add new monsters, spells, and rules

This commit is contained in:
Eric Woodward 2023-10-28 01:47:03 -04:00
parent 649440dac9
commit 67b7788b07
15 changed files with 462 additions and 19 deletions

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@ -1,6 +1,6 @@
{
"name": "planar-vagabond",
"version": "0.11.14",
"version": "0.11.15",
"description": "",
"main": "index.js",
"scripts": {

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@ -27,7 +27,7 @@ Holy (or unholy) warrior-priests on a quest for their deity.
- **Leader**: Groups of 4+ are led by a higher level priest or cleric (1d4 HD higher). Roll or determine spells as needed.
- **Weapon Restrictions**: Lawful clerics may only use [weapons](/rules/combat.html#weapons) with the _Blunt_ trait.
#### At Higher Levels
### At Higher Levels
<div class="dividedTableWrapper">
@ -44,7 +44,7 @@ Holy (or unholy) warrior-priests on a quest for their deity.
</div>
#### Short Stat Blocks
### Short Stat Blocks
```
> 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.
- **Leader**: 50% chance groups of 4+ are led by a higher level fighter (1d4 HD higher).
- **Weapon Versatility**: May be found wielding various types of [weapons](https://www.planarvagabond.com/rules/combat.html#weapons).
#### At Higher Levels
### At Higher Levels
<div class="dividedTableWrapper">
@ -46,7 +46,7 @@ An adventurer that specializes in combat.
</div>
#### Short Stat Blocks
### Short Stat Blocks
```
> 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.
- **Leader**: Groups of 4+ are led by a higher level priest or cleric (1d4 HD higher). Roll or determine spells as needed.
#### At Higher Levels
### At Higher Levels
<div class="dividedTableWrapper">
@ -43,7 +43,7 @@ A holy (or unholy) knight on a quest for their deity.
</div>
#### Short Stat Blocks
### Short Stat Blocks
```
> HD 1 (4 hp), AC 17; MV 20'; Atk 1 (0) @ 1d6 (mace); AL Any; ML 7

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---
title: Vampire
description: Undead creature that survives by drinking the blood of others.
date_pub: 2023-10-26T23:15:49.000-04:00
section: bestiary
content_type: feature
short_code: bvm
status: hidden
---
Undead creature that survives by drinking the blood of others.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ---------------------------------------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 40' |
| **Attacks** | 1 (+6) @ energy drain (touch, 1d10) or charming gaze |
| **Alignment** | Chaotic |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
| **XP** | 1,250 |
</div>
- Typically found in ruins, tombs, and deserted areas.
- Immune to damage from non-magical weapons.
- Regenerates 3 hp at the start of each round (while alive).
- At 0 hp, changes into cloud of mist and flees to coffin.
- **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).
- Cannot rest in a blessed coffin.
### Bestial Minions
Can summon creatures from the surrounding area.
- Takes 1 round to activate.
- Can summon the following types and quantities of animals:
- 1d10 x 10 rats,
- 5d4 giant rats,
- 1d10 x 10 bats,
- 3d6 giant bats,
- 3d6 wolves, or
- 2d4 dire wolves.
### Charming Gaze
Target in sight must **Save vs Spells** at -2 to resist charm.
- A charmed creature:
- must move towards the vampire (resisting anyone who tries to prevent it),
- must defend the vampire,
- must obey the vampire's commands (as long as they are understood),
- can't cast spells or use magic items,
- is unable to harm the vampire.
- Charm breaks when the vampire dies.
### Energy Drain
Damage inflicted by this attack reduces the target's maximum HP.
- A humanoid killed by this ability becomes a vampire in 3 days.
- 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.
### Shapeshift
Can change into other forms at will.
- Each change takes 1 round.
- Can take humanoid form, or form listed below.
#### Dire Wolf
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 50' |
| **Attacks** | 1 (+6) @ bite (2d4) |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
#### Giant Bat
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 10' / 60' flying |
| **Attacks** | 1 (+6) @ bite (1d4) |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
#### Cloud of Mist
| | |
| ----------------- | --------------------- |
| **Hit Dice** | 7\*\* (31 hp) |
| **Armor Class** | 17 |
| **Movement** | 60' flying |
| **Attacks** | None |
| **Saving Throws** | D8 W9 P10 B10 S12 (7) |
| **Morale** | 11 |
- Immune to all weapons while in this form.
- Unable to attack while in this form.
!!!include(bestiary/undead.md)!!!
### Weaknesses
- Repelled by odor of garlic, must **Save vs Death** each round to attack.
- Unable to come within 10' of a wielded holy symbol.
- May attack wielder from another angle, if possible.
- Unable to cross running water except via a bridge or while carried inside coffin.
- Does not cast a reflection.
- Tends to avoid mirrors.
- Partly blinded by light from Continual Light spell (-4 to attacks).
- Must **Save vs Death** each round in sunlight or be disintegrated.
- May be permanently killed by:
- a stake in the heart,
- being immersed in water for 1 turn,
- being reduced to 0hp without an available coffin nearby.
### At Higher Levels
<div class="dividedTableWrapper">
| HD | HP | AC | Atk Mod | XP |
| :---: | :-: | :-: | :-----: | :---: |
| 8\*\* | 36 | 17 | +7 | 1,750 |
| 9\*\* | 40 | 17 | +8 | 2,300 |
[Higher-Level Vampires]
</div>
### Master Vampire
Ancient, master vampires of even higher HD are rumored to exist, capable of casting spells with their blood.
| | |
| ----------------- | ----------------------------------------------------- |
| **Hit Dice** | 10d10\*\* (55 hp) |
| **Armor Class** | 20 |
| **Movement** | 40' |
| **Attacks** | 1 (+9) @ energy drain (touch, 1d6+4) or charming gaze |
| **Alignment** | Chaotic |
| **Saving Throws** | D6 W7 P8 B8 S10 (10) |
| **Morale** | 12 |
| **XP** | 1,250 |
#### Spellcasting
- Can cast any known spell by shedding blood (1 hp / spell level).
- Carries a spell book (or equivalent) with known spells in it.
**Known Spells**
- First level:
- [Read Languages](/spells/read-languages.html)
- [Hold Portal](https://oldschoolessentials.necroticgnome.com/srd/index.php/Hold_Portal)
- [Sleep](https://oldschoolessentials.necroticgnome.com/srd/index.php/Sleep)
- Second level:
- [ESP](https://oldschoolessentials.necroticgnome.com/srd/index.php/ESP)
- [Invisibility](/spells/invisibility.html)
- [Mirror Image](https://oldschoolessentials.necroticgnome.com/srd/index.php/Mirror_Image)
- Third level:
- [Fireball](https://oldschoolessentials.necroticgnome.com/srd/index.php/Fire_Ball)
- [Hold Person](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Hold_Person_(MU)>)
- [Suggestion](/spells/suggestion.html)
- Fourth level:
- [Improved Invisibility](/spells/improved-invisibility.html)
- [Polymorph Others](/spells/polymorph-others.html)
- [Polymorph Self](/spells/polymorph-self.html)
- Fifth level
- [Animate Dead](https://oldschoolessentials.necroticgnome.com/srd/index.php/Animate_Dead)
- [Telekinesis](https://oldschoolessentials.necroticgnome.com/srd/index.php/Telekinesis)

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---
title: Wight
description: TBD
date_pub: 2023-10-27T23:26:36.000-04:00
section: bestiary
content_type: feature
short_code: bwt
status: hidden
---
Humanoid corpses possessed by malevolent spirits.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ---------------------------------- |
| **Hit Dice** | 3\* (13 hp) |
| **Armor Class** | 14 |
| **Movement** | 30' |
| **Attacks** | 1 (+3) @ energy drain (touch, 1d4) |
| **Alignment** | Chaotic |
| **Saving Throws** | D12 W13 P14 B15 S16 (4) |
| **Morale** | 12 |
| **XP** | 50 |
</div>
- Immune to damage from non-magical, non-silver weapons.
- Takes half damage from silver weapons.
### Energy Drain
Damage inflicted by this attack reduces the target's maximum HP.
- A humanoid killed by this ability becomes a wight in 1d4 days, under the control of the wight that killed them.
- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.
!!!include(bestiary/undead.md)!!!

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---
title: Wraith
description: TBD
date_pub: 2023-10-26T23:15:49.000-04:00
section: bestiary
content_type: feature
short_code: bwr
status: hidden
---
Ethereal undead that appear as pale, humanoid shapes of gathered mist.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ---------------------------------- |
| **Hit Dice** | 4\*\* (18 hp) |
| **Armor Class** | 16 |
| **Movement** | 40' / 80' flying |
| **Attacks** | 1 (+3) @ energy drain (touch, 1d6) |
| **Alignment** | Chaotic |
| **Saving Throws** | D10 W11 P12 B13 S14 (4) |
| **Morale** | 12 |
| **XP** | 175 |
</div>
- Usually found in deserted regions or the homes of former victims
- Immune to damage from non-magical, non-silver weapons.
- Takes half damage from silver weapons.
### Energy Drain
Damage inflicted by this attack reduces the target's maximum HP.
- A humanoid killed by this ability becomes a wraith in 1 day, under the control of the wraith that killed them.
- The victim gains back 1 hit die worth of hit points to their maximum after each long rest they take, until they return to their original total.
!!!include(bestiary/undead.md)!!!

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@ -25,19 +25,15 @@ Decaying, undead corpses. Some special varieties are mentioned below.
</div>
- Always attack.
- Always attack last (no roll for initiative).
- When hit for 2+ points, a body part will often fall off
- Always attack.
- Always attack last (no roll for initiative).
- When hit for 2+ points, a body part will often fall off
### Undead
- Make no sounds before attacking.
- Immune to poison and other effects that only affect living creatures.
- Immune to mind readng / altering spells and spell-like effects, (ex: charm, fear, hold, sleep).
!!!include(bestiary/undead.md)!!!
### Sub-Types
The following sub-types of zombies have been encountered:
- **Armed** - Make a single attack at +1, dealing damage by weapon.
- **Desiccated** - Flash-burn when turned or destroyed, dealing 1d2 damage to any non-undead in 5' radius.
- **Armed** - Make a single attack at +1, dealing damage by weapon.
- **Desiccated** - Flash-burn when turned or destroyed, dealing 1d2 damage to any non-undead in 5' radius.

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---
title: Assassin (Class)
description: The Assassin class for OSR gaming.
date_pub: 2023-10-28T01:12:24.000-04:00
section: classes
content_type: feature
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>

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@ -7,6 +7,7 @@ content_type: feature
short_code: c1
---
- [Assassin](./assassin.html): Someone skilled at stealth-based elimination.
- [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.
- [Bloodmage](./bloodmage.html): Arcane spellcasters that use their own life force to cast spells.

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@ -1,6 +1,6 @@
---
title: Thief (Class)
description:
description: The Thief class for OSR gaming.
date_pub: 2023-03-27T23:04:00-04:00
section: classes
content_type: feature

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@ -50,7 +50,7 @@ Can see heat signatures up to 60', even in total darkness.
### 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">

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@ -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 |
| 12+ | Direct | Arrive after 1 hour |
[Urban Exploration Results]
</div>
### Encounter Procedure
1. **Check Stealth**: Referee rolls for stealth, if applicable.

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@ -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.

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---
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.