add new monsters, spells, and rules
This commit is contained in:
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{
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{
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"name": "planar-vagabond",
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"name": "planar-vagabond",
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"version": "0.11.14",
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"version": "0.11.15",
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"description": "",
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"description": "",
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"main": "index.js",
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"main": "index.js",
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"scripts": {
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"scripts": {
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@ -27,7 +27,7 @@ Holy (or unholy) warrior-priests on a quest for their deity.
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- **Leader**: Groups of 4+ are led by a higher level priest or cleric (1d4 HD higher). Roll or determine spells as needed.
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- **Leader**: Groups of 4+ are led by a higher level priest or cleric (1d4 HD higher). Roll or determine spells as needed.
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- **Weapon Restrictions**: Lawful clerics may only use [weapons](/rules/combat.html#weapons) with the _Blunt_ trait.
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- **Weapon Restrictions**: Lawful clerics may only use [weapons](/rules/combat.html#weapons) with the _Blunt_ trait.
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#### At Higher Levels
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### At Higher Levels
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<div class="dividedTableWrapper">
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<div class="dividedTableWrapper">
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@ -44,7 +44,7 @@ Holy (or unholy) warrior-priests on a quest for their deity.
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</div>
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</div>
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#### Short Stat Blocks
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### Short Stat Blocks
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```
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```
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> HD 1 (4 hp), AC 17; MV 20'; Atk 1 (0) @ 1d6 (mace); AL Any; ML 7
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> HD 1 (4 hp), AC 17; MV 20'; Atk 1 (0) @ 1d6 (mace); AL Any; ML 7
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@ -27,7 +27,7 @@ An adventurer that specializes in combat.
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- **Leader**: 50% chance groups of 4+ are led by a higher level fighter (1d4 HD higher).
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- **Leader**: 50% chance groups of 4+ are led by a higher level fighter (1d4 HD higher).
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- **Weapon Versatility**: May be found wielding various types of [weapons](https://www.planarvagabond.com/rules/combat.html#weapons).
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- **Weapon Versatility**: May be found wielding various types of [weapons](https://www.planarvagabond.com/rules/combat.html#weapons).
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#### At Higher Levels
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### At Higher Levels
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<div class="dividedTableWrapper">
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<div class="dividedTableWrapper">
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@ -46,7 +46,7 @@ An adventurer that specializes in combat.
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</div>
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</div>
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#### Short Stat Blocks
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### Short Stat Blocks
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```
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```
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> HD 1d10 (6 hp), AC 13; MV 40'; Atk 1 (0) @ 1d8 (weapon); AL Any; ML 7
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> HD 1d10 (6 hp), AC 13; MV 40'; Atk 1 (0) @ 1d8 (weapon); AL Any; ML 7
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@ -26,7 +26,7 @@ A holy (or unholy) knight on a quest for their deity.
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- **Leader**: Groups of 4+ are led by a higher level priest or cleric (1d4 HD higher). Roll or determine spells as needed.
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- **Leader**: Groups of 4+ are led by a higher level priest or cleric (1d4 HD higher). Roll or determine spells as needed.
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#### At Higher Levels
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### At Higher Levels
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<div class="dividedTableWrapper">
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<div class="dividedTableWrapper">
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@ -43,7 +43,7 @@ A holy (or unholy) knight on a quest for their deity.
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</div>
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</div>
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#### Short Stat Blocks
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### Short Stat Blocks
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```
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```
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> HD 1 (4 hp), AC 17; MV 20'; Atk 1 (0) @ 1d6 (mace); AL Any; ML 7
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> HD 1 (4 hp), AC 17; MV 20'; Atk 1 (0) @ 1d6 (mace); AL Any; ML 7
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190
src/pages/bestiary/vampire.md
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src/pages/bestiary/vampire.md
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---
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title: Vampire
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description: Undead creature that survives by drinking the blood of others.
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date_pub: 2023-10-26T23:15:49.000-04:00
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section: bestiary
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content_type: feature
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short_code: bvm
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status: hidden
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---
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Undead creature that survives by drinking the blood of others.
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<div class='headlessTableWrapper'>
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| ----------------- | ---------------------------------------------------- |
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| **Hit Dice** | 7\*\* (31 hp) |
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| **Armor Class** | 17 |
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| **Movement** | 40' |
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| **Attacks** | 1 (+6) @ energy drain (touch, 1d10) or charming gaze |
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| **Alignment** | Chaotic |
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| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
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| **Morale** | 11 |
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| **XP** | 1,250 |
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</div>
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- Typically found in ruins, tombs, and deserted areas.
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- Immune to damage from non-magical weapons.
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- Regenerates 3 hp at the start of each round (while alive).
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- At 0 hp, changes into cloud of mist and flees to coffin.
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- **Coffins**: Must rest in a coffin during the day or lose 2d6 hp (which can only be healed by resting in coffin for a full day).
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- Cannot rest in a blessed coffin.
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### Bestial Minions
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Can summon creatures from the surrounding area.
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- Takes 1 round to activate.
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- Can summon the following types and quantities of animals:
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- 1d10 x 10 rats,
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- 5d4 giant rats,
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- 1d10 x 10 bats,
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- 3d6 giant bats,
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- 3d6 wolves, or
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- 2d4 dire wolves.
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### Charming Gaze
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Target in sight must **Save vs Spells** at -2 to resist charm.
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- A charmed creature:
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- must move towards the vampire (resisting anyone who tries to prevent it),
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- must defend the vampire,
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- must obey the vampire's commands (as long as they are understood),
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- can't cast spells or use magic items,
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- is unable to harm the vampire.
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- Charm breaks when the vampire dies.
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### Energy Drain
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Damage inflicted by this attack reduces the target's maximum HP.
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- A humanoid killed by this ability becomes a vampire in 3 days.
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- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.
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### Shapeshift
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Can change into other forms at will.
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- Each change takes 1 round.
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- Can take humanoid form, or form listed below.
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#### Dire Wolf
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| ----------------- | --------------------- |
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| **Hit Dice** | 7\*\* (31 hp) |
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| **Armor Class** | 17 |
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| **Movement** | 50' |
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| **Attacks** | 1 (+6) @ bite (2d4) |
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| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
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| **Morale** | 11 |
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#### Giant Bat
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| ----------------- | --------------------- |
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| **Hit Dice** | 7\*\* (31 hp) |
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| **Armor Class** | 17 |
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| **Movement** | 10' / 60' flying |
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| **Attacks** | 1 (+6) @ bite (1d4) |
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| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
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| **Morale** | 11 |
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#### Cloud of Mist
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| ----------------- | --------------------- |
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| **Hit Dice** | 7\*\* (31 hp) |
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| **Armor Class** | 17 |
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| **Movement** | 60' flying |
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| **Attacks** | None |
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| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
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| **Morale** | 11 |
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- Immune to all weapons while in this form.
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- Unable to attack while in this form.
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!!!include(bestiary/undead.md)!!!
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### Weaknesses
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- Repelled by odor of garlic, must **Save vs Death** each round to attack.
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- Unable to come within 10' of a wielded holy symbol.
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- May attack wielder from another angle, if possible.
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- Unable to cross running water except via a bridge or while carried inside coffin.
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- Does not cast a reflection.
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- Tends to avoid mirrors.
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- Partly blinded by light from Continual Light spell (-4 to attacks).
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- Must **Save vs Death** each round in sunlight or be disintegrated.
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- May be permanently killed by:
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- a stake in the heart,
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- being immersed in water for 1 turn,
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- being reduced to 0hp without an available coffin nearby.
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### At Higher Levels
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<div class="dividedTableWrapper">
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| HD | HP | AC | Atk Mod | XP |
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| :---: | :-: | :-: | :-----: | :---: |
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| 8\*\* | 36 | 17 | +7 | 1,750 |
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| 9\*\* | 40 | 17 | +8 | 2,300 |
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[Higher-Level Vampires]
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</div>
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### Master Vampire
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Ancient, master vampires of even higher HD are rumored to exist, capable of casting spells with their blood.
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| ----------------- | ----------------------------------------------------- |
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| **Hit Dice** | 10d10\*\* (55 hp) |
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| **Armor Class** | 20 |
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| **Movement** | 40' |
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| **Attacks** | 1 (+9) @ energy drain (touch, 1d6+4) or charming gaze |
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| **Alignment** | Chaotic |
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| **Saving Throws** | D6 W7 P8 B8 S10 (10) |
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| **Morale** | 12 |
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| **XP** | 1,250 |
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#### Spellcasting
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- Can cast any known spell by shedding blood (1 hp / spell level).
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- Carries a spell book (or equivalent) with known spells in it.
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**Known Spells**
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- First level:
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- [Read Languages](/spells/read-languages.html)
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- [Hold Portal](https://oldschoolessentials.necroticgnome.com/srd/index.php/Hold_Portal)
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- [Sleep](https://oldschoolessentials.necroticgnome.com/srd/index.php/Sleep)
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- Second level:
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- [ESP](https://oldschoolessentials.necroticgnome.com/srd/index.php/ESP)
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- [Invisibility](/spells/invisibility.html)
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- [Mirror Image](https://oldschoolessentials.necroticgnome.com/srd/index.php/Mirror_Image)
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- Third level:
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- [Fireball](https://oldschoolessentials.necroticgnome.com/srd/index.php/Fire_Ball)
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- [Hold Person](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Hold_Person_(MU)>)
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- [Suggestion](/spells/suggestion.html)
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- Fourth level:
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- [Improved Invisibility](/spells/improved-invisibility.html)
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- [Polymorph Others](/spells/polymorph-others.html)
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- [Polymorph Self](/spells/polymorph-self.html)
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- Fifth level
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- [Animate Dead](https://oldschoolessentials.necroticgnome.com/srd/index.php/Animate_Dead)
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- [Telekinesis](https://oldschoolessentials.necroticgnome.com/srd/index.php/Telekinesis)
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38
src/pages/bestiary/wight.md
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38
src/pages/bestiary/wight.md
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---
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title: Wight
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description: TBD
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date_pub: 2023-10-27T23:26:36.000-04:00
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section: bestiary
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content_type: feature
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short_code: bwt
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status: hidden
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---
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Humanoid corpses possessed by malevolent spirits.
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<div class='headlessTableWrapper'>
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| ----------------- | ---------------------------------- |
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| **Hit Dice** | 3\* (13 hp) |
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| **Armor Class** | 14 |
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| **Movement** | 30' |
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| **Attacks** | 1 (+3) @ energy drain (touch, 1d4) |
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| **Alignment** | Chaotic |
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| **Saving Throws** | D12 W13 P14 B15 S16 (4) |
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| **Morale** | 12 |
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| **XP** | 50 |
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</div>
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- Immune to damage from non-magical, non-silver weapons.
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- Takes half damage from silver weapons.
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### Energy Drain
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Damage inflicted by this attack reduces the target's maximum HP.
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- A humanoid killed by this ability becomes a wight in 1d4 days, under the control of the wight that killed them.
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- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.
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!!!include(bestiary/undead.md)!!!
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39
src/pages/bestiary/wraith.md
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src/pages/bestiary/wraith.md
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---
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title: Wraith
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description: TBD
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date_pub: 2023-10-26T23:15:49.000-04:00
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section: bestiary
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content_type: feature
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short_code: bwr
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status: hidden
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---
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Ethereal undead that appear as pale, humanoid shapes of gathered mist.
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<div class='headlessTableWrapper'>
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| ----------------- | ---------------------------------- |
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| **Hit Dice** | 4\*\* (18 hp) |
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| **Armor Class** | 16 |
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| **Movement** | 40' / 80' flying |
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| **Attacks** | 1 (+3) @ energy drain (touch, 1d6) |
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| **Alignment** | Chaotic |
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| **Saving Throws** | D10 W11 P12 B13 S14 (4) |
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| **Morale** | 12 |
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| **XP** | 175 |
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</div>
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- Usually found in deserted regions or the homes of former victims
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- Immune to damage from non-magical, non-silver weapons.
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- Takes half damage from silver weapons.
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### Energy Drain
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Damage inflicted by this attack reduces the target's maximum HP.
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- A humanoid killed by this ability becomes a wraith in 1 day, under the control of the wraith that killed them.
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- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.
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!!!include(bestiary/undead.md)!!!
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@ -25,19 +25,15 @@ Decaying, undead corpses. Some special varieties are mentioned below.
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</div>
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</div>
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- Always attack.
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- Always attack.
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- Always attack last (no roll for initiative).
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- Always attack last (no roll for initiative).
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- When hit for 2+ points, a body part will often fall off
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- When hit for 2+ points, a body part will often fall off
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### Undead
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!!!include(bestiary/undead.md)!!!
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- Make no sounds before attacking.
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- Immune to poison and other effects that only affect living creatures.
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- Immune to mind readng / altering spells and spell-like effects, (ex: charm, fear, hold, sleep).
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### Sub-Types
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### Sub-Types
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The following sub-types of zombies have been encountered:
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The following sub-types of zombies have been encountered:
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- **Armed** - Make a single attack at +1, dealing damage by weapon.
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- **Armed** - Make a single attack at +1, dealing damage by weapon.
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- **Desiccated** - Flash-burn when turned or destroyed, dealing 1d2 damage to any non-undead in 5' radius.
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- **Desiccated** - Flash-burn when turned or destroyed, dealing 1d2 damage to any non-undead in 5' radius.
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120
src/pages/classes/assassin.md
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120
src/pages/classes/assassin.md
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---
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title: Assassin (Class)
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description: The Assassin class for OSR gaming.
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date_pub: 2023-10-28T01:12:24.000-04:00
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section: classes
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content_type: feature
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||||||
|
short_code: cas
|
||||||
|
---
|
||||||
|
|
||||||
|
Someone skilled at stealth-based elimination.
|
||||||
|
|
||||||
|
[[toc]]
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| ----------------- | ---------------------------------- |
|
||||||
|
| **Hit Dice** | 1d6 |
|
||||||
|
| **Maximum Level** | 14 |
|
||||||
|
| **Armor** | Leather or Studded, shields |
|
||||||
|
| **Weapons** | Any |
|
||||||
|
| **Languages** | Alignment, Common, Assassins' Cant |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
### Alignment
|
||||||
|
|
||||||
|
May not be lawful.
|
||||||
|
|
||||||
|
### Assassin Skills
|
||||||
|
|
||||||
|
- For most, roll 1d100, result under score is success. For hear noise (HN), use 1d6.
|
||||||
|
- Referee should roll in secret for hear noise (HN), hide in shadows (HS), and move silently (MS).
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper">
|
||||||
|
|
||||||
|
| Level | AS | CS | HN | HS | MS |
|
||||||
|
| :---: | :-: | :-: | :-: | :-: | :-: |
|
||||||
|
| 1 | 0 | 87 | 2 | 20 | 25 |
|
||||||
|
| 2 | 0 | 88 | 2 | 25 | 30 |
|
||||||
|
| 3 | 0 | 89 | 3 | 30 | 35 |
|
||||||
|
| 4 | -1 | 90 | 3 | 35 | 40 |
|
||||||
|
| 5 | -1 | 91 | 3 | 40 | 45 |
|
||||||
|
| 6 | -2 | 92 | 3 | 45 | 50 |
|
||||||
|
| 7 | -2 | 93 | 4 | 50 | 55 |
|
||||||
|
| 8 | -3 | 94 | 4 | 55 | 60 |
|
||||||
|
| 9 | -3 | 95 | 4 | 60 | 65 |
|
||||||
|
| 10 | -4 | 96 | 4 | 65 | 70 |
|
||||||
|
| 11 | -4 | 97 | 5 | 70 | 75 |
|
||||||
|
| 12 | -5 | 98 | 5 | 75 | 80 |
|
||||||
|
| 13 | -5 | 99 | 5 | 80 | 87 |
|
||||||
|
| 14 | -6 | 99 | 5 | 85 | 95 |
|
||||||
|
|
||||||
|
[Assassin Skills Chance of Success]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
- **Assassination (AS)**: +4 bonus to hit when attacking unaware humanoid from behind. On a hit, victim must **Save vs Death** at listed penalty or die instantly.
|
||||||
|
- **Climb sheer surfaces (CS)**: Roll for every 100' climbed, failure means falling from the halfway point (and taking fall damage).
|
||||||
|
- **Hear noise (HN)**: Improved listening (at doors, etc.) in quiet areas (not in combat), uses 1d6.
|
||||||
|
- **Hide in shadows (HS)**: Must stand still, can't be done while attacking or moving.
|
||||||
|
- **Move silently (MS)**: Sneak past enemies unnoticed.
|
||||||
|
|
||||||
|
### Disguise
|
||||||
|
|
||||||
|
Masters of disguise, able to pass close scrutiny.
|
||||||
|
|
||||||
|
- 2% base chance of detection.
|
||||||
|
- +2% when posing as another class or race.
|
||||||
|
- May alter apparent height (from up to 5" taller to 3" shorter) or weight (from slightly thinner to much bulkier).
|
||||||
|
- Everyone the disguised assassin meets may roll.
|
||||||
|
- Roll may be repeated each subsequent day.
|
||||||
|
|
||||||
|
### Hirelings
|
||||||
|
|
||||||
|
Most hirelings won't work for known assassins.
|
||||||
|
|
||||||
|
- Characters of 1st-3rd level may not employ mercenaries retainers, or specialists.
|
||||||
|
- Starting at 4th level, may hire other assassins of lower level.
|
||||||
|
- Starting at 8th level, may hire thieves as well.
|
||||||
|
- Starting at 12th level, may hire any type of character.
|
||||||
|
|
||||||
|
### Poison
|
||||||
|
|
||||||
|
When using poisons, target gets -2 on any **Saves vs Death**.
|
||||||
|
|
||||||
|
### Stronghold
|
||||||
|
|
||||||
|
After 12th level, may attempt to take over an existing assassins' or thieves' guild by killing the current guild-master.
|
||||||
|
|
||||||
|
- Killing may be done by any means (duel, assassination, poisoning, etc).
|
||||||
|
- If successful, character is able to maintain a guild of 7d4 members.
|
||||||
|
- 75% of existing members will leave.
|
||||||
|
- New members will arrive in time (usually as level 1 assassins).
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper levelTable">
|
||||||
|
|
||||||
|
| Level | XP | HD | Atk Mod | Saving Throws ||||||
|
||||||
|
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
|
||||||
|
| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: |
|
||||||
|
| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 |
|
||||||
|
| 2 | 1,500 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 |
|
||||||
|
| 3 | 3,000 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 |
|
||||||
|
| 4 | 6,000 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 |
|
||||||
|
| 5 | 12,000 | 5d6 | +2 | 12 | 13 | 11 | 14 | 13 |
|
||||||
|
| 6 | 25,000 | 6d6 | +2 | 12 | 13 | 11 | 14 | 13 |
|
||||||
|
| 7 | 50,000 | 7d6 | +2 | 12 | 13 | 11 | 14 | 13 |
|
||||||
|
| 8 | 100,000 | 8d6 | +2 | 12 | 13 | 11 | 14 | 13 |
|
||||||
|
| 9 | 200,000 | 9d6 | +5 | 10 | 11 | 9 | 12 | 10 |
|
||||||
|
| 10 | 300,000 | 9d6+2 | +5 | 10 | 11 | 9 | 12 | 10 |
|
||||||
|
| 11 | 425,000 | 9d6+4 | +5 | 10 | 11 | 9 | 12 | 10 |
|
||||||
|
| 12 | 570,000 | 9d6+6 | +5 | 10 | 11 | 9 | 12 | 10 |
|
||||||
|
| 13 | 750,000 | 9d6+8 | +7 | 8 | 9 | 7 | 10 | 8 |
|
||||||
|
| 14 | 900,000 | 9d6+10 | +7 | 8 | 9 | 7 | 10 | 8 |
|
||||||
|
|
||||||
|
[Level Advancement]
|
||||||
|
|
||||||
|
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
|
||||||
|
|
||||||
|
</div>
|
@ -7,6 +7,7 @@ content_type: feature
|
|||||||
short_code: c1
|
short_code: c1
|
||||||
---
|
---
|
||||||
|
|
||||||
|
- [Assassin](./assassin.html): Someone skilled at stealth-based elimination.
|
||||||
- [Barbarian](./barbarian.html): An adventurer known for their primitive warrior nature.
|
- [Barbarian](./barbarian.html): An adventurer known for their primitive warrior nature.
|
||||||
- [Bard](./bard/index.html): A warrior-performer with a deep knowledge of lore and limited spellcasting ability.
|
- [Bard](./bard/index.html): A warrior-performer with a deep knowledge of lore and limited spellcasting ability.
|
||||||
- [Bloodmage](./bloodmage.html): Arcane spellcasters that use their own life force to cast spells.
|
- [Bloodmage](./bloodmage.html): Arcane spellcasters that use their own life force to cast spells.
|
||||||
|
@ -1,6 +1,6 @@
|
|||||||
---
|
---
|
||||||
title: Thief (Class)
|
title: Thief (Class)
|
||||||
description:
|
description: The Thief class for OSR gaming.
|
||||||
date_pub: 2023-03-27T23:04:00-04:00
|
date_pub: 2023-03-27T23:04:00-04:00
|
||||||
section: classes
|
section: classes
|
||||||
content_type: feature
|
content_type: feature
|
||||||
|
@ -50,7 +50,7 @@ Can see heat signatures up to 60', even in total darkness.
|
|||||||
|
|
||||||
### Fortitude
|
### Fortitude
|
||||||
|
|
||||||
Natural fortitude and resistance to magic grants bonus to saves vs poison, spells, and wielded items (wand, rods, staves, etc.), based on CON:
|
Natural fortitude and resistance to magic grants bonus to saves vs poison, spells, and wielded items (wands, rods, staves, etc.), based on CON:
|
||||||
|
|
||||||
<div class="dividedTableWrapper">
|
<div class="dividedTableWrapper">
|
||||||
|
|
||||||
|
@ -96,6 +96,10 @@ To navigate to a location in a busting city, make a Reaction Roll (2d6) + CHA mo
|
|||||||
| 9-11 | Fortunate | Arrive after 1d4 hours |
|
| 9-11 | Fortunate | Arrive after 1d4 hours |
|
||||||
| 12+ | Direct | Arrive after 1 hour |
|
| 12+ | Direct | Arrive after 1 hour |
|
||||||
|
|
||||||
|
[Urban Exploration Results]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
### Encounter Procedure
|
### Encounter Procedure
|
||||||
|
|
||||||
1. **Check Stealth**: Referee rolls for stealth, if applicable.
|
1. **Check Stealth**: Referee rolls for stealth, if applicable.
|
||||||
|
27
src/pages/spells/improved-invisibility.md
Normal file
27
src/pages/spells/improved-invisibility.md
Normal file
@ -0,0 +1,27 @@
|
|||||||
|
---
|
||||||
|
title: Improved Invisibility
|
||||||
|
description: The Improved Invisibility spell for OSR gaming.
|
||||||
|
date_pub: 2023-10-27T22:22:24.000-04:00
|
||||||
|
section: spells
|
||||||
|
content_type: feature
|
||||||
|
short_code: s11
|
||||||
|
tags: arcane
|
||||||
|
---
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| ------------ | --------------------- |
|
||||||
|
| **Level** | 4 |
|
||||||
|
| **Duration** | 4 rounds +1 per level |
|
||||||
|
| **Range** | Self or touch |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
Caster or creature touched becomes invisible.
|
||||||
|
|
||||||
|
- Any clothing or gear carried by a target creature is also rendered invisible while carried.
|
||||||
|
- Target can attack while invisible.
|
||||||
|
- Casting a spell while invisible breaks invisibility.
|
||||||
|
- Invisible creatures get +4 to AC and saving throws against opponents who are aware of them, but can't see them.
|
||||||
|
- Invisible light sources still cast light.
|
28
src/pages/spells/suggestion.md
Normal file
28
src/pages/spells/suggestion.md
Normal file
@ -0,0 +1,28 @@
|
|||||||
|
---
|
||||||
|
title: Suggestion
|
||||||
|
description: The Suggestion spell for OSR gaming.
|
||||||
|
date_pub: 2023-10-27T22:33:41.000-04:00
|
||||||
|
section: spells
|
||||||
|
content_type: feature
|
||||||
|
short_code: ssu
|
||||||
|
tags: arcane
|
||||||
|
---
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| ------------ | ---------------------------- |
|
||||||
|
| **Level** | 3 |
|
||||||
|
| **Duration** | 4 turns + 4 per caster level |
|
||||||
|
| **Range** | 30' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
Caster makes a suggestion that influences the behavior of target intelligent creature.
|
||||||
|
|
||||||
|
- Must take the form of a short phrase (1-2 sentences at most) that suggests a course of action to the target.
|
||||||
|
- Suggestion must be in a language understood by the target.
|
||||||
|
- Suggestions which are obviously harmful to the target cause the spell to fail.
|
||||||
|
- Unwilling targets may **Save vs Spells** to ignore the suggestion.
|
||||||
|
- Saves vs suggestions that sound very reasonable get -2.
|
||||||
|
- Undead are immune.
|
Loading…
Reference in New Issue
Block a user