Roll 1d20 on the Critical Hit Table to see what additional effect occurs. - -| 1d20 | Effect | -| :--: | :--------------------------------: | -| 1-2 | Max Damage | -| 3 | Max Damage + Free Attack[^1] | -| 4 | Max Damage + Target Fumble[^2] | -| 5 | Max Damage + Target Blinded[^3] | -| 6 | Double Damage | -| 7 | Double Damage + Free Attack[^1] | -| 8 | Double Damage + Target Fumble[^2] | -| 9 | Double Damage + Target Blinded[^3] | -| 10 | Double Max Damage | -| 11 | Triple Damage | -| 12 | Triple Damage + Free Attack[^1] | -| 13 | Triple Damage + Target Fumble[^2] | -| 14 | Triple Damage + Target Blinded[^3] | -| 15 | Triple Max Damage | -| 16 | Quadruple Max Damage | -| 17 | Max Damage + Armor Damaged[^4] | -| 18 | Max Damage + Target Amputation[^5] | -| 19 | Max Damage + Target Stunned[^6] | -| 20 | Save vs. Death or die | - -[^1]: **Free Attack** - Attempt another hit with same weapon -[^2]: **Target Fumble** - Target must roll on fumble table -[^3]: **Target Blinded** - Blood or debris blinds target for 1d4 rounds -[^4]: **Armor Damaged** - Reduce target's AC by 1 until armor repaired / healed -[^5]: **Target Amputation** - Target loses an appendage. -[^6]: **Target Stunned** - Blow stuns target for 1d6 rounds - -#### Fumbles - -A natural 1 is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs. - -| 1d20 | Effect | -| :--: | :----------------------------------------------------: | -| 1 | Stumble, weapon breaks | -| 2 | Stumble, automatic hit on closest ally within 10'[^1] | -| 3 | Stumble, next attack against is automatic critical hit | -| 4 | Stumble, can't attacks until end of next round | -| 5 | Stumble, can't attack until next round | -| 6 | Stumble, next attack against is automatic hit | -| 7 | Stumble, hit self for maximum damage[^1] | -| 8 | Stumble, hit self for regular damage[^1] | -| 9 | Stumble, all rolls next round get -2 | -| 10 | Stumble, go last in initiative next round | -| 11 | Fall down (prone) and drop weapon 30' away | -| 12 | Fall down (prone) and drop weapon 20' away | -| 13 | Fall down (prone) and drop weapon 10' away | -| 14 | Fall down (prone) and drop weapon nearby | -| 15 | Fall down (prone) | -| 16 | Drop weapon 30' away | -| 17 | Drop weapon 20' away | -| 18 | Drop weapon 10' away | -| 19 | Drop weapon at feet | -| 20 | Fumble weapon, but maintain hold | - -[^1]: **Automatic Hits** - Roll 1d20 to check for critical, but ignore further fumbles. - -### Defending - -Spend a round fighting defensively (parrying, blocking, dodging, feinting, etc.). Gets +2 AC. Can be used with **Fighting Retreat**. - -### Movement - -Most characters can move 40' in a combat round. - -**When Engaged** - Can't move away from foe without retreating. - -**When Prone** - Use 1/2 movement to stand up. - -### Retreating - -Engaged characters that wish to move away can either make a fighting retreat, or a full retreat. - -- **Fighting Retreat** - Can move backwards at 1/2 their normal movement rate while still taking an attack or defend action, while avoiding giving enemies a free attack. -- **Full Retreat** - Turning and fleeing from combat at their full movement rate, enemies can make a free attack at +2 bonus. - -## Health, Damage and Dying - -Starting HP is based class and race. When damage is taken, HP is lost. - -Monsters and NPCs usually die at 0 HP. - -PCs at 0 HP (or lower) make a **Saving Throw vs Death** each round of combat. - -- On success, stabilize at 1 HP (no need to continue saving vs death), but can't fight and can only move 1/2 speed until treated or healed. -- On fail, lose 1 HP to blood loss and try again next round. - -At -(level) HP (or lower), save or die. - -After each long rest (8+ hours of sleep), regain 1 _hit die (HD)_ worth of HP. - -Once per day, during a short rest (10 minutes), eat a ration to regain 1 HD worth of HP. - -## Knowledge & Languages - -**Identifying (Magic) Items** - INT check - -**Medical Treatment** - INT check, success restores ability to move and fight (after nearly dying). - -- Can't be used on oneself. - -**Languages Known** - -| INT | Spoken Languages | Read? | -| :---: | :--------------: | :---: | -| 3 | Native (broken) | No | -| 4-5 | Native | No | -| 6-8 | Native | Basic | -| 9-12 | Native | Yes | -| 13-15 | Native + 1 | Yes | -| 16-17 | Native + 2 | Yes | -| 18+ | Native + 3 | Yes | - -## Encumbrance - -PCs can carry a number of "Important Items" equal to their strength (to a minimum of 10). - -- Leather armor counts as 1 item, chain-mail counts as 2 items, plate counts as 3 items. -- 2-handed weapons count as 2 items. -- 1000 coins or 100 gems count as 1 item. - -Carrying more items than allowed can be done, but movement is halved (or worse). - -## Time - -Time is often represented at different scales: - -- A combat round is 10 seconds long. -- An exploration turn takes 10 minutes. -- A watch takes 4 hours. -- A long rest takes 8 hours. - -## Exploration Procedure - -The general steps to take when exploring (dungeon, wilderness, etc.) - -1. **Setup** - Referee describes the situation -2. **Marching Order** - Party determines general exploration process -3. **Complication Check** - Referee rolls the complication die to see what effect it has. -4. **Actions / Responses / Complications** - Party declares actions, referee describes the results (and any complications). -5. **End Turn / Watch** - When the party's gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends. - - - Dungeon: 120' - - Wilderness: 12 miles - -6. **Repeat** - Return to step 2 and repeat until the adventuring ends. - -### Complication Check - -Roll 1d6, ignoring results of 4+ for the first 4 turns in a session (or since they last occurred). - -1. **Encounter** - Wandering monster, social encounter, or some other random interaction. -2. **Signs** - Indications of possible encounter nearby - could be a clue, monster tracks, etc. -3. **Locality** - Some environmental or external event that affects the PCs - water rises, the assassin gets closer to the target, doors lock behind the party, etc. -4. **Exhaustion** - Take a rest turn (short rest) or (additional) -1 to all rolls until you do. -5. **Light Source** - Torches go out, lanterns go out every third time. -6. **No Complications** - -### Listening at Doors - -Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noise. - -- Referee makes this roll. - -### Opening Doors - -**Locked Doors** - Can be picked or broken. - -- Picking a lock takes 1d6 minutes. - -**Stuck Doors** - Can be unstuck or broken. - -Doors always break on a 1. Failure can affect stealth / surprise. - -| STR | Unstick | Break | -| :---: | :-----: | :----: | -| 3-8 | --- | 1-in-6 | -| 9-12 | 2-in-6 | 1-in-6 | -| 13-15 | 3-in-6 | 2-in-6 | -| 16-17 | 4-in-6 | 3-in-6 | -| 18+ | 5-in-6 | 4-in-6 | - -## Monsters and NPCs - -_Monster Saving Throws_ - -| HD | Death | Wielded | Paralyze | Blasts | Spells | -| :---: | :---: | :-----: | :------: | :----: | :----: | -| 0 | 14 | 15 | 16 | 17 | 18 | -| 1-3 | 12 | 13 | 14 | 15 | 16 | -| 4-6 | 10 | 11 | 12 | 13 | 14 | -| 7-9 | 8 | 9 | 10 | 10 | 12 | -| 10-12 | 6 | 7 | 8 | 8 | 10 | -| 13-15 | 4 | 5 | 6 | 5 | 8 | -| 16-18 | 2 | 3 | 4 | 3 | 6 | -| 19-21 | 2 | 2 | 2 | 2 | 4 | -| 22+ | 2 | 2 | 2 | 2 | 2 | - -_Monster Attack Modifiers_ - -| Max HD | Mod | Max HD | Mod | -| :----: | :-: | :----: | :-: | -| 0 | -1 | 9 | +7 | -| 1 | +0 | 11 | +8 | -| 2 | +1 | 13 | +9 | -| 3 | +2 | 15 | +10 | -| 4 | +3 | 17 | +11 | -| 5 | +4 | 19 | +12 | -| 6 | +5 | 21 | +13 | -| 7 | +6 | 22+ | +14 | - -Monsters with bonus hit points (ex: HD X+1) attack as one HD higher. - -### Reaction Rolls - -If monster / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to interact) - -**Reaction Table** - -| 2d6 | Result | -| :-: | :-----: | -| 2- | Attack! | -| 3 | Hateful | -| 4 | Leery | -| 5 | Rude | -| 6 | Aloof | -| 7 | Neutral | -| 8 | Partial | -| 9 | Cordial | -| 10 | Amiable | -| 11 | Helpful | -| 12+ | Family! | - -_Charisma Modifier_ - -| CHA | Mod | -| :---: | :-: | -| 3 | -2 | -| 4-8 | -1 | -| 9-12 | +0 | -| 13-17 | +1 | -| 18+ | +2 | - -## Spellcasting - -Spells are patterns of energy that can be manipulated by some characters, known as spellcasters. - -**Spell List** - Each class has an associated list of spells. - -**Memorizing Spells** - Takes one hour, can only be done at start of day. - -- A character’s level determines how many spells they can memorize at one time. -- The same spell may be memorized more than once, if the character can memorize more than one spell of that level. - -**Casting Spells** - Memorized spells are cast by replicating necessary hand gestures and spoken words. - -- When a spell is cast, it is erased the the caster's mind. -- The caster must be able to speak and move their hands freely (ex: can't be gagged, bound, or magically silenced). -- The target (a specific monster, character, object, or area of effect) must be visible to the caster (unless stated otherwise). -- The caster must have one hand free (or a magic item in one hand). - -**Spell Effects** - -- Some spells affect multiple targets, either by area or by Hit Dice total. If the spell doesn't say how to select the targets, the referee decides. -- Some spells require the caster to concentrate to maintain the spell's effect. Performing any other action or being distracted (ex: attacked) causes concentration to end. -- Multiple spells cannot increase the same ability (e.g. bonuses to attack rolls, AC, damage rolls, saving throws, etc.). Spells that affect different abilities can be combined, just as spells can be combined with the effects of magical items. - -**Magical Research** - New spells may be learned / created via research. - -- Requires access to information (ex: library, other spellbooks, etc.) . -- Takes 2 weeks, and 1000 standard coins per spell level. - -**Arcane Magic** - Arcane spell casters memorize spells from their spell books, which must be close at hand. - -- If a spell can be reversed, its form must be selected when the spell is memorized - - Both forms can be memorized if the character can memorize more than one spell of the given level. -- Spells may be learned from a higher-level mentor (1 week / spell), copied from a scroll or (deciphered) spellbook, or from research. -- Lost spell books can be rebuilt spell-by-spell, with each spell taking 1 week of game time and 500 standard coins per spell level. -- Arcane casters can use arcane magic items and scrolls for spells on spell list. - -| INT | SS | CC | -| :---: | :-: | :-: | -| 3 | 1 | 20 | -| 4-5 | 1 | 30 | -| 6-8 | 2 | 40 | -| 9-12 | 3 | 50 | -| 13-15 | 4 | 65 | -| 16-17 | 5 | 80 | -| 18+ | 6 | 95 | - -- **Starting Spells (SS)** - The number of starting spells in a new caster's spell book. -- **Copy Chance (CC)** - The chance to copy spells scrolls and other sources into spellbook. Roll 1d100, result under score is success, failure means can't try again until next XP level. - -**Divine Magic** - Divine spell casters memorize spells through prayer to their gods. When praying for spells, they may choose any spells in their class’ spell list that they are of high enough level to cast. - -- Divine casters must be faithful to the tenets of their alignment, clergy, and religion. - - If they ever fall out of favor with their deity, penalties may be imposed (ex: -1 to attack, a reduction in spells, or being sent on a perilous quest). - - To regain favor, they would need to perform a great deed for their deity (referee's choice - ex: donating relics or gold, building a temple, converting others to the religion, etc.). -- Divine casters can cast reversed versions spells (possibly gaining deity disfavor). - - **Lawful characters** - Only use reversed spells in dire circumstances. - - **Chaotic characters** - Usually use reversed spells, only using normal spell versions to benefit their allies. - - **Neutral characters** - Usually favor either normal or reversed spells, depending on the deity. -- Divine casters can use divine magic items and scrolls for spells on their spell list. - -**Ritual Magic** - Some spells may be cast without being memorized / granted through prayer or supplication. - -- Ritual spells are often complicated, taking several minutes (or turns) to cast. -- Rituals are many and varied - some can even be performed by non-spellcasters (with proper instruction). -- Some rituals require a blood sacrifice or other difficult to obtain component. - -### Magic Saves - -Saving throws versus magical effects get an additional modifier, based on the character's Wisdom. - -| WIS | Mod | -| :---: | :-: | -| 3 | -3 | -| 4-5 | -2 | -| 6-8 | -1 | -| 9-12 | +0 | -| 13-15 | +1 | -| 16-17 | +2 | -| 18+ | +3 | - -## Advancement - -As the adventures continue, treasure is acquired and monsters are vanquished, all adding to the PCs XP total. - -- Each standard coin worth of treasure gained is worth 1 XP, and each monster has an XP value awarded for beating them (one way or another). -- The total XP are then divided amongst the PCs and any hirelings they have (at 1/2 share per hireling). - - Players running multiple characters gets a full share for their first PC and a half-share for the second, although they choose how to distribute the points. -- Referees may increase the derived value arbitrarily. -- Once a PC acquires enough XP, they go up to the next level in their class. - -## Legal Information - -> This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. diff --git a/ose_backup/rules/daggr.md b/ose_backup/rules/daggr.md deleted file mode 100644 index a773b3f..0000000 --- a/ose_backup/rules/daggr.md +++ /dev/null @@ -1,544 +0,0 @@ ---- -title: DAGGR (Dungeon Adventuring with Generic Gaming Rules) -description: -date_pub: 2023-03-26T16:23:00-04:00 -section: campaign -content_type: feature -short_code: rdag -status: hidden ---- - - - -Designed to emulate the fun and fantasy of the earliest versions of the world's most famous roleplaying system, without getting bogged down by an excess of rules. - -These rules are still a Work-in-Progress. If there's some rule or feature you need that isn't here yet (ex: spells), feel free to use the equivalent rule from your favorite B/X-compatible retroclone. - -> If you don't have a favorite B/X-compatible retroclone, might I suggest [OSE](https://oldschoolessentials.necroticgnome.com/srd/index.php)? -> -> -- PV - -[[toc]] - -## How to Play - -There is one _referee_. Everyone else is a _player_. - -The referee's job is to describe what's happening in the game, and the players describe how their characters respond. - -Sometimes, dice are rolled. These dice are described by how many sides they have (d4, d6, d8, d10, d12, d20, and d100). - -## Doing Things - -Simple tasks are assumed to succeed. If the task is dangerous or complicated, roll the dice for a _check_. - -For most checks, roll a 20-sided die (d20) under a character's most relevant _ability_ score. - -For hard (or very hard) tasks, you can subtract 1 (or 2) from the ability before the roll. - -## Abilities - -Each player character (_PC_) has 6 abilities that help to define how they can interact with the world. - -**Strength (STR)** - Raw physical power, affects melee damage and carrying capacity. - -**Dexterity (DEX)** - Speed and agility of movement, affects _armor class (AC)_ when under attack. - -**Constitution (CON)** - Mettle and gumption, affects _hit points (HP)_ gained at each level. - -**Intelligence (INT)** - Knowledge and reasoning, affects languages known and arcane magic. - -**Wisdom (WIS)** - Experience and insight, affects divine magic. - -**Charisma (CHA)** - Appearance and social capability, affects hirelings and pact magic. - -## Saving Throws - -When something (bad) happens to a character or monster, they can usually make a saving throw to avoid some (or all) of it. - -To make one, roll 1d20 and consult the appropriate table (with higher results doing better). - -**Death** - Poison, death ray, bleeding out. - -**Aimed** - Wands and other aimed items. - -**Restrain** - Paralysis, petrification, being buried alive. - -**Blasts** - Breath weapons and other area effects. - -**Spells** - General magic, including from rods and staves. - -## Alignment - -Cosmic principles that represent broad world views - -**Law** - Order, truth, and justice. Typically prosocial. - -**Chaos** - Anarchy, power, and chance. Typically pro-individual. - -**Neutrality** - Balance, mediation, and detachment. - -## Character Creation - -1. Roll Abilities - - Roll 4d6 and drop the lowest die (aka "4d6DL") for each. - - Either roll 4d6DL once for each ability in order and see what kind of character comes up, or make all 6 rolls and assign the results to fit a particular class and/or race. -2. Choose a Class (and, optionally, a Race besides human) -3. Determine Starting Level - - If playing a legacy character, update starting XP appropriately. -4. Roll Starting Hit Points - - Type is determined by class, number is determined by level. - - Re-roll any 1s or 2s. -5. Choose Alignment -6. Note Starting Languages -7. Buy Equipment -8. Determine attacks and AC - -## Combat - -Adventurers tend to die easily, so most combat should be avoided unless the adventurers have a clear advantage. - -That having been said, fights do occur, and when they do, the following steps are performed: - -1. **Stealth Check** - Each side that's being relatively stealthy (quiet, douses torches, etc.) has a base 1-in-6 (1 on 1d6) chance of not being spotted. - - - The side with stealth gets a free attack (or can pass unnoticed), and if both sides have stealth, they miss each other. - -2. **Declare Spells, Defending, and Retreats** - Players declare if they will _cast a spell_, _defend_, or _retreat_ this round (and which type of retreat). -3. **Roll Initiative** - Each side that can attack rolls 1d20, highest roll attacks first. -4. **Winning Side Goes** - Each character or monster gets a move and an action, with either one occurring first. - - - **Morale Check** - Monsters who've been severely wounded or seen their leaders killed may flee. Roll 2d6 under morale score or the monsters surrender / flee. - - **Move** - Move up to full speed - - If prone, use 1/2 movement to stand up. - - If _engaged_ with an enemy at the start of the move, make a _fighting retreat_ or they get a free attack. - - **Action** - Do something, like _attack_, _defend_, _cast a spell_, or stowe an item. - - Spellcasters can't move after casting a spell. - -5. **Change Sides** - Opposing side becomes active. -6. **Slow Weapons** - Resolve any slow weapons or end-of-round abilities. -7. **Repeat** - Return to step 2 and repeat until only one side remains. - -### Readying Weapons - -- Available weapons may be readied for free while moving (if hands are empty or currently held items are dropped). -- Stowing held weapons takes a full action. - -### Attacking - -Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC, roll for damage (again including any appropriate modifiers). - -**From Behind** - +2 bonus to hit - -**Mounted** - +1 bonus to hit most foes on foot. - -**AC** - Character AC is usually determined by type of armor worn. - -- **Shields** grant +1 AC when used. - - Can be destroyed to prevent a hit from inflicting damage - -#### Melee Attacks - -Melee attack rolls are modified based on the character's Strength. - -| STR | Mod | -| :---: | :-: | -| 3 | -3 | -| 4-5 | -2 | -| 6-8 | -1 | -| 9-12 | +0 | -| 13-15 | +1 | -| 16-17 | +2 | -| 18+ | +3 | - -Melee attacks are usually limited to 5' range. - -Characters in melee combat with each other or other monsters are said to be **engaged**. - -**Dual Wielding** - PCs with DEX 13+ can dual wield. - -- If using 2 Light weapons, can make an attack with each one. - -- If using a one-handed weapon and a Light weapon, can only make one attack, but gets +1 on the attack and damage rolls. - -#### Missile Attacks - -Missile attack rolls are modified based on the character's Dexterity. - -| DEX | Mod | -| :---: | :-: | -| 3 | -3 | -| 4-5 | -2 | -| 6-8 | -1 | -| 9-12 | +0 | -| 13-15 | +1 | -| 16-17 | +2 | -| 18+ | +3 | - -The range of missile attacks are usually determined by the type of missile used. - -#### Critical Hits - -A natural 20 is a critical hit. Roll 1d20 on the Critical Hit Table to see what additional effect occurs. - -| 1d20 | Effect | -| :--: | :--------------------------------: | -| 1-2 | Max Damage | -| 3 | Max Damage + Free Attack[^1] | -| 4 | Max Damage + Target Fumble[^2] | -| 5 | Max Damage + Target Blinded[^3] | -| 6 | Double Damage | -| 7 | Double Damage + Free Attack[^1] | -| 8 | Double Damage + Target Fumble[^2] | -| 9 | Double Damage + Target Blinded[^3] | -| 10 | Double Max Damage | -| 11 | Triple Damage | -| 12 | Triple Damage + Free Attack[^1] | -| 13 | Triple Damage + Target Fumble[^2] | -| 14 | Triple Damage + Target Blinded[^3] | -| 15 | Triple Max Damage | -| 16 | Quadruple Max Damage | -| 17 | Max Damage + Armor Damaged[^4] | -| 18 | Max Damage + Target Amputation[^5] | -| 19 | Max Damage + Target Stunned[^6] | -| 20 | Save vs. Death or die | - -[^1]: **Free Attack** - Attempt another hit with same weapon -[^2]: **Target Fumble** - Target must roll on fumble table -[^3]: **Target Blinded** - Blood or debris blinds target for 1d4 rounds -[^4]: **Armor Damaged** - Reduce target's AC by 1 until armor repaired / healed -[^5]: **Target Amputation** - Target loses an appendage. -[^6]: **Target Stunned** - Blow stuns target for 1d6 rounds - -#### Fumbles - -A natural 1 is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs. - -| 1d20 | Effect | -| :--: | :----------------------------------------------------: | -| 1 | Stumble, weapon breaks | -| 2 | Stumble, automatic hit on closest ally within 10'[^1] | -| 3 | Stumble, next attack against is automatic critical hit | -| 4 | Stumble, can't attacks until end of next round | -| 5 | Stumble, can't attack until next round | -| 6 | Stumble, next attack against is automatic hit | -| 7 | Stumble, hit self for maximum damage[^1] | -| 8 | Stumble, hit self for regular damage[^1] | -| 9 | Stumble, all rolls next round get -2 | -| 10 | Stumble, go last in initiative next round | -| 11 | Fall down (prone) and drop weapon 30' away | -| 12 | Fall down (prone) and drop weapon 20' away | -| 13 | Fall down (prone) and drop weapon 10' away | -| 14 | Fall down (prone) and drop weapon nearby | -| 15 | Fall down (prone) | -| 16 | Drop weapon 30' away | -| 17 | Drop weapon 20' away | -| 18 | Drop weapon 10' away | -| 19 | Drop weapon at feet | -| 20 | Fumble weapon, but maintain hold | - -[^1]: **Automatic Hits** - Roll 1d20 to check for critical, but ignore further fumbles. - -### Defending - -Spend a round fighting defensively (parrying, blocking, dodging, feinting, etc.). Gets +2 AC. Can be used with **Fighting Retreat**. - -### Movement - -Most characters can move 40' in a combat round. - -**When Engaged** - Can't move away from foe without retreating. - -**When Prone** - Use 1/2 movement to stand up. - -### Retreating - -Engaged characters that wish to move away can either make a fighting retreat, or a full retreat. - -- **Fighting Retreat** - Can move backwards at 1/2 their normal movement rate while still taking an attack or defend action, while avoiding giving enemies a free attack. -- **Full Retreat** - Turning and fleeing from combat at their full movement rate, enemies can make a free attack at +2 bonus. - -## Health, Damage and Dying - -Starting HP is based class and race. When damage is taken, HP is lost. - -Monsters and NPCs usually die at 0 HP. - -PCs at 0 HP (or lower) make a **Saving Throw vs Death** each round of combat. - -- On success, stabilize at 1 HP (no need to continue saving vs death), but can't fight and can only move 1/2 speed until treated or healed. -- On fail, lose 1 HP to blood loss and try again next round. - -At -(level) HP (or lower), save or die. - -After each long rest (8+ hours of sleep), regain 1 _hit die (HD)_ worth of HP. - -Once per day, during a short rest (10 minutes), eat a ration to regain 1 HD worth of HP. - -## Knowledge & Languages - -**Identifying (Magic) Items** - INT check - -**Medical Treatment** - INT check, success restores ability to move and fight (after nearly dying). - -- Can't be used on oneself. - -**Languages Known** - -| INT | Spoken Languages | Read? | -| :---: | :--------------: | :---: | -| 3 | Native (broken) | No | -| 4-5 | Native | No | -| 6-8 | Native | Basic | -| 9-12 | Native | Yes | -| 13-15 | Native + 1 | Yes | -| 16-17 | Native + 2 | Yes | -| 18+ | Native + 3 | Yes | - -## Encumbrance - -PCs can carry a number of "Important Items" equal to their strength (to a minimum of 10). - -- Leather armor counts as 1 item, chain-mail counts as 2 items, plate counts as 3 items. -- 2-handed weapons count as 2 items. -- 1000 coins or 100 gems count as 1 item. - -Carrying more items than allowed can be done, but movement is halved (or worse). - -## Time - -Time is often represented at different scales: - -- A combat round is 10 seconds long. -- An exploration turn takes 10 minutes. -- A watch takes 4 hours. -- A long rest takes 8 hours. - -## Exploration Procedure - -The general steps to take when exploring (dungeon, wilderness, etc.) - -1. **Setup** - Referee describes the situation -2. **Marching Order** - Party determines general exploration process -3. **Complication Check** - Referee rolls the complication die to see what effect it has. -4. **Actions / Responses / Complications** - Party declares actions, referee describes the results (and any complications). -5. **End Turn / Watch** - When the party's gone far enough or combat has completed, the (dungeon) turn or (wilderness) watch ends. - - - Dungeon: 120' - - Wilderness: 12 miles - -6. **Repeat** - Return to step 2 and repeat until the adventuring ends. - -### Complication Check - -Roll 1d6, ignoring results of 4+ for the first 4 turns in a session (or since they last occurred). - -1. **Encounter** - Wandering monster, social encounter, or some other random interaction. -2. **Signs** - Indications of possible encounter nearby - could be a clue, monster tracks, etc. -3. **Locality** - Some environmental or external event that affects the PCs - water rises, the assassin gets closer to the target, doors lock behind the party, etc. -4. **Exhaustion** - Take a rest turn (short rest) or (additional) -1 to all rolls until you do. -5. **Light Source** - Torches go out, lanterns go out every third time. -6. **No Complications** - -### Listening at Doors - -Spend a minute listening at a door to have a base 1-in-6 chance of hearing a noise. - -- Referee makes this roll. - -### Opening Doors - -**Locked Doors** - Can be picked or broken. - -- Picking a lock takes 1d6 minutes. - -**Stuck Doors** - Can be unstuck or broken. - -Doors always break on a 1. Failure can affect stealth / surprise. - -| STR | Unstick | Break | -| :---: | :-----: | :----: | -| 3-8 | --- | 1-in-6 | -| 9-12 | 2-in-6 | 1-in-6 | -| 13-15 | 3-in-6 | 2-in-6 | -| 16-17 | 4-in-6 | 3-in-6 | -| 18+ | 5-in-6 | 4-in-6 | - -## Monsters and NPCs - -_Monster Saving Throws_ - -| HD | Death | Wielded | Paralyze | Blasts | Spells | -| :---: | :---: | :-----: | :------: | :----: | :----: | -| 0 | 14 | 15 | 16 | 17 | 18 | -| 1-3 | 12 | 13 | 14 | 15 | 16 | -| 4-6 | 10 | 11 | 12 | 13 | 14 | -| 7-9 | 8 | 9 | 10 | 10 | 12 | -| 10-12 | 6 | 7 | 8 | 8 | 10 | -| 13-15 | 4 | 5 | 6 | 5 | 8 | -| 16-18 | 2 | 3 | 4 | 3 | 6 | -| 19-21 | 2 | 2 | 2 | 2 | 4 | -| 22+ | 2 | 2 | 2 | 2 | 2 | - -_Monster Attack Modifiers_ - -| Max HD | Mod | Max HD | Mod | -| :----: | :-: | :----: | :-: | -| 0 | -1 | 9 | +7 | -| 1 | +0 | 11 | +8 | -| 2 | +1 | 13 | +9 | -| 3 | +2 | 15 | +10 | -| 4 | +3 | 17 | +11 | -| 5 | +4 | 19 | +12 | -| 6 | +5 | 21 | +13 | -| 7 | +6 | 22+ | +14 | - -Monsters with bonus hit points (ex: HD X+1) attack as one HD higher. - -### Reaction Rolls - -If monster / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to interact) - -**Reaction Table** - -| 2d6 | Result | -| :-: | :-----: | -| 2- | Attack! | -| 3 | Hateful | -| 4 | Leery | -| 5 | Rude | -| 6 | Aloof | -| 7 | Neutral | -| 8 | Partial | -| 9 | Cordial | -| 10 | Amiable | -| 11 | Helpful | -| 12+ | Family! | - -_Charisma Modifier_ - -| CHA | Mod | -| :---: | :-: | -| 3 | -2 | -| 4-8 | -1 | -| 9-12 | +0 | -| 13-17 | +1 | -| 18+ | +2 | - -## Spellcasting - -Spells are patterns of energy that can be manipulated by some characters, known as spellcasters. - -**Spell List** - Each class has an associated list of spells. - -**Memorizing Spells** - Takes one hour, can only be done at start of day. - -- A character’s level determines how many spells they can memorize at one time. -- The same spell may be memorized more than once, if the character can memorize more than one spell of that level. - -**Casting Spells** - Memorized spells are cast by replicating necessary hand gestures and spoken words. - -- When a spell is cast, it is erased the the caster's mind. -- The caster must be able to speak and move their hands freely (ex: can't be gagged, bound, or magically silenced). -- The target (a specific monster, character, object, or area of effect) must be visible to the caster (unless stated otherwise). -- The caster must have one hand free (or a magic item in one hand). - -**Spell Effects** - -- Some spells affect multiple targets, either by area or by Hit Dice total. If the spell doesn't say how to select the targets, the referee decides. -- Some spells require the caster to concentrate to maintain the spell's effect. Performing any other action or being distracted (ex: attacked) causes concentration to end. -- Multiple spells cannot increase the same ability (e.g. bonuses to attack rolls, AC, damage rolls, saving throws, etc.). Spells that affect different abilities can be combined, just as spells can be combined with the effects of magical items. - -**Magical Research** - New spells may be learned / created via research. - -- Requires access to information (ex: library, other spellbooks, etc.) . -- Takes 2 weeks, and 1000 standard coins per spell level. - -**Arcane Magic** - Arcane spell casters memorize spells from their spell books, which must be close at hand. - -- If a spell can be reversed, its form must be selected when the spell is memorized - - Both forms can be memorized if the character can memorize more than one spell of the given level. -- Spells may be learned from a higher-level mentor (1 week / spell), copied from a scroll or (deciphered) spellbook, or from research. -- Lost spell books can be rebuilt spell-by-spell, with each spell taking 1 week of game time and 500 standard coins per spell level. -- Arcane casters can use arcane magic items and scrolls for spells on spell list. - -| INT | SS | CC | -| :---: | :-: | :-: | -| 3 | 1 | 20 | -| 4-5 | 1 | 30 | -| 6-8 | 2 | 40 | -| 9-12 | 3 | 50 | -| 13-15 | 4 | 65 | -| 16-17 | 5 | 80 | -| 18+ | 6 | 95 | - -- **Starting Spells (SS)** - The number of starting spells in a new caster's spell book. -- **Copy Chance (CC)** - The chance to copy spells scrolls and other sources into spellbook. Roll 1d100, result under score is success, failure means can't try again until next XP level. - -**Divine Magic** - Divine spell casters memorize spells through prayer to their gods. When praying for spells, they may choose any spells in their class’ spell list that they are of high enough level to cast. - -- Divine casters must be faithful to the tenets of their alignment, clergy, and religion. - - If they ever fall out of favor with their deity, penalties may be imposed (ex: -1 to attack, a reduction in spells, or being sent on a perilous quest). - - To regain favor, they would need to perform a great deed for their deity (referee's choice - ex: donating relics or gold, building a temple, converting others to the religion, etc.). -- Divine casters can cast reversed versions spells (possibly gaining deity disfavor). - - **Lawful characters** - Only use reversed spells in dire circumstances. - - **Chaotic characters** - Usually use reversed spells, only using normal spell versions to benefit their allies. - - **Neutral characters** - Usually favor either normal or reversed spells, depending on the deity. -- Divine casters can use divine magic items and scrolls for spells on their spell list. - -**Ritual Magic** - Some spells may be cast without being memorized / granted through prayer or supplication. - -- Ritual spells are often complicated, taking several minutes (or turns) to cast. -- Rituals are many and varied - some can even be performed by non-spellcasters (with proper instruction). -- Some rituals require a blood sacrifice or other difficult to obtain component. - -### Magic Saves - -Saving throws versus magical effects get an additional modifier, based on the character's Wisdom. - -| WIS | Mod | -| :---: | :-: | -| 3 | -3 | -| 4-5 | -2 | -| 6-8 | -1 | -| 9-12 | +0 | -| 13-15 | +1 | -| 16-17 | +2 | -| 18+ | +3 | - -## Advancement - -As the adventures continue, treasure is acquired and monsters are vanquished, all adding to the PCs XP total. - -- Each standard coin worth of treasure gained is worth 1 XP, and each monster has an XP value awarded for beating them (one way or another). -- The total XP are then divided amongst the PCs and any hirelings they have (at 1/2 share per hireling). - - Players running multiple characters gets a full share for their first PC and a half-share for the second, although they choose how to distribute the points. -- Referees may increase the derived value arbitrarily. -- Once a PC acquires enough XP, they go up to the next level in their class. - -## Legal Information - -> This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode. diff --git a/ose_backup/rules/fumbles.md b/ose_backup/rules/fumbles.md deleted file mode 100644 index 850a40a..0000000 --- a/ose_backup/rules/fumbles.md +++ /dev/null @@ -1,39 +0,0 @@ ---- -title: Fumbles -description: Fumble tables -date_pub: 2023-02-19T18:18:00-05:00 -section: rules -content_type: feature -short_code: rf1 ---- - -A natural 1 is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs. - -
- -| 1d20 | Effect | -| ---- | ------------------------------------------------------ | -| 1 | Stumble, weapon breaks | -| 2 | Stumble, automatic hit[^1] on closest ally within 10' | -| 3 | Stumble, next attack against is automatic critical hit | -| 4 | Stumble, can't attacks until end of next round | -| 5 | Stumble, can't attack until next round | -| 6 | Stumble, next attack against is automatic hit[^1] | -| 7 | Stumble, hit self for maximum damage | -| 8 | Stumble, hit self for regular damage | -| 9 | Stumble, all rolls next round get -2 | -| 10 | Stumble, go last in initiative next round | -| 11 | Fall down (prone) and drop weapon 30' away | -| 12 | Fall down (prone) and drop weapon 20' away | -| 13 | Fall down (prone) and drop weapon 10' away | -| 14 | Fall down (prone) and drop weapon nearby | -| 15 | Fall down (prone) | -| 16 | Drop weapon 30' away | -| 17 | Drop weapon 20' away | -| 18 | Drop weapon 10' away | -| 19 | Drop weapon at feet | -| 20 | Fumble weapon, but maintain hold | - -
- -[^1]: Roll 1d20 to check for critical, but ignore further fumbles. diff --git a/ose_backup/rules/index.md b/ose_backup/rules/index.md deleted file mode 100644 index 7688a96..0000000 --- a/ose_backup/rules/index.md +++ /dev/null @@ -1,17 +0,0 @@ ---- -title: House Rules -description: House rules for playing OSE -date_pub: 2023-02-19T18:16:00-05:00 -section: rules -content_type: feature -short_code: r1 ---- - -- [Official OSE Rules](./ose.html) - -- [Custom Rules](./custom.html) - -### Tables - -- [Critical Hit Table](./critical-hits.html) -- [Fumble Table](./custom.html) diff --git a/ose_backup/rules/ose.md b/ose_backup/rules/ose.md deleted file mode 100644 index 4d1ffc5..0000000 --- a/ose_backup/rules/ose.md +++ /dev/null @@ -1,51 +0,0 @@ ---- -title: Official OSE Rules -description: The official OSE rules we play with -date_pub: 2023-02-19T18:16:00-05:00 -section: rules -content_type: feature -short_code: r1 ---- - -The official (but optional) OSE rules we play by. - -[[toc]] - -### Core Rules - -The core rules are available for free in the [OSE System Reference Document (SRD)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Main_Page). They can also be found in either of the Player's Rules Tomes (Classic or Advanced). - -### Additional (Official Optional) Rules - -#### From the Core Rules - -In addition to the core rules outlined in the SRD / Classic Fantasy Rules Tome, we use the following optional rules: - -- Ascending AC -- Re-Rolling 1s and 2s on HP -- Monster Morale -- Monster Invulnerabilities -- Subduing (for truly suicidal characters) - -#### From the Advanced Fantasy Rules - -We also use the following rules from the Advanced Fantasy Genre Rules / Advanced Player's Rules Tome: - -- Extra Character Classes -- Character Races -- Magic-Users and Staves (but see below) -- Most of The Combat Options -- Attacking with Two Weapons -- Charging into Melee -- Parrying -- Splash Weapons -- Both of The Magic Options -- Raising the Dead -- Spell Books and Learning Spells -- Secondary Skills - -### From Carcass Crawler #1 - -#### Class-Specific Changes - -- **Fighter** - Combat Talents diff --git a/package.json b/package.json index d844903..14603cd 100755 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "planar-vagabond", - "version": "0.11.4", + "version": "0.11.5", "description": "", "main": "index.js", "scripts": { diff --git a/src/assets/images/magic-items/wand-of-druidcraft.jpg b/src/assets/images/magic-items/wand-of-druidcraft.jpg new file mode 100644 index 0000000..ba3fa4c Binary files /dev/null and b/src/assets/images/magic-items/wand-of-druidcraft.jpg differ diff --git a/src/assets/images/rivertail/amylee-mouserel.jpg b/src/assets/images/rivertail/amylee-mouserel.jpg new file mode 100644 index 0000000..bb63b5a Binary files /dev/null and b/src/assets/images/rivertail/amylee-mouserel.jpg differ diff --git a/src/assets/images/rivertail/bark-and-brew.jpg b/src/assets/images/rivertail/bark-and-brew.jpg new file mode 100644 index 0000000..081b06a Binary files /dev/null and b/src/assets/images/rivertail/bark-and-brew.jpg differ diff --git a/src/assets/images/rivertail/benjen-beaverdere.jpg b/src/assets/images/rivertail/benjen-beaverdere.jpg new file mode 100644 index 0000000..c4651c5 Binary files /dev/null and b/src/assets/images/rivertail/benjen-beaverdere.jpg differ diff --git a/src/assets/images/rivertail/brae-badgerton.jpg b/src/assets/images/rivertail/brae-badgerton.jpg new file mode 100644 index 0000000..a118c9a Binary files /dev/null and b/src/assets/images/rivertail/brae-badgerton.jpg differ diff --git a/src/assets/images/rivertail/bucky-bushtail.jpg b/src/assets/images/rivertail/bucky-bushtail.jpg new file mode 100644 index 0000000..26b860b Binary files /dev/null and b/src/assets/images/rivertail/bucky-bushtail.jpg differ diff --git a/src/assets/images/rivertail/frobyrt-frogimus.jpg b/src/assets/images/rivertail/frobyrt-frogimus.jpg new file mode 100644 index 0000000..75649d7 Binary files /dev/null and b/src/assets/images/rivertail/frobyrt-frogimus.jpg differ diff --git a/src/assets/images/rivertail/kakaron-and-edmund.jpg b/src/assets/images/rivertail/kakaron-and-edmund.jpg new file mode 100644 index 0000000..1032a77 Binary files /dev/null and b/src/assets/images/rivertail/kakaron-and-edmund.jpg differ diff --git a/src/assets/images/rivertail/mala-molemun.jpg b/src/assets/images/rivertail/mala-molemun.jpg new file mode 100644 index 0000000..c06d30e Binary files /dev/null and b/src/assets/images/rivertail/mala-molemun.jpg differ diff --git a/src/assets/images/rivertail/omyt-ottermore.jpg b/src/assets/images/rivertail/omyt-ottermore.jpg new file mode 100644 index 0000000..1c1ef43 Binary files /dev/null and b/src/assets/images/rivertail/omyt-ottermore.jpg differ diff --git a/src/assets/images/rivertail/stigee-zarduss.jpg b/src/assets/images/rivertail/stigee-zarduss.jpg new file mode 100644 index 0000000..7355ac9 Binary files /dev/null and b/src/assets/images/rivertail/stigee-zarduss.jpg differ diff --git a/src/assets/images/rivertail/syndee-slothig.jpg b/src/assets/images/rivertail/syndee-slothig.jpg new file mode 100644 index 0000000..6547578 Binary files /dev/null and b/src/assets/images/rivertail/syndee-slothig.jpg differ diff --git a/src/assets/images/rivertail/talla-toadington.jpg b/src/assets/images/rivertail/talla-toadington.jpg new file mode 100644 index 0000000..94dd517 Binary files /dev/null and b/src/assets/images/rivertail/talla-toadington.jpg differ diff --git a/src/layouts/partials/rulesHeader.ejs b/src/layouts/partials/rulesHeader.ejs index 4682cf8..4a68917 100644 --- a/src/layouts/partials/rulesHeader.ejs +++ b/src/layouts/partials/rulesHeader.ejs @@ -34,7 +34,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
- Version 0.11.3 / 2023-07-03 + Version 0.11.5 / 2023-07-04 + +- [Stig'ee Zar'duss and the Spy'dars from Talar](/images/rivertail/stigee-zarduss.jpg) + +### Locations + +- [The Bark and Brew](/images/rivertail/bark-and-brew.jpg) diff --git a/src/pages/campaign/index.md b/src/pages/campaign/index.md index 377811c..340d65c 100644 --- a/src/pages/campaign/index.md +++ b/src/pages/campaign/index.md @@ -4,7 +4,7 @@ description: A collection of info specific to our gaming group's campaign (the o date_pub: 2023-03-18T10:50:00-04:00 section: campaign content_type: feature -short_code: ci1 +short_code: c1 --- This is the starting page for info specific to our gaming group's campaign (the one that this guide originated from). diff --git a/src/pages/classes/astral-corsair.md b/src/pages/classes/astral-corsair.md index 5e1d9f0..cc33e9a 100644 --- a/src/pages/classes/astral-corsair.md +++ b/src/pages/classes/astral-corsair.md @@ -1,6 +1,6 @@ --- -title: Corsair (Astral) class -description: The Corsair (Astral) class for OSR gaming. +title: Corsair, Astral (Class) +description: The Astral Corsair class for OSR gaming. date_pub: 2023-04-01T20:20:00-4:00 section: classes content_type: feature diff --git a/src/pages/classes/barbarian.md b/src/pages/classes/barbarian.md new file mode 100644 index 0000000..eeef55d --- /dev/null +++ b/src/pages/classes/barbarian.md @@ -0,0 +1,99 @@ +--- +title: Barbarian (Class) +description: The Barbarian class for OSR gaming. +date_pub: 2023-03-27T23:04:00-04:00 +section: classes +content_type: feature +short_code: cba +--- + +An adventurer know for their primitive warrior nature. + +
+ +| | | +| ----------------- | --------------------------- | +| **Hit Dice** | 1d10 | +| **Maximum Level** | 14 | +| **Armor** | Leather, chainmail, shields | +| **Weapons** | Any | +| **Languages** | Alignment, Common | + +
+ +[[toc]] + +### Agile Fighter + +Gain a bonus to AC, and damage based on level as shown in [Level Advancement Table](#advancement). + +- After 4th level, able to deal damage to creatures that are immune to non-magical attacks. + +### Barbarian Skills + +- For most, roll 1d100, result under score is success. +- Referee should roll in secret for hear noise (HN), hide in undergrowth (HU), and move silently (MS). + +
+ +| Level | CS | HU | MS | +| :---: | :-: | :-: | :-: | +| 1 | 87 | 20 | 20 | +| 2 | 88 | 25 | 25 | +| 3 | 89 | 30 | 30 | +| 4 | 90 | 35 | 35 | +| 5 | 91 | 40 | 40 | +| 6 | 92 | 45 | 45 | +| 7 | 93 | 55 | 55 | +| 8 | 94 | 65 | 65 | +| 9 | 95 | 75 | 75 | +| 10 | 96 | 85 | 85 | +| 11 | 97 | 95 | 95 | +| 12 | 98 | 97 | 97 | +| 13 | 99 | 98 | 98 | +| 14 | 99 | 99 | 99 | + +[Barbarian Skills Chance of Success] + +
+ +- **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 so 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 + +
+ +| | | | | Saving Throws ||||| +| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | AF Bonus | +| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: | :---: | +| 1 | 0 | 1d10 | 0 | 10 | 13 | 12 | 15 | 16 | 0 | +| 2 | 2,500 | 2d10 | 0 | 10 | 13 | 12 | 15 | 16 | 0 | +| 3 | 5,000 | 3d10 | 0 | 10 | 13 | 12 | 15 | 16 | 0 | +| 4 | 10,000 | 4d10 | +2 | 8 | 11 | 10 | 13 | 13 | +1 | +| 5 | 18,500 | 5d10 | +2 | 8 | 11 | 10 | 13 | 13 | +1 | +| 6 | 37,000 | 6d10 | +2 | 8 | 11 | 10 | 13 | 13 | +2 | +| 7 | 85,000 | 7d10 | +5 | 6 | 9 | 8 | 10 | 10 | +2 | +| 8 | 140,000 | 8d10 | +5 | 6 | 9 | 8 | 10 | 10 | +3 | +| 9 | 270,000 | 9d10 | +5 | 6 | 9 | 8 | 10 | 10 | +3 | +| 10 | 400,000 | 9d10+3 | +7 | 4 | 7 | 6 | 8 | 7 | +4 | +| 11 | 530,000 | 9d10+6 | +7 | 4 | 7 | 6 | 8 | 7 | +4 | +| 12 | 660,000 | 9d10+9 | +7 | 4 | 7 | 6 | 8 | 7 | +4 | +| 13 | 790,000 | 9d10+12 | +9 | 3 | 5 | 4 | 5 | 5 | +5 | +| 14 | 920,000 | 9d10+15 | +9 | 3 | 5 | 4 | 5 | 5 | +5 | + +[Level Advancement] + +[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells + +
diff --git a/src/pages/classes/druid/index.md b/src/pages/classes/druid/index.md index b3b638e..29dfc97 100644 --- a/src/pages/classes/druid/index.md +++ b/src/pages/classes/druid/index.md @@ -44,7 +44,7 @@ A nature-focused magic user and guardian of the forest. ### Change Form - Starting at 2nd level, can change into the form of either a reptile, bird, or mammal. - - The new form can't have more hit dice than current level. + - The new form can't have more hit dice than current level / 2 (rounded down). - Regain 1d4 hit points per level when used. - 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). @@ -67,22 +67,22 @@ After 12th level, can build a stronghold that integrates with a natural setting.
| Level | XP | HD | Atk Mod | Saving Throws ||||| Spells Per Day ||||||| -| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | 6 | -|:-------:|:-----------:|:-------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|:---:|:---:| -| 1 | 0 | 1d8 | 0 | 11 | 12 | 14 | 16 | 15 | 1 | - | - | - | - | - | -| 2 | 2,500 | 2d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | - | - | - | - | - | -| 3 | 5,000 | 3d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | 1 | - | - | - | - | -| 4 | 10,000 | 4d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | 2 | - | - | - | - | -| 5 | 20,000 | 5d8 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 1 | 1 | - | - | -| 6 | 40,000 | 6d8 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 2 | 1 | 1 | - | -| 7 | 80,000 | 7d8 | +2 | 9 | 10 | 12 | 14 | 12 | 3 | 2 | 2 | 1 | - | - | -| 8 | 150,000 | 8d8 | +2 | 9 | 10 | 12 | 14 | 12 | 3 | 3 | 2 | 2 | - | - | -| 9 | 300,000 | 9d8 | +5 | 6 | 7 | 9 | 11 | 9 | 3 | 3 | 3 | 2 | 1 | - | -| 10 | 450,000 | 9d8+1 | +5 | 6 | 7 | 9 | 11 | 9 | 3 | 3 | 3 | 3 | 2 | - | -| 11 | 600,000 | 9d8+2 | +5 | 6 | 7 | 9 | 11 | 9 | 4 | 3 | 3 | 3 | 2 | 1 | -| 12 | 750,000 | 9d8+3 | +5 | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 3 | 3 | 3 | 2 | -| 13 | 900,000 | 9d8+4 | +7 | 3 | 5 | 7 | 8 | 7 | 4 | 4 | 4 | 3 | 3 | 3 | -| 14 | 1,050,000 | 9d8+5 | +7 | 3 | 5 | 7 | 8 | 7 | 4 | 4 | 4 | 4 | 3 | 3 | +| ^^ | ^^ | ^^ | ^^ | 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] diff --git a/src/pages/classes/druid/spell-list.md b/src/pages/classes/druid/spell-list.md index 1377577..a21cab4 100644 --- a/src/pages/classes/druid/spell-list.md +++ b/src/pages/classes/druid/spell-list.md @@ -14,25 +14,27 @@ The following list of spells may be cast by Druid characters. ### 1st Level -1. Animal Friendship -2. Cure Light Wounds (Cause Light Wounds) +1. [Befriend Animal](/spells/befriend-animal.html) +2. [Cure Light Wounds / Cause Light Wounds](/spells/cure-light-wounds.html) 3. Detect Danger 4. Entangle 5. Faerie Fire -6. Locate Plant or Animal -7. Predict Weather -8. Speak with Animals +6. Invisibility to Animals +7. Locate Plant or Animal +8. Predict Weather +9. Speak with Animals ### 2nd Level 1. Barkskin 2. Create Water 3. Heat Metal -4. Invisibility to Animals -5. Obscuring Mist -6. Produce Flame -7. Slow Poison -8. Warp Wood +4. [Hidden Step](/spells/hidden-step.html) +5. [Invisibility](/spells/invisibility.html) +6. Obscuring Mist +7. Produce Flame +8. Slow Poison +9. Warp Wood ### 3rd Level diff --git a/src/pages/classes/fighter.md b/src/pages/classes/fighter.md index d31bb91..abe1af8 100644 --- a/src/pages/classes/fighter.md +++ b/src/pages/classes/fighter.md @@ -1,8 +1,7 @@ --- title: Fighter -description: +description: The Fighter class for OSR date_pub: 2023-03-27T23:04:00-04:00 -date_upd: 2023-04-27T22:48:00-04:00 section: classes content_type: feature short_code: cfr diff --git a/src/pages/classes/index.md b/src/pages/classes/index.md index a5e0431..643a5af 100644 --- a/src/pages/classes/index.md +++ b/src/pages/classes/index.md @@ -8,6 +8,7 @@ content_type: feature short_code: c1 --- +- [Barbarian](./barbarian.html): An adventurer know for their primitive warrior nature. - [Bloodmage](./bloodmage.html): Arcane spellcasters that use their own life force to cast spells. - [Cleric](./cleric.html): Holy (or unholy) warrior-priests who serve one or more deities. - [Corsair](./corsair.html): A sailor living a life of adventure on the high seas. diff --git a/src/pages/classes/thief.md b/src/pages/classes/thief.md index 96f3d10..3083657 100644 --- a/src/pages/classes/thief.md +++ b/src/pages/classes/thief.md @@ -2,7 +2,6 @@ title: Thief (Class) description: date_pub: 2023-03-27T23:04:00-04:00 -date_upd: 2023-04-24T18:11:00-04:00 section: classes content_type: feature short_code: ctf @@ -72,7 +71,7 @@ After 9th level, may construct a stronghold (usually, a secret hideout). - **Climb sheer surfaces (CS)**: Roll for every 100' climbed, failure means falling from the halfway point (and taking fall damage). - **Find or remove treasure traps (TR)**: Roll once to find and again to remove, each may only be attempted once per trap. - **Hear noise (HN)**: Improved listening (at doors, etc.) in quiet areas (not in combat), uses 1d6. -- **Hide in shadows (HS)**: Need to 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. - **Move silently (MS)**: Sneak past enemies unnoticed. - **Open locks (OL)**: Need thieves' tools, can only be tried once per lock. On a fail, can't try again until next XP level. - **Pick pockets (PP)**: -5% chance for each level target is above 5th, minimum 1% chance of failure. If failed roll is more than 2x the skill, the theft is noticed. diff --git a/src/pages/magic-items/chamber-of-lightning-bolts.md b/src/pages/magic-items/chamber-of-lightning-bolts.md index 81050f5..78a7709 100644 --- a/src/pages/magic-items/chamber-of-lightning-bolts.md +++ b/src/pages/magic-items/chamber-of-lightning-bolts.md @@ -2,7 +2,6 @@ title: Chamber of Lightning Bolts description: A small cube that fires bolts of lightning. date_pub: 2023-03-13T01:22:00-04:00 -date_upd: 2023-05-09T22:20:00-04:00 section: magic items content_type: feature short_code: mc1b @@ -10,7 +9,7 @@ short_code: mc1b
-![A chamber of lightning bolts, created with [Stable Diffusion Online](https://stablediffusionweb.com/), 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, created with [Stable Diffusion Online](https://stablediffusionweb.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/chamber-of-lightning-bolts.jpg 'A chamber of lightning bolts')
@@ -26,5 +25,6 @@ When the command word ("bolt") is spoken, a lightning bolt leaps from it, landin ### Usage Die - Starts at d10. -- After each use of the chamber, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1), as the glow inside becomes dimmer. - - After it drops to one, the next use finishes it off, and the cube becomes inert. + +- After each use, roll the current die, and on a 1-2, the die drops one step (d10 -> d8 -> d6 -> d4 -> 1), as the glow becomes dimmer. +- When no more charges are left, it becomes inert. diff --git a/src/pages/magic-items/index.md b/src/pages/magic-items/index.md index a0aa675..62536c6 100644 --- a/src/pages/magic-items/index.md +++ b/src/pages/magic-items/index.md @@ -10,18 +10,19 @@ short_code: m11 Below you'll find a growing list of magic items that can be found across the multiverse. -- [Astral Compass](./astral-compass.html): A magical device for navigating to a desired location on the astral plane. -- [Chamber of Lightning Bolts](./chamber-of-lightning-bolts.html): A small cube that fires bolts of lightning. -- [The Crystal Skull of Jund](./crystal-skull-of-jund.html): A magical, elongated, and (apparently) nearly omniscient crystal skull. -- [Darklurker](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures. -- [The Helm of Immaculate Conservation](./helm-of-halos.html): A magical helmet that grants an aura of divine protection to nearby allies. -- [Jar of Preserving](./jar-of-preserving.html): A magical device for capturing and preserving creatures indefinitely. -- [Mirror of Telepresence](./mirror-of-telepresence.html): A magical mirror that allows its user to view and speak with others remotely. -- [Pet Rock](./pet-rock.html): A magical rock that obeys its owner's commands. -- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A magical ring that grants the wearer the ability to fire eldritch blasts. -- [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A magical ring that prevents its owner from having their mind read. -- [Ring of the Scholar](./ring-of-the-scholar.html): A magical ring that grants it's owner a small INT boost. -- [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock. -- [Tyrhung, Wolf Hunter](./tyrhung-wolf-hunter.html): A magical sword that specializes in identifying and killing lycanthropes. -- [Vah'ki, Flametongue of Dulara](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it. -- [The Venger](./venger.html): A magical longsword that counter-attacks anyone who attacks its wielder. +- [Astral Compass](./astral-compass.html): A magical device for navigating to a desired location on the astral plane. +- [Chamber of Lightning Bolts](./chamber-of-lightning-bolts.html): A small cube that fires bolts of lightning. +- [The Crystal Skull of Jund](./crystal-skull-of-jund.html): A magical, elongated, and (apparently) nearly omniscient crystal skull. +- [Darklurker](./darklurker-dagger.html): A sentient, demonic dagger that seeks the blood of lawful creatures. +- [The Helm of Immaculate Conservation](./helm-of-halos.html): A magical helmet that grants an aura of divine protection to nearby allies. +- [Jar of Preserving](./jar-of-preserving.html): A magical device for capturing and preserving creatures indefinitely. +- [Mirror of Telepresence](./mirror-of-telepresence.html): A magical mirror that allows its user to view and speak with others remotely. +- [Pet Rock](./pet-rock.html): A magical rock that obeys its owner's commands. +- [Ring of Eldritch Blasting](./ring-of-eldritch-blasting.html): A magical ring that grants the wearer the ability to fire eldritch blasts. +- [Ring of Psychic Shielding](./ring-of-psychic-shielding.html): A magical ring that prevents its owner from having their mind read. +- [Ring of the Scholar](./ring-of-the-scholar.html): A magical ring that grants it's owner a small INT boost. +- [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock. +- [Tyrhung, Wolf Hunter](./tyrhung-wolf-hunter.html): A magical sword that specializes in identifying and killing lycanthropes. +- [Vah'ki, Flametongue of Dulara](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it. +- [The Venger](./venger.html): A magical longsword that counter-attacks anyone who attacks its wielder. +- [Wand of Druidcraft](./wand-of-druidcraft.html): A magic wand for druids that creates various simple nature effects. diff --git a/src/pages/magic-items/wand-of-druidcraft.md b/src/pages/magic-items/wand-of-druidcraft.md new file mode 100644 index 0000000..d4e11d0 --- /dev/null +++ b/src/pages/magic-items/wand-of-druidcraft.md @@ -0,0 +1,50 @@ +--- +title: Wand of Druidcraft +description: A magic wand for druids that creates various simple nature effects. +date_pub: 2023-07-04T13:45:00-04:00 +section: magic items +content_type: feature +short_code: mwd +--- + +
+ +![A Wand of Druidcraft, created with both [Stable Diffusion Online](https://stablediffusionweb.com/) and [Dall-E](https://labs.openai.com/), released under a [CC0](/licenses/cc0) license.](/images/magic-items/wand-of-druidcraft.jpg 'A wand of druidcraft') + +
+ +A simple, 16" wooden wand with a small green crystal at one end. + +- As long as at least one charge remains, the green crystal glows slightly. +- May only be used by druids. + +### Activation + +When the wand is waved in a certain way by a druid, one of the following effects occurs (with the effect determined by the gesture used): + +- Create a tiny, harmless sensory effect that predicts what the weather will be at the present location for the next 24 hours. + - Examples: A golden orb for clear skies, a cloud for rain, falling snowflakes for snow, etc. + - Persists for 1 round. +- Instantly make a flower blossom, a seed pod open, or a leaf bud bloom. +- Create an instantaneous, harmless sensory effect. + - Examples: Falling leaves, a puff of wind, the sound of a small animal, the faint odor of skunk, etc. + - Must fit in a 5-foot cube. +- Instantly light or snuff out a candle, a torch, or a small fire (ex: a campfire). +- Manipulate a volume of water within 30' (and which fits within a 5-foot cube) in one of the following ways: + - Instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. + - This movement doesn’t have enough force to cause damage. + - Cause the water to form into simple shapes and animate at your direction, for up to 1 hour. + - Change the water’s color or opacity for up to one hour. + - The change must be uniform throughout. + - Freeze the water, provided that there are no creatures in it. + - It unfreezes in 1 hour. + +If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect in combat as an action. + +### Usage Die + +- Starts at d12. +- After each use, roll the current die, and on a 1-2, the die drops one step (d12 -> d10 -> d8 -> d6 -> d4 -> 1), as the glow becomes dimmer. +- When no more charges are left, it becomes inert. + +!!!include(license/wotc-cc-by.md)!!! diff --git a/src/pages/races/automaton.md b/src/pages/races/automaton.md index 1f02ab5..28ff3af 100644 --- a/src/pages/races/automaton.md +++ b/src/pages/races/automaton.md @@ -25,6 +25,7 @@ Automatons are magically-powered, fully sentient beings composed of metal and wo ### Available Classes and Max Level - **Assassin**: 10th +- **Barbarian**: 8th - **Bard**: 8th - **Cleric**: 7th - **Corsair**: 10th diff --git a/src/pages/races/bugbear.md b/src/pages/races/bugbear.md new file mode 100644 index 0000000..390deed --- /dev/null +++ b/src/pages/races/bugbear.md @@ -0,0 +1,67 @@ +--- +title: Bugbear (Race) +description: The Bugbear race for OSR gaming. +date_pub: 2023-07-04T15:12:00-04:00 +section: races +content_type: feature +short_code: rbu +--- + +[[toc]] + +
+ +| | | +| --------------------- | ---------------------------- | +| **Requirements** | CON 9 | +| **Ability modifiers** | +1 STR, -1 WIS | +| **Languages** | Alignment, Common, Goblinoid | + +
+ +Large, hairy goblin-like creatures. + +### Available Classes and Max Level + +- **Assassin**: 10th +- **Barbarian**: 11th +- **Bard**: 6th +- **Cleric**: 8th +- **Corsair**: 8th +- **Druid**: 9th +- **Fighter**: 10th +- **Knight**: 6th +- **Mystic**: 8th +- **Paladin**: 7th +- **Priest**: 8th +- **Ranger**: 10th +- **Sorcerer**: 9th +- **Thief**: 10th +- **Warlock**: 9th +- **Wizard**: 8th + +### Detect Secrets & Traps + +2-in-6 chance of detecting construction tricks (secret doors, panels, etc.) or non-magical room traps while underground. + +### Infravision + +Can see heat signatures up to 60', even in total darkness. + +### Fortitude + +Gets a bonus to saving throws vs poison, spells, and wielded items (wand, rods, staves, etc.), based on CON. + +
+ +| CON | Bonus | +| :---: | :---: | +| 3-6 | 0 | +| 7-10 | +2 | +| 11-14 | +3 | +| 15-17 | +4 | +| 18+ | +5 | + +[Fortitude Bonus] + +
diff --git a/src/pages/races/dracokin.md b/src/pages/races/dracokin.md index 5c8e725..db40f48 100644 --- a/src/pages/races/dracokin.md +++ b/src/pages/races/dracokin.md @@ -25,6 +25,7 @@ Scaled lizard-people with an apparent (if distant) ancestry to dragons. ### Available Classes and Max Level - **Assassin**: 10th +- **Barbarian**: 11th - **Bard**: 7th - **Cleric**: 7th - **Corsair**: 9th diff --git a/src/pages/races/drow.md b/src/pages/races/drow.md index d47c272..a7dc008 100644 --- a/src/pages/races/drow.md +++ b/src/pages/races/drow.md @@ -24,6 +24,7 @@ Dark-skinned, slender demihumans, possibly related to elves, who dwell deep unde ### Available Classes and Max Level - **Assassin**: 10th +- **Barbarian**: 10th - **Bard**: 7th - **Bloodmage**: 9th - **Cleric**: 11th diff --git a/src/pages/races/dwarf.md b/src/pages/races/dwarf.md index 13c22d0..411b093 100644 --- a/src/pages/races/dwarf.md +++ b/src/pages/races/dwarf.md @@ -26,6 +26,7 @@ Stout, bearded demihumans, about 4' tall, who usually live underground and love ### Available Classes and Max Level - **Assassin**: 7th +- **Barbarian**: 10th - **Bard**: 9th - **Cleric**: 10th - **Corsair**: 7th diff --git a/src/pages/races/elefolk.md b/src/pages/races/elekin.md similarity index 76% rename from src/pages/races/elefolk.md rename to src/pages/races/elekin.md index d1a4f4e..c3829a8 100644 --- a/src/pages/races/elefolk.md +++ b/src/pages/races/elekin.md @@ -1,6 +1,6 @@ --- -title: Elefolk -description: TBD +title: Elekin +description: The Elekin race for OSR gaming. date_pub: 2023-04-09T14:38:00-04:00 section: races content_type: feature @@ -11,11 +11,11 @@ short_code: rek
-| | | -| --------------------- | ------------------------------- | -| **Requirements** | STR 9 | -| **Ability modifiers** | +1 CON, -1 WIS | -| **Languages** | Alignment, Common, Elespeak[^1] | +| | | +| --------------------- | ------------------------- | +| **Requirements** | STR 9 | +| **Ability modifiers** | +1 CON, -1 WIS | +| **Languages** | Alignment, Common, Greyok |
@@ -24,6 +24,7 @@ Large, elephant-like humanoids with four digits and long trunks. ### Available Classes and Max Level - **Assassin**: 6th +- **Barbarian**: 10th - **Bard**: 8th - **Cleric**: 10th - **Corsair**: 8th @@ -57,5 +58,3 @@ Grants +2 AC while not wearing armor. Can be combined with a shield. - Can't hold weapons or shields. - Can't make precision movements (for castings spells or using tools). - Can be used as a snorkel. - -[^1]: The native language of the elekin. diff --git a/src/pages/races/elf.md b/src/pages/races/elf.md index dbbc351..627c175 100644 --- a/src/pages/races/elf.md +++ b/src/pages/races/elf.md @@ -24,6 +24,7 @@ Thin, fey demihumans with sharp features. ### Available Classes and Max Level - **Assassin**: 10th +- **Barbarian**: 8th - **Bard**: 7th - **Bloodmage**: 11th - **Cleric**: 7th diff --git a/src/pages/races/elfaye.md b/src/pages/races/elfaye.md new file mode 100644 index 0000000..608778d --- /dev/null +++ b/src/pages/races/elfaye.md @@ -0,0 +1,82 @@ +--- +title: Elfaye (Race) +description: Thin, fey demihumans, related to elves, with the ability to project their seasonal temperaments. +date_pub: 2023-04-21T21:07:00-04:00 +date_upd: 2023-05-31T23:04:00-04:00 +section: races +content_type: feature +short_code: re1 +--- + +[[toc]] + +
+ +| | | +| --------------------- | ------------------------------------------------ | +| **Requirements** | Minimum WIS 9 | +| **Ability modifiers** | -1 INT, +1 CHA | +| **Languages** | Alignment, Common, Elvish, Faerie (High and Low) | + +
+ +Thin, fae demihumans, related to elves and native to the Faewolde, with the ability to project their seasonal temperaments. + +### Available Classes and Max Level + +- **Assassin**: 10th +- **Barbarian**: 8th +- **Bard**: 7th +- **Bloodmage**: 11th +- **Cleric**: 7th +- **Corsair**: 10th +- **Druid**: 12th +- **Fighter**: 7th +- **Knight**: 11th +- **Mystic**: 8th +- **Paladin**: 9th +- **Priest**: 7th +- **Ranger**: 11th +- **Sorcerer**: 11th +- **Thief**: 10th +- **Warlock**: 12th +- **Wizard**: 11th + +### Detect Secrets + +2-in-6 chance of detecting secret doors, panels, etc. while underground. + +### Hear Noises + +2-in-6 chance (ex: when listening at a door). + +### Immune to Ghoul Paralysis + +Unaffected by the paralysis inflicted by ghouls. + +### Innate Magic + +- From 2nd level, can cast [Hidden Step](/spells/hidden-step.html) once per day. +- From 6th level, can cast [Hidden Step](/spells/hidden-step.html) twice per day, plus an additional effect occurs when cast, based on caster's current [seasonal affinity](#seasonal-affinity): + + - **Evening (Autumn)**: Immediately after using hidden step, up to two target creatures within 10 feet must **Save vs Spells** or be charmed for 1 minute (or until damage is dealt to them). + - **Night (Winter)**: When using hidden step, up to one target creature within 10' of where the caster started must **Save vs Spells** or be frightened of the caster (as per the _fear_ spell). + - **Morning (Spring)**: When using hidden step, the caster may touch one target willing creature who is teleported instead. + - **Day (Summer)**: Immediately after using hidden step, any number of target creatures within 10 feet take 1d4 damage (**Save vs Spells** for half). + +### Infravision + +Can see heat signatures up to 60', even in total darkness. + +### Seasonal Affinity + +Each day, choose which of the following Fae-seasons influences your physical and emotional being. + +- **Evening (Autumn)**: Goodwill and harmony, when all share in the harvest of the day. +- **Night (Winter)**: Quiet and contemplative, as the dynamic energy of the world sleeps, and only the dark remains... +- **Morning (Spring)**: Joy and celebration, a phase of rejuvenation and hope as the sorrows of the night pass. +- **Day (Summer)**: Courage and determination, channelling aggressive energy and desires for action. + +### Sensitive to Evil + +-2 to attack rolls and -1 to AC when near powerful "evil" force (relic or sentient creature of level+3 HD or greater). diff --git a/src/pages/races/felinar.md b/src/pages/races/felinar.md index 12cb969..b4a0269 100644 --- a/src/pages/races/felinar.md +++ b/src/pages/races/felinar.md @@ -25,6 +25,7 @@ Tall, thin cat-people, covered in thick fur. ### Available Classes and Max Level - **Assassin**: 11th +- **Barbarian**: 9th - **Bard**: 8th - **Cleric**: 7th - **Corsair**: 11th diff --git a/src/pages/races/firfolk.md b/src/pages/races/firfolk.md index ef399e9..4371b8e 100644 --- a/src/pages/races/firfolk.md +++ b/src/pages/races/firfolk.md @@ -25,6 +25,7 @@ Large, grey-skinned demihumans, usually found in the forest, with a distant rela ### Available Classes and Max Level - **Assassin**: 6th +- **Barbarian**: 10th - **Bard**: 8th - **Cleric**: 10th - **Corsair**: 8th diff --git a/src/pages/races/index.md b/src/pages/races/index.md index 22a6398..0d3a01b 100644 --- a/src/pages/races/index.md +++ b/src/pages/races/index.md @@ -2,18 +2,18 @@ title: Character Races description: date_pub: 2023-02-17T00:15:00-05:00 -date_upd: 2023-05-31T11:02:00-04:00 section: races content_type: feature short_code: r1 --- -- [Automaton](./automaton.html): Mechanical beings powered by ancient, arcane magicks. -- [Dracokin](./dracokin.html): Lizardfolk with distant relations to dragons. -- [Drow](./drow.html): Dark-skinned, slender demihumans, possibly related to elves, who dwell deep underground. -- [Dwarf](./dwarf.html): Short and hairy demihumans with an affinity for mining and crafting. -- [Felinar](./felinar.html): A race of anthropomorphic, catlike beings. -- [Firfolk](./firfolk.html): Magical, gray half-giants that live in harmony with nature. -- [Lah'dri](./lahdri.html): Thin, fey demihumans, related to elves, with the ability to project their seasonal temperaments. -- [Mimikin](./mimikin.html): A race of demihumans able to shift their physical forms at will. -- [Tortokin](./tortokin.html): Anthropomorphic, upright turtles of roughly human stature. +- [Automaton](./automaton.html): Mechanical beings powered by ancient, arcane magicks. +- [Bugbear](./bugbear.html): Large, hairy goblin-like creatures. +- [Dracokin](./dracokin.html): Lizardfolk with distant relations to dragons. +- [Drow](./drow.html): Dark-skinned, slender demihumans, possibly related to elves, who dwell deep underground. +- [Dwarf](./dwarf.html): Short and hairy demihumans with an affinity for mining and crafting. +- [Elfaye](./elfaye.html): Thin, fae demihumans, related to elves, with the ability to project their seasonal temperaments. +- [Felinar](./felinar.html): A race of anthropomorphic, catlike beings. +- [Firfolk](./firfolk.html): Magical, gray half-giants that live in harmony with nature. +- [Mimikin](./mimikin.html): A race of demihumans able to shift their physical forms at will. +- [Tortokin](./tortokin.html): Anthropomorphic, upright turtles of roughly human stature. diff --git a/src/pages/races/lahdri.md b/src/pages/races/lahdri.md deleted file mode 100644 index 755472b..0000000 --- a/src/pages/races/lahdri.md +++ /dev/null @@ -1,81 +0,0 @@ ---- -title: Lah'dri (Race) -description: Thin, fey demihumans, related to elves, with the ability to project their seasonal temperaments. -date_pub: 2023-04-21T21:07:00-04:00 -date_upd: 2023-05-31T23:04:00-04:00 -section: races -content_type: feature -short_code: r1a ---- - -[[toc]] - -
- -| | | -| --------------------- | ------------------------------------------------ | -| **Requirements** | Minimum INT 9 | -| **Ability modifiers** | -1 WIS, +1 CHA | -| **Languages** | Alignment, Common, Elvish, Faerie (High and Low) | - -
- -Thin, fey demihumans, related to elves and native to the Feywolde, with the ability to project their seasonal temperaments. - -### Available Classes and Max Level - -- **Assassin**: 10th -- **Bard**: 7th -- **Bloodmage**: 11th -- **Cleric**: 7th -- **Corsair**: 10th -- **Druid**: 12th -- **Fighter**: 7th -- **Knight**: 11th -- **Mystic**: 8th -- **Paladin**: 9th -- **Priest**: 7th -- **Ranger**: 11th -- **Sorcerer**: 11th -- **Thief**: 10th -- **Warlock**: 12th -- **Wizard**: 11th - -### Detect Secrets - -2-in-6 chance of detecting secret doors, panels, etc. while underground. - -### Hear Noises - -2-in-6 chance (ex: when listening at a door). - -### Immune to Ghoul Paralysis - -Unaffected by the paralysis inflicted by ghouls. - -### Innate Magic - -- From 2nd level, can cast [hidden step](/spells/hidden-step.html) once per day. -- From 6th level, can cast [hidden step](/spells/hidden-step.html) twice per day, plus an additional effect occurs when cast, based on caster's current [seasonal affinity](#seasonal-affinity): - - - **Evening (Autumn)**: Immediately after using hidden step, up to two target creatures within 10 feet must **Save vs Spells** or be charmed for 1 minute (or until damage is dealt to them). - - **Night (Winter)**: When using hidden step, up to one target creature within 10' of where the caster started must **Save vs Spells** or be frightened of the caster (as per the _fear_ spell). - - **Morning (Spring)**: When using hidden step, the caster may touch one target willing creature who is teleported instead. - - **Day (Summer)**: Immediately after using hidden step, any number of target creatures within 10 feet take 1d4 damage (**Save vs Spells** for half). - -### Infravision - -Can see heat signatures up to 60', even in total darkness. - -### Seasonal Affinity - -Each day, choose which of the following Fae-seasons influences your physical and emotional being. - -- **Evening (Autumn)**: Goodwill and harmony, when all share in the harvest of the day. -- **Night (Winter)**: Quiet and contemplative, as the dynamic energy of the world sleeps, and only the dark remains... -- **Morning (Spring)**: Joy and celebration, a phase of rejuvenation and hope as the sorrows of the night pass. -- **Day (Summer)**: Courage and determination, channelling aggressive energy and desires for action. - -### Sensitive to Evil - --2 to attack rolls and -1 to AC when near powerful "evil" force (relic or sentient creature of level+3 HD or greater). diff --git a/src/pages/races/mimikin.md b/src/pages/races/mimikin.md index cb12017..5170771 100644 --- a/src/pages/races/mimikin.md +++ b/src/pages/races/mimikin.md @@ -25,6 +25,7 @@ Tall (5.5') demihumans with naturally pale, grey skin, unnervingly blank facial ### Available Classes and Max Level - **Assassin**: 10th +- **Barbarian**: 8th - **Bard**: 10th - **Cleric**: 5th - **Corsair**: 10th diff --git a/src/pages/races/tortokin.md b/src/pages/races/tortokin.md index e3b8de8..7123fbd 100644 --- a/src/pages/races/tortokin.md +++ b/src/pages/races/tortokin.md @@ -25,6 +25,7 @@ Tortokin are a race of relatively tall (5.5') reptilian-looking humanoids with l ### Available Classes and Max Level - **Assassin**: 7th +- **Barbarian**: 10th - **Bard**: 9th - **Cleric**: 10th - **Corsair**: 7th diff --git a/src/pages/rules/adventuring.md b/src/pages/rules/adventuring.md index fb61b8f..04a6775 100644 --- a/src/pages/rules/adventuring.md +++ b/src/pages/rules/adventuring.md @@ -70,7 +70,6 @@ Most class languages are secret, known only to members of their class, and often - **Draconic**: Native language of most intelligent reptilian races (kobolds, troglodytes, lizardfolk, dragons, dracokin, etc.). - **Duncommon**: Native language of those that dwell deep undergorund, or in other dark places (Drow, Medusa, etc.). - **Dwarfish**: Native language of dwarves. -- **Elekin**: Native language of elekin. - **Elemental**: Spoken by all elementals, each subtype has their own dialect. - **Elvish**: Native language of elves. and **Low Fairie** (spoken everywhere else in the Faewolde) - **Faerie**: Native language of the fae, usually divided into **Low Fairie** (spoken throughout the Faewolde) and **High Faerie** (spoken in the ruling courts). diff --git a/src/pages/rules/combat.md b/src/pages/rules/combat.md index 41c665a..892e69a 100644 --- a/src/pages/rules/combat.md +++ b/src/pages/rules/combat.md @@ -49,6 +49,22 @@ Roll 1d20 plus any appropriate modifiers. If it equals or beats the target's AC, - **Shields** grant +1 AC when used. - Can also be destroyed to prevent a hit from inflicting damage. +
+ +| Armor Type | AC | +| :--------: | :-: | +| None | 10 | +| Hide | 11 | +| Leather | 12 | +| Studded | 13 | +| Chainmail | 14 | +| Half-Plate | 15 | +| Full Plate | 16 | + +[Standard Armor AC] + +
+ #### Melee Attacks Melee attack rolls are modified based on the character's Strength. diff --git a/src/pages/spells/befriend-animal.md b/src/pages/spells/befriend-animal.md new file mode 100644 index 0000000..35d67fe --- /dev/null +++ b/src/pages/spells/befriend-animal.md @@ -0,0 +1,30 @@ +--- +title: Befriend Animal +description: The Befriend Animal spell for OSR gaming. +date_pub: 2023-07-02T18:57:00-04:00 +section: spells +content_type: feature +short_code: sba +tags: arcane divine +--- + +
+ +| | | +| ------------ | --------- | +| **Level** | 1 | +| **Duration** | Permanent | +| **Range** | 10' | + +
+ +A neutral-aligned creature of animal intelligence within range must **Save vs Spells** or wait quietly while the caster performs a binding ritual lasting 6 turns. + +- Caster may have up to 2HD of creatures per level befriended at any time. + +### Bound Animal Behavior + +- Follows the caster everywhere they go. +- Will not harm the caster. +- May be trained to perform up to 6 simple tricks, with each trick taking a week of training. +- If left alone for 3+ days during the first 3 months they are bound, it reverts to its natural behavior. diff --git a/src/pages/spells/cure-light-wounds.md b/src/pages/spells/cure-light-wounds.md new file mode 100644 index 0000000..bd03d92 --- /dev/null +++ b/src/pages/spells/cure-light-wounds.md @@ -0,0 +1,40 @@ +--- +title: Cure Light Wounds +description: The Cure Light Wounds and Cause Light Wounds spells for OSR gaming. +date_pub: 2023-07-02T18:57:00-04:00 +section: spells +content_type: feature +short_code: scw +tags: divine +--- + +
+ +| | | +| ------------ | ------- | +| **Level** | 1 | +| **Duration** | Instant | +| **Range** | Touch | + +
+ +Caster or creature touched gains one of the following effects: + +- Heals 1d6 + 1 hit points of damage (cannot raise target's hit points above maximum). +- Negate paralyzing effects. + +## Cause Light Wounds + +Reversed version of **Cure Light Wounds**. + +
+ +| | | +| ------------ | ------- | +| **Level** | 1 | +| **Duration** | Instant | +| **Range** | Touch | + +
+ +Caster inflicts 1d6 + 1 hit points of damage on touched creature (attack roll required if in combat). diff --git a/src/pages/spells/index.md b/src/pages/spells/index.md index b75fd6c..6d7fe93 100644 --- a/src/pages/spells/index.md +++ b/src/pages/spells/index.md @@ -9,8 +9,10 @@ short_code: s1 Below you'll find a growing list of magic spells from across the multiverse. +- [Befriend Animal (1 AD)](./befriend-animal.html) - [Calm / Scare (1 AD)](./calm.html) - [Color Spray (1 A)](./color-spray.html) +- [Cure Light Wounds / Cause Light Wounds (1 D)](./cure-light-wounds.html) - [Detect Magic (1 ADR)](./detect-magic.html) - [Fly (3 A)](./fly.html) - [Glamour (1 A)](./glamour.html)