From aafcfe893cd673c86ad979eb907467da30c5ffdf Mon Sep 17 00:00:00 2001 From: Eric Woodward Date: Mon, 24 Apr 2023 18:13:58 -0400 Subject: [PATCH] Update to use HOSR --- lib/build.js | 12 +- ose_backup/astral/adventuring.md | 205 +++++++ ose_backup/astral/factions.md | 113 ++++ ose_backup/astral/index.md | 30 + ose_backup/astral/timeline.md | 40 ++ ose_backup/astral/vessels.md | 207 +++++++ ose_backup/astral/zenopus-cove.md | 5 + ose_backup/classes/astral-corsair.md | 113 ++++ .../pages => ose_backup}/classes/automaton.md | 21 +- ose_backup/classes/bloodmage.md | 87 +++ ose_backup/classes/corsair.md | 115 ++++ {src/pages => ose_backup}/classes/dracokin.md | 27 +- {src/pages => ose_backup}/classes/felinar.md | 21 +- {src/pages => ose_backup}/classes/firfolk.md | 21 +- ose_backup/classes/index.md | 20 + ose_backup/classes/kineticist-powers.md | 147 +++++ {src/pages => ose_backup}/classes/mimikin.md | 17 +- {src/pages => ose_backup}/classes/tortokin.md | 21 +- ose_backup/classes/warlock.md | 145 +++++ ose_backup/magic-items/astral-compass.md | 25 + .../magic-items/chamber-of-lightning-bolts.md | 26 + .../magic-items/crystal-skull-of-jund.md | 43 ++ ose_backup/magic-items/darklurker-dagger.md | 14 + ose_backup/magic-items/dwarf-hammer-400.md | 17 + .../magic-items/flaming-sword-of-lorwin.md | 9 + ose_backup/magic-items/helm-of-halos.md | 33 ++ ose_backup/magic-items/index.md | 23 + ose_backup/magic-items/mirror-of-meeting.md | 27 + ose_backup/magic-items/pet-rock.md | 28 + .../magic-items/ring-of-eldritch-blasting.md | 20 + ose_backup/magic-items/ring-of-the-scholar.md | 19 + .../magic-items/sorcery-the-summoning.md | 13 + .../magic-items/tome-of-forbidden-whispers.md | 21 + ose_backup/magic-items/tyrhung-wolf-hunter.md | 19 + ose_backup/magic-items/wip.md | 290 ++++++++++ .../monsters/astral-buccaneer.md | 2 +- .../monsters/astral-pirate.md | 2 +- .../monsters/astral-whale.md | 2 +- .../monsters/crystalline-dragons.md | 2 +- {src/pages => ose_backup}/monsters/drahki.md | 2 +- {src/pages => ose_backup}/monsters/ghyffan.md | 2 +- {src/pages => ose_backup}/monsters/index.md | 6 +- .../monsters/warp-kitten.md | 2 +- ose_backup/races/automaton.md | 62 ++ ose_backup/races/dracokin.md | 70 +++ ose_backup/races/felinar.md | 43 ++ ose_backup/races/firfolk.md | 56 ++ ose_backup/races/index.md | 17 + ose_backup/races/mimikin.md | 46 ++ ose_backup/races/tortokin.md | 49 ++ .../rules/critical-hits.md | 0 ose_backup/rules/custom.md | 139 +++++ {src/pages => ose_backup}/rules/dag.md | 78 +-- ose_backup/rules/daggr.md | 544 ++++++++++++++++++ {src/pages => ose_backup}/rules/fumbles.md | 0 {src/pages => ose_backup}/rules/index.md | 0 {src/pages => ose_backup}/rules/ose.md | 0 package-lock.json | 39 +- package.json | 3 +- .../bestiary/dragons/astral-gliding.md | 3 + .../bestiary/dragons/breath-weapon.md | 9 + .../fragments/bestiary/dragons/planar-roar.md | 8 + src/assets/fragments/rules/menu.md | 11 + src/assets/styles/styles.css | 181 +++++- src/layouts/partials/backLink.ejs | 3 +- src/layouts/partials/footer.ejs | 2 +- src/layouts/partials/navmain.ejs | 59 +- src/layouts/partials/pageTitle.ejs | 10 +- src/layouts/partials/rulesHeader.ejs | 48 ++ src/pages/astral/adventuring.md | 52 +- src/pages/astral/factions.md | 66 ++- src/pages/astral/index.md | 2 +- src/pages/astral/timeline.md | 3 +- src/pages/astral/vessels.md | 6 +- src/pages/bestiary/astral-devourer.md | 32 ++ src/pages/bestiary/astral-whale.md | 27 + src/pages/bestiary/cleric.md | 54 ++ src/pages/bestiary/commoner.md | 25 + src/pages/bestiary/corsair.md | 57 ++ .../dragons/chromatic/black-dragon.md | 9 + .../bestiary/dragons/chromatic/blue-dragon.md | 9 + .../dragons/chromatic/green-dragon.md | 9 + .../bestiary/dragons/chromatic/red-dragon.md | 9 + .../dragons/chromatic/white-dragon.md | 9 + .../dragons/crystalline/amethyst-dragon.md | 35 ++ .../dragons/crystalline/emerald-dragon.md | 37 ++ .../bestiary/dragons/crystalline/index.md | 23 + .../dragons/crystalline/onyx-dragon.md | 36 ++ .../dragons/crystalline/ruby-dragon.md | 37 ++ .../dragons/crystalline/topaz-dragon.md | 36 ++ src/pages/bestiary/dragons/diamond-dragon.md | 9 + src/pages/bestiary/dragons/index.md | 26 + .../bestiary/dragons/metallic/brass-dragon.md | 32 ++ .../dragons/metallic/bronze-dragon.md | 9 + .../dragons/metallic/copper-dragon.md | 9 + .../bestiary/dragons/metallic/gold-dragon.md | 9 + src/pages/bestiary/dragons/metallic/index.md | 19 + .../dragons/metallic/silver-dragon.md | 9 + .../bestiary/dragons/multichromatic-dragon.md | 9 + src/pages/bestiary/dragons/platinum-dragon.md | 9 + src/pages/bestiary/dragons/sea-dragon.md | 9 + src/pages/bestiary/dragons/void-dragon.md | 9 + src/pages/bestiary/drahki.md | 64 +++ src/pages/bestiary/fighter.md | 54 ++ src/pages/bestiary/flicker-dog.md | 9 + src/pages/bestiary/index.md | 27 + src/pages/bestiary/knight.md | 9 + src/pages/bestiary/lyffan.md | 35 ++ src/pages/bestiary/mylark.md | 32 ++ src/pages/bestiary/mystic.md | 9 + src/pages/bestiary/pirate.md | 62 ++ src/pages/bestiary/priest.md | 55 ++ src/pages/bestiary/racial-mods.md | 53 ++ src/pages/bestiary/thief.md | 57 ++ src/pages/bestiary/warp-cat.md | 28 + src/pages/bestiary/warp-kitten.md | 28 + src/pages/bestiary/watcher.md | 28 + src/pages/bestiary/wizard.md | 55 ++ src/pages/campaign/index.md | 2 +- src/pages/campaign/sapphire-cove.md | 2 +- src/pages/campaign/timeline.md | 5 +- src/pages/classes/astral-corsair.md | 139 +++-- src/pages/classes/bloodmage.md | 101 ++-- src/pages/classes/champion.md | 0 src/pages/classes/cleric.md | 100 ++++ src/pages/classes/corsair.md | 133 ++--- src/pages/classes/fighter.md | 65 +++ src/pages/classes/index.md | 18 +- src/pages/classes/knight.md | 78 +++ src/pages/classes/mystic-powers.md | 306 ++++++++++ src/pages/classes/mystic.md | 81 +++ src/pages/classes/paladin.md | 126 ++++ src/pages/classes/priest.md | 102 ++++ src/pages/classes/thief.md | 110 ++++ src/pages/classes/warlock.md | 122 ++-- src/pages/classes/wizard.md | 65 +++ src/pages/gods/index.md | 37 ++ src/pages/gods/xar-kos.md | 28 + src/pages/index.md | 2 +- src/pages/magic-items/astral-compass.md | 10 +- .../magic-items/crystal-skull-of-jund.md | 2 +- src/pages/magic-items/darklurker-dagger.md | 2 +- src/pages/magic-items/dwarf-hammer-400.md | 17 + .../magic-items/flaming-sword-of-lorwin.md | 2 +- src/pages/magic-items/helm-of-halos.md | 6 +- src/pages/magic-items/index.md | 22 +- src/pages/magic-items/mirror-of-meeting.md | 8 +- src/pages/magic-items/pet-rock.md | 2 +- .../magic-items/ring-of-eldritch-blasting.md | 2 +- src/pages/magic-items/ring-of-the-scholar.md | 4 +- .../magic-items/sorcery-the-summoning.md | 13 + src/pages/magic-items/tyrhung-wolf-hunter.md | 2 +- src/pages/miscellanea.md | 2 +- src/pages/planes/elemental/index.md | 2 +- src/pages/planes/index.md | 16 +- src/pages/planes/material/index.md | 6 +- src/pages/planes/near/index.md | 34 ++ src/pages/planes/transcendental/index.md | 18 +- src/pages/races/automaton.md | 48 +- src/pages/races/dracokin.md | 42 +- src/pages/races/drow.md | 66 +++ src/pages/races/dwarf.md | 75 +++ src/pages/races/elefolk.md | 61 ++ src/pages/races/elf.md | 66 +++ src/pages/races/felinar.md | 64 ++- src/pages/races/firfolk.md | 76 +-- src/pages/races/gnome.md | 0 src/pages/races/index.md | 16 +- src/pages/races/lahdri.md | 80 +++ src/pages/races/mimikin.md | 36 +- src/pages/races/stral.md | 0 src/pages/races/tortokin.md | 71 ++- src/pages/rules-old/critical-hits.md | 43 ++ src/pages/{rules => rules-old}/custom.md | 0 src/pages/rules-old/dag.md | 544 ++++++++++++++++++ src/pages/rules-old/fumbles.md | 39 ++ src/pages/rules-old/index.md | 17 + src/pages/rules-old/ose.md | 51 ++ src/pages/rules/adventuring.md | 169 ++++++ src/pages/rules/basics.md | 92 +++ src/pages/rules/combat.md | 205 +++++++ src/pages/rules/magic.md | 128 +++++ src/pages/rules/referee.md | 81 +++ src/pages/spells/detect-magic.md | 20 + src/pages/spells/fear.md | 0 src/pages/spells/glamour.md | 28 + src/pages/spells/hidden-step.md | 23 + src/pages/spells/index.md | 17 + src/pages/spells/invisibility.md | 24 + src/pages/spells/light.md | 32 ++ src/pages/zine/issue1.md | 2 +- 191 files changed, 8147 insertions(+), 691 deletions(-) create mode 100644 ose_backup/astral/adventuring.md create mode 100644 ose_backup/astral/factions.md create mode 100644 ose_backup/astral/index.md create mode 100644 ose_backup/astral/timeline.md create mode 100644 ose_backup/astral/vessels.md create mode 100644 ose_backup/astral/zenopus-cove.md create mode 100644 ose_backup/classes/astral-corsair.md rename {src/pages => ose_backup}/classes/automaton.md (89%) create mode 100644 ose_backup/classes/bloodmage.md create mode 100644 ose_backup/classes/corsair.md rename {src/pages => ose_backup}/classes/dracokin.md (82%) rename {src/pages => ose_backup}/classes/felinar.md (86%) rename {src/pages => ose_backup}/classes/firfolk.md (88%) create mode 100644 ose_backup/classes/index.md create mode 100644 ose_backup/classes/kineticist-powers.md rename {src/pages => ose_backup}/classes/mimikin.md (89%) rename {src/pages => ose_backup}/classes/tortokin.md (86%) create mode 100755 ose_backup/classes/warlock.md create mode 100644 ose_backup/magic-items/astral-compass.md create mode 100644 ose_backup/magic-items/chamber-of-lightning-bolts.md create mode 100644 ose_backup/magic-items/crystal-skull-of-jund.md create mode 100644 ose_backup/magic-items/darklurker-dagger.md create mode 100644 ose_backup/magic-items/dwarf-hammer-400.md create mode 100644 ose_backup/magic-items/flaming-sword-of-lorwin.md create mode 100644 ose_backup/magic-items/helm-of-halos.md create mode 100644 ose_backup/magic-items/index.md create mode 100644 ose_backup/magic-items/mirror-of-meeting.md create mode 100644 ose_backup/magic-items/pet-rock.md create mode 100644 ose_backup/magic-items/ring-of-eldritch-blasting.md create mode 100644 ose_backup/magic-items/ring-of-the-scholar.md create mode 100644 ose_backup/magic-items/sorcery-the-summoning.md create mode 100644 ose_backup/magic-items/tome-of-forbidden-whispers.md create mode 100644 ose_backup/magic-items/tyrhung-wolf-hunter.md create mode 100644 ose_backup/magic-items/wip.md rename {src/pages => ose_backup}/monsters/astral-buccaneer.md (99%) rename {src/pages => ose_backup}/monsters/astral-pirate.md (99%) rename {src/pages => ose_backup}/monsters/astral-whale.md (98%) rename {src/pages => ose_backup}/monsters/crystalline-dragons.md (99%) rename {src/pages => ose_backup}/monsters/drahki.md (99%) rename {src/pages => ose_backup}/monsters/ghyffan.md (98%) rename {src/pages => ose_backup}/monsters/index.md (66%) rename {src/pages => ose_backup}/monsters/warp-kitten.md (98%) create mode 100644 ose_backup/races/automaton.md create mode 100644 ose_backup/races/dracokin.md create mode 100644 ose_backup/races/felinar.md create mode 100644 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src/pages/rules/referee.md create mode 100644 src/pages/spells/detect-magic.md create mode 100644 src/pages/spells/fear.md create mode 100644 src/pages/spells/glamour.md create mode 100644 src/pages/spells/hidden-step.md create mode 100644 src/pages/spells/index.md create mode 100644 src/pages/spells/invisibility.md create mode 100644 src/pages/spells/light.md diff --git a/lib/build.js b/lib/build.js index 366d0ba..eeecae3 100644 --- a/lib/build.js +++ b/lib/build.js @@ -17,6 +17,8 @@ module.exports = async (config) => { "/astral/adventuring.html#outposts": ["outpost", "outposts"], "/astral/adventuring.html#fragments": ["island", "islands"], }, + { build, isRebuild, logFunction: log = () => {}, site } = config || {}, + { outputPath, journalsPerPage = 5, srcPath } = build, md = require("markdown-it")({ html: true, linkify: true, @@ -39,9 +41,15 @@ module.exports = async (config) => { }) .use(require("markdown-it-emoji")) .use(require("markdown-it-mark")) + .use( + require("markdown-it-include"), + path.join(srcPath, "assets", "fragments") + ) + /* .use(require("markdown-it-auto-crosslinker"), { dictionary, }) + */ .use(require("markdown-it-implicit-figures"), { dataType: true, figcaption: true, @@ -49,9 +57,6 @@ module.exports = async (config) => { lazyLoading: true, link: true, }), - { build, isRebuild, logFunction: log = () => {} } = config || {}, - { outputPath, journalsPerPage = 5, srcPath } = build, - { site } = config, copyAssets = async (directory) => { const assets = await fs.readdir(directory); @@ -326,6 +331,7 @@ module.exports = async (config) => { for (let i = 1; i <= pageCount; i++) { const firstEntryIndex = journalsPerPage * (i - 1), lastEntryIndex = journalsPerPage * i; + console.log("config", config); // TODO: rethink the data passed in here - you're paging solution works (kinda), take it over the finish line! renderFile({ diff --git a/ose_backup/astral/adventuring.md b/ose_backup/astral/adventuring.md new file mode 100644 index 0000000..e5ab82c --- /dev/null +++ b/ose_backup/astral/adventuring.md @@ -0,0 +1,205 @@ +--- +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 new file mode 100644 index 0000000..71c0774 --- /dev/null +++ b/ose_backup/astral/factions.md @@ -0,0 +1,113 @@ +--- +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 new file mode 100644 index 0000000..05ce6b2 --- /dev/null +++ b/ose_backup/astral/index.md @@ -0,0 +1,30 @@ +--- +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/vessels.md b/ose_backup/astral/vessels.md new file mode 100644 index 0000000..cc2cc22 --- /dev/null +++ b/ose_backup/astral/vessels.md @@ -0,0 +1,207 @@ +--- +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 new file mode 100644 index 0000000..d22dd49 --- /dev/null +++ b/ose_backup/astral/zenopus-cove.md @@ -0,0 +1,5 @@ +## 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 new file mode 100644 index 0000000..9b6ee68 --- /dev/null +++ b/ose_backup/classes/astral-corsair.md @@ -0,0 +1,113 @@ +--- +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/src/pages/classes/automaton.md b/ose_backup/classes/automaton.md similarity index 89% rename from src/pages/classes/automaton.md rename to ose_backup/classes/automaton.md index 4082c99..4901e61 100644 --- a/src/pages/classes/automaton.md +++ b/ose_backup/classes/automaton.md @@ -7,15 +7,20 @@ content_type: feature short_code: ca1 --- -| Nonhuman Class | | +
+ +| Nonhuman Class || +| | | | ------------------- | ---------------------- | -| **Requirements** | None | -| **Prime requisite** | CON | -| **Hit Dice** | 1d8 | -| **Maximum Level** | 10 | -| **Armour** | Any, including shields | -| **Weapons** | Any | -| **Languages** | Alignment, Common | +| **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. diff --git a/ose_backup/classes/bloodmage.md b/ose_backup/classes/bloodmage.md new file mode 100644 index 0000000..ddeb1c5 --- /dev/null +++ b/ose_backup/classes/bloodmage.md @@ -0,0 +1,87 @@ +--- +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 new file mode 100644 index 0000000..a041c09 --- /dev/null +++ b/ose_backup/classes/corsair.md @@ -0,0 +1,115 @@ +--- +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/src/pages/classes/dracokin.md b/ose_backup/classes/dracokin.md similarity index 82% rename from src/pages/classes/dracokin.md rename to ose_backup/classes/dracokin.md index f91cbaf..3fb20f2 100644 --- a/src/pages/classes/dracokin.md +++ b/ose_backup/classes/dracokin.md @@ -9,17 +9,24 @@ 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 | +
-_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]] diff --git a/src/pages/classes/felinar.md b/ose_backup/classes/felinar.md similarity index 86% rename from src/pages/classes/felinar.md rename to ose_backup/classes/felinar.md index ba07e08..61e3723 100644 --- a/src/pages/classes/felinar.md +++ b/ose_backup/classes/felinar.md @@ -9,15 +9,20 @@ short_code: cf1 - Needs intro -| Demihuman Class | | +
+ +| 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 | +| **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_ diff --git a/src/pages/classes/firfolk.md b/ose_backup/classes/firfolk.md similarity index 88% rename from src/pages/classes/firfolk.md rename to ose_backup/classes/firfolk.md index 47d3a92..28fd7f3 100644 --- a/src/pages/classes/firfolk.md +++ b/ose_backup/classes/firfolk.md @@ -9,15 +9,20 @@ short_code: cf2 - **Needs Intro** -| Demihuman Class | | +
+ +| 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 | +| **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_ diff --git a/ose_backup/classes/index.md b/ose_backup/classes/index.md new file mode 100644 index 0000000..aa62771 --- /dev/null +++ b/ose_backup/classes/index.md @@ -0,0 +1,20 @@ +--- +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 new file mode 100644 index 0000000..dcb2a85 --- /dev/null +++ b/ose_backup/classes/kineticist-powers.md @@ -0,0 +1,147 @@ +## 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/src/pages/classes/mimikin.md b/ose_backup/classes/mimikin.md similarity index 89% rename from src/pages/classes/mimikin.md rename to ose_backup/classes/mimikin.md index 0ec3f42..5ab64b3 100644 --- a/src/pages/classes/mimikin.md +++ b/ose_backup/classes/mimikin.md @@ -7,15 +7,16 @@ content_type: feature short_code: cm1 --- -| Demihuman Class | | +| 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 | +| **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. diff --git a/src/pages/classes/tortokin.md b/ose_backup/classes/tortokin.md similarity index 86% rename from src/pages/classes/tortokin.md rename to ose_backup/classes/tortokin.md index 5ff36a6..9e35f71 100644 --- a/src/pages/classes/tortokin.md +++ b/ose_backup/classes/tortokin.md @@ -7,15 +7,20 @@ content_type: feature short_code: ct1 --- -| Demihuman Class | | +
+ +| 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 | +| **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. diff --git a/ose_backup/classes/warlock.md b/ose_backup/classes/warlock.md new file mode 100755 index 0000000..f983f29 --- /dev/null +++ b/ose_backup/classes/warlock.md @@ -0,0 +1,145 @@ +--- +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 new file mode 100644 index 0000000..1280296 --- /dev/null +++ b/ose_backup/magic-items/astral-compass.md @@ -0,0 +1,25 @@ +--- +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 new file mode 100644 index 0000000..23227e9 --- /dev/null +++ b/ose_backup/magic-items/chamber-of-lightning-bolts.md @@ -0,0 +1,26 @@ +--- +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 new file mode 100644 index 0000000..274ada2 --- /dev/null +++ b/ose_backup/magic-items/crystal-skull-of-jund.md @@ -0,0 +1,43 @@ +--- +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 new file mode 100644 index 0000000..e16df54 --- /dev/null +++ b/ose_backup/magic-items/darklurker-dagger.md @@ -0,0 +1,14 @@ +--- +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 new file mode 100644 index 0000000..0d4aa04 --- /dev/null +++ b/ose_backup/magic-items/dwarf-hammer-400.md @@ -0,0 +1,17 @@ +--- +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 new file mode 100644 index 0000000..d190093 --- /dev/null +++ b/ose_backup/magic-items/flaming-sword-of-lorwin.md @@ -0,0 +1,9 @@ +--- +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 new file mode 100644 index 0000000..baed6d8 --- /dev/null +++ b/ose_backup/magic-items/helm-of-halos.md @@ -0,0 +1,33 @@ +--- +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 new file mode 100644 index 0000000..66b7907 --- /dev/null +++ b/ose_backup/magic-items/index.md @@ -0,0 +1,23 @@ +--- +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 new file mode 100644 index 0000000..4faef70 --- /dev/null +++ b/ose_backup/magic-items/mirror-of-meeting.md @@ -0,0 +1,27 @@ +--- +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 new file mode 100644 index 0000000..0ba56c1 --- /dev/null +++ b/ose_backup/magic-items/pet-rock.md @@ -0,0 +1,28 @@ +--- +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 new file mode 100644 index 0000000..520d4f8 --- /dev/null +++ b/ose_backup/magic-items/ring-of-eldritch-blasting.md @@ -0,0 +1,20 @@ +--- +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 new file mode 100644 index 0000000..0a6bb06 --- /dev/null +++ b/ose_backup/magic-items/ring-of-the-scholar.md @@ -0,0 +1,19 @@ +--- +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 new file mode 100644 index 0000000..ecd565c --- /dev/null +++ b/ose_backup/magic-items/sorcery-the-summoning.md @@ -0,0 +1,13 @@ +--- +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 new file mode 100644 index 0000000..8c71f49 --- /dev/null +++ b/ose_backup/magic-items/tome-of-forbidden-whispers.md @@ -0,0 +1,21 @@ +--- +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 new file mode 100644 index 0000000..5c3cca3 --- /dev/null +++ b/ose_backup/magic-items/tyrhung-wolf-hunter.md @@ -0,0 +1,19 @@ +--- +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 new file mode 100644 index 0000000..e0c3617 --- /dev/null +++ b/ose_backup/magic-items/wip.md @@ -0,0 +1,290 @@ +--- +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/src/pages/monsters/astral-buccaneer.md b/ose_backup/monsters/astral-buccaneer.md similarity index 99% rename from src/pages/monsters/astral-buccaneer.md rename to ose_backup/monsters/astral-buccaneer.md index b9ed365..2c00bdc 100644 --- a/src/pages/monsters/astral-buccaneer.md +++ b/ose_backup/monsters/astral-buccaneer.md @@ -2,7 +2,7 @@ title: Buccaneer, Astral description: TBD date_pub: 2023-02-17T00:26:00-05:00 -section: monsters +section: bestiary content_type: feature short_code: mab --- diff --git a/src/pages/monsters/astral-pirate.md b/ose_backup/monsters/astral-pirate.md similarity index 99% rename from src/pages/monsters/astral-pirate.md rename to ose_backup/monsters/astral-pirate.md index 401db49..c1af982 100644 --- a/src/pages/monsters/astral-pirate.md +++ b/ose_backup/monsters/astral-pirate.md @@ -2,7 +2,7 @@ title: Pirate, Astral description: TBD date_pub: 2023-02-17T00:26:00-05:00 -section: monsters +section: bestiary content_type: feature short_code: map --- diff --git a/src/pages/monsters/astral-whale.md b/ose_backup/monsters/astral-whale.md similarity index 98% rename from src/pages/monsters/astral-whale.md rename to ose_backup/monsters/astral-whale.md index 6091e3b..6a3118d 100644 --- a/src/pages/monsters/astral-whale.md +++ b/ose_backup/monsters/astral-whale.md @@ -2,7 +2,7 @@ title: Whale, Astral description: TBD date_pub: 2023-02-17T00:26:00-05:00 -section: monsters +section: bestiary content_type: feature short_code: maw --- diff --git a/src/pages/monsters/crystalline-dragons.md b/ose_backup/monsters/crystalline-dragons.md similarity index 99% rename from src/pages/monsters/crystalline-dragons.md rename to ose_backup/monsters/crystalline-dragons.md index ab1ed33..135afc0 100644 --- a/src/pages/monsters/crystalline-dragons.md +++ b/ose_backup/monsters/crystalline-dragons.md @@ -2,7 +2,7 @@ title: Dragons, Crystalline description: TBD date_pub: 2023-02-17T00:26:00-05:00 -section: monsters +section: bestiary content_type: feature short_code: mcd status: hidden diff --git a/src/pages/monsters/drahki.md b/ose_backup/monsters/drahki.md similarity index 99% rename from src/pages/monsters/drahki.md rename to ose_backup/monsters/drahki.md index 363d420..eef760c 100644 --- a/src/pages/monsters/drahki.md +++ b/ose_backup/monsters/drahki.md @@ -2,7 +2,7 @@ title: Drahki (Dracokin) description: TBD date_pub: 2023-02-17T00:26:00-05:00 -section: monsters +section: bestiary content_type: feature short_code: md1 --- diff --git a/src/pages/monsters/ghyffan.md b/ose_backup/monsters/ghyffan.md similarity index 98% rename from src/pages/monsters/ghyffan.md rename to ose_backup/monsters/ghyffan.md index 794ea03..7a95ec5 100644 --- a/src/pages/monsters/ghyffan.md +++ b/ose_backup/monsters/ghyffan.md @@ -2,7 +2,7 @@ title: Ghyffan (Hippokin) description: TBD date_pub: 2023-02-17T00:26:00-05:00 -section: monsters +section: bestiary content_type: feature short_code: mg1 --- diff --git a/src/pages/monsters/index.md b/ose_backup/monsters/index.md similarity index 66% rename from src/pages/monsters/index.md rename to ose_backup/monsters/index.md index 0e34f00..a8bede1 100644 --- a/src/pages/monsters/index.md +++ b/ose_backup/monsters/index.md @@ -1,13 +1,13 @@ --- title: Astral Monsters -description: A small collection of monsters that can be encountered in the astral plane. +description: A small collection of creatures that can be encountered in the astral plane. date_pub: 2023-02-17T00:26:00-05:00 -section: monsters +section: bestiary content_type: feature short_code: mm1 --- -Below you'll find a small sampling of the monsters that can be encountered in the astral plane. +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) diff --git a/src/pages/monsters/warp-kitten.md b/ose_backup/monsters/warp-kitten.md similarity index 98% rename from src/pages/monsters/warp-kitten.md rename to ose_backup/monsters/warp-kitten.md index 632df0f..f749589 100644 --- a/src/pages/monsters/warp-kitten.md +++ b/ose_backup/monsters/warp-kitten.md @@ -2,7 +2,7 @@ title: Warp Kitten description: TBD date_pub: 2023-02-17T00:26:00-05:00 -section: monsters +section: bestiary content_type: feature short_code: mwk --- diff --git a/ose_backup/races/automaton.md b/ose_backup/races/automaton.md new file mode 100644 index 0000000..955b48a --- /dev/null +++ b/ose_backup/races/automaton.md @@ -0,0 +1,62 @@ +--- +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 new file mode 100644 index 0000000..c9bd6a2 --- /dev/null +++ b/ose_backup/races/dracokin.md @@ -0,0 +1,70 @@ +--- +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 new file mode 100644 index 0000000..e62931f --- /dev/null +++ b/ose_backup/races/felinar.md @@ -0,0 +1,43 @@ +--- +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 new file mode 100644 index 0000000..9dd423e --- /dev/null +++ b/ose_backup/races/firfolk.md @@ -0,0 +1,56 @@ +--- +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 new file mode 100644 index 0000000..1fb467b --- /dev/null +++ b/ose_backup/races/index.md @@ -0,0 +1,17 @@ +--- +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 new file mode 100644 index 0000000..7407fa1 --- /dev/null +++ b/ose_backup/races/mimikin.md @@ -0,0 +1,46 @@ +--- +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 new file mode 100644 index 0000000..1ad3053 --- /dev/null +++ b/ose_backup/races/tortokin.md @@ -0,0 +1,49 @@ +--- +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/src/pages/rules/critical-hits.md b/ose_backup/rules/critical-hits.md similarity index 100% rename from src/pages/rules/critical-hits.md rename to ose_backup/rules/critical-hits.md diff --git a/ose_backup/rules/custom.md b/ose_backup/rules/custom.md new file mode 100644 index 0000000..7e36bdb --- /dev/null +++ b/ose_backup/rules/custom.md @@ -0,0 +1,139 @@ +--- +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/src/pages/rules/dag.md b/ose_backup/rules/dag.md similarity index 88% rename from src/pages/rules/dag.md rename to ose_backup/rules/dag.md index d27747b..a773b3f 100644 --- a/src/pages/rules/dag.md +++ b/ose_backup/rules/dag.md @@ -1,7 +1,7 @@ --- -title: The DAG +title: DAGGR (Dungeon Adventuring with Generic Gaming Rules) description: -date_pub: 2023-02-19T20:59:00-05:00 +date_pub: 2023-03-26T16:23:00-04:00 section: campaign content_type: feature short_code: rdag @@ -24,14 +24,24 @@ Classic Heroic Open Role-gaming Engine (CHORE) Classic Open Heroic O Role +DAGGR + +Dungeon Adventure Game with Gratuitous Role-Playing +Dungeon Adventure Game with Generic Rules +Dungeon Adventuring with Generic Gaming Rules + --> -# The Planar Vagabond's Dungeon Adventure Game - 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), you can use the equivalent rule from [OSE](https://oldschoolessentials.necroticgnome.com/srd/index.php).s +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 @@ -94,20 +104,18 @@ Cosmic principles that represent broad world views ## 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 -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 - +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. +8. Determine attacks and AC ## Combat @@ -125,12 +133,12 @@ That having been said, fights do occur, and when they do, the following steps ar - **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, 1/2 movement to stand up. - - If adjacent to an enemy at the start of the move, make a defensive retreat or they get a free attack. + - 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. +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. @@ -174,7 +182,7 @@ Characters in melee combat with each other or other monsters are said to be **en - If using 2 Light weapons, can make an attack with each one. -- If using a one-handed weapon and a Light weapon, get +1 on the attack and damage rolls. +- 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 @@ -260,7 +268,7 @@ Spend a round fighting defensively (parrying, blocking, dodging, feinting, etc.) ### Movement -Most characters can move 40' in a combat round, unless another rule says otherwise. +Most characters can move 40' in a combat round. **When Engaged** - Can't move away from foe without retreating. @@ -270,14 +278,14 @@ Most characters can move 40' in a combat round, unless another rule says otherwi 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 action. -- **Full Retreat** - Turning and fleeing from combat at their full movement rate, can be attacked at +2 bonus. +- **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/or race. When damage is taken, HP is lost. +Starting HP is based class and race. When damage is taken, HP is lost. -Monsters and NPCs die at 0 HP (usually). +Monsters and NPCs usually die at 0 HP. PCs at 0 HP (or lower) make a **Saving Throw vs Death** each round of combat. @@ -288,7 +296,7 @@ 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. +Once per day, during a short rest (10 minutes), eat a ration to regain 1 HD worth of HP. ## Knowledge & Languages @@ -448,15 +456,15 @@ Spells are patterns of energy that can be manipulated by some characters, known **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 the given level. +- 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). +- 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** @@ -467,14 +475,14 @@ Spells are patterns of energy that can be manipulated by some characters, known **Magical Research** - New spells may be learned / created via research. - Requires access to information (ex: library, other spellbooks, etc.) . -- Takes 2 weeks, and 1000 gp per spell level. +- 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 1,000 sp per spell level. +- 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 | @@ -503,7 +511,7 @@ Spells are patterns of energy that can be manipulated by some characters, known **Ritual Magic** - Some spells may be cast without being memorized / granted through prayer or supplication. -- Ritual practices are often complicated spells cast over several minutes / turns. +- 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. @@ -525,8 +533,8 @@ Saving throws versus magical effects get an additional modifier, based on the ch As the adventures continue, treasure is acquired and monsters are vanquished, all adding to the PCs XP total. -- Each gold piece worth of treasure gained is worth 1 XP, and each monster hs an XP value. -- The total XP are then divided amongst the PCs and any hirelings they have (at 1/2 share per hireling) +- 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. diff --git a/ose_backup/rules/daggr.md b/ose_backup/rules/daggr.md new file mode 100644 index 0000000..a773b3f --- /dev/null +++ b/ose_backup/rules/daggr.md @@ -0,0 +1,544 @@ +--- +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/src/pages/rules/fumbles.md b/ose_backup/rules/fumbles.md similarity index 100% rename from src/pages/rules/fumbles.md rename to ose_backup/rules/fumbles.md diff --git a/src/pages/rules/index.md b/ose_backup/rules/index.md similarity index 100% rename from src/pages/rules/index.md rename to ose_backup/rules/index.md diff --git a/src/pages/rules/ose.md b/ose_backup/rules/ose.md similarity index 100% rename from src/pages/rules/ose.md rename to ose_backup/rules/ose.md diff --git a/package-lock.json b/package-lock.json index f38e2f6..ff1b587 100644 --- a/package-lock.json +++ b/package-lock.json @@ -1,12 +1,12 @@ { "name": "planar-vagabond", - "version": "0.9.5", + "version": "0.9.6", "lockfileVersion": 3, "requires": true, "packages": { "": { "name": "planar-vagabond", - "version": "0.9.5", + "version": "0.9.6", "license": "MIT", "dependencies": { "chalk": "^4.1.2", @@ -20,7 +20,7 @@ "markdown-it-emoji": "^2.0.0", "markdown-it-footnote": "^3.0.3", "markdown-it-implicit-figures": "^0.11.0", - "markdown-it-linkify-images": "^4.0.0", + "markdown-it-include": "^2.0.0", "markdown-it-mark": "^3.0.1", "markdown-it-multimd-table": "^4.2.0", "markdown-it-table-of-contents": "^0.6.0", @@ -573,9 +573,9 @@ "dev": true }, "node_modules/ejs": { - "version": "3.1.8", - "resolved": "https://registry.npmjs.org/ejs/-/ejs-3.1.8.tgz", - "integrity": "sha512-/sXZeMlhS0ArkfX2Aw780gJzXSMPnKjtspYZv+f3NiKLlubezAHDU5+9xz6gd3/NhG3txQCo6xlglmTS+oTGEQ==", + "version": "3.1.9", + "resolved": "https://registry.npmjs.org/ejs/-/ejs-3.1.9.tgz", + "integrity": "sha512-rC+QVNMJWv+MtPgkt0y+0rVEIdbtxVADApW9JXrUVlzHetgcyczP/E7DJmWJ4fJCZF2cPcBk0laWO9ZHMG3DmQ==", "dev": true, "dependencies": { "jake": "^10.8.5" @@ -777,9 +777,9 @@ } }, "node_modules/graceful-fs": { - "version": "4.2.10", - "resolved": "https://registry.npmjs.org/graceful-fs/-/graceful-fs-4.2.10.tgz", - "integrity": "sha512-9ByhssR2fPVsNZj478qUUbKfmL0+t5BDVyjShtyZZLiK7ZDAArFFfopyOTj0M05wE2tJPisA4iTnnXl2YoPvOA==", + "version": "4.2.11", + "resolved": "https://registry.npmjs.org/graceful-fs/-/graceful-fs-4.2.11.tgz", + "integrity": "sha512-RbJ5/jmFcNNCcDV5o9eTnBLJ/HszWV0P73bc+Ff4nS/rJj+YaS6IGyiOL0VoBYX+l1Wrl3k63h/KrH+nhJ0XvQ==", "dev": true }, "node_modules/has-flag": { @@ -1070,12 +1070,15 @@ "node": ">=0.10.0" } }, - "node_modules/markdown-it-linkify-images": { - "version": "4.0.0", - "resolved": "https://registry.npmjs.org/markdown-it-linkify-images/-/markdown-it-linkify-images-4.0.0.tgz", - "integrity": "sha512-MCMCpaCp0ZuURZXpt5jMsjM3tueL9VepOqWIRQFu8JBE4Qwf06dbSAZLALCbMwlGrq6Fkjr9dCcCVuIn0cHriw==", - "dependencies": { - "markdown-it": "^13.0.1" + "node_modules/markdown-it-include": { + "version": "2.0.0", + "resolved": "https://registry.npmjs.org/markdown-it-include/-/markdown-it-include-2.0.0.tgz", + "integrity": "sha512-wfgIX92ZEYahYWiCk6Jx36XmHvAimeHN420csOWgfyZjpf171Y0xREqZWcm/Rwjzyd0RLYryY+cbNmrkYW2MDw==", + "engines": { + "node": ">=10" + }, + "peerDependencies": { + "markdown-it": ">=8.4.2" } }, "node_modules/markdown-it-mark": { @@ -1084,9 +1087,9 @@ "integrity": "sha512-HyxjAu6BRsdt6Xcv6TKVQnkz/E70TdGXEFHRYBGLncRE9lBFwDNLVtFojKxjJWgJ+5XxUwLaHXy+2sGBbDn+4A==" }, "node_modules/markdown-it-multimd-table": { - "version": "4.2.0", - "resolved": "https://registry.npmjs.org/markdown-it-multimd-table/-/markdown-it-multimd-table-4.2.0.tgz", - "integrity": "sha512-wFpb8TSQ9josQrAlOg1toEAHHSGYQZ4krBKfpejPQ+lq3oudnxCNW4S6gYMcRbkrtrfX/ND2njr4belnKt3fBg==" + "version": "4.2.1", + "resolved": "https://registry.npmjs.org/markdown-it-multimd-table/-/markdown-it-multimd-table-4.2.1.tgz", + "integrity": "sha512-0WEkr2Siw1I9TFaKEHwCXDRxIXWmuzht496Mb8yCkFnK+OVDqMSN6k5/FwyKlZIMtYNOK02e8o0uh3H0WMqstQ==" }, "node_modules/markdown-it-table-of-contents": { "version": "0.6.0", diff --git a/package.json b/package.json index d57506c..ee7545e 100755 --- a/package.json +++ b/package.json @@ -1,6 +1,6 @@ { "name": "planar-vagabond", - "version": "0.9.6", + "version": "0.10.0", "description": "", "main": "index.js", "scripts": { @@ -24,6 +24,7 @@ "markdown-it-emoji": "^2.0.0", "markdown-it-footnote": "^3.0.3", "markdown-it-implicit-figures": "^0.11.0", + "markdown-it-include": "^2.0.0", "markdown-it-mark": "^3.0.1", "markdown-it-multimd-table": "^4.2.0", "markdown-it-table-of-contents": "^0.6.0", diff --git a/src/assets/fragments/bestiary/dragons/astral-gliding.md b/src/assets/fragments/bestiary/dragons/astral-gliding.md new file mode 100644 index 0000000..238d4d3 --- /dev/null +++ b/src/assets/fragments/bestiary/dragons/astral-gliding.md @@ -0,0 +1,3 @@ +### Astral Gliding + +While on astral plane, can use currents to move as fast as an astral vessel. diff --git a/src/assets/fragments/bestiary/dragons/breath-weapon.md b/src/assets/fragments/bestiary/dragons/breath-weapon.md new file mode 100644 index 0000000..518f3f5 --- /dev/null +++ b/src/assets/fragments/bestiary/dragons/breath-weapon.md @@ -0,0 +1,9 @@ +### Breath Weapon + +- Can be used up to 3x per day. +- All caught in area take damage equal to dragon's current hit points, **Save vs Blasts** for half. +- Shapes: + - **Cloud** - 50’ long, 40’ wide, 20’ high. + - **Cone** - 2’ wide at the mouth, 30’ wide at far end. + - **Line** - 5’ wide along whole length. +- Immune to their own breath weapon, automatically save vs related attacks. diff --git a/src/assets/fragments/bestiary/dragons/planar-roar.md b/src/assets/fragments/bestiary/dragons/planar-roar.md new file mode 100644 index 0000000..5465189 --- /dev/null +++ b/src/assets/fragments/bestiary/dragons/planar-roar.md @@ -0,0 +1,8 @@ +### Planar Roar + +Can roar to opens a 10' diameter portal to the astral plane 1d6 x 10' away. + +- Portal 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. +- Can be used up to once per week. +- Can't be used while on the astral plane. diff --git a/src/assets/fragments/rules/menu.md b/src/assets/fragments/rules/menu.md new file mode 100644 index 0000000..23a7ee9 --- /dev/null +++ b/src/assets/fragments/rules/menu.md @@ -0,0 +1,11 @@ +
+ +Version 0.9.1 / 2023-04-22 + +- [Basics](/rules/basics.html) +- [Combat](/rules/combat.html) +- [Adventuring](/rules/adventuring.html) +- [Magic](/rules/magic.html) +- [Referees Only](/rules/referees.html) + +
diff --git a/src/assets/styles/styles.css b/src/assets/styles/styles.css index 569d7c7..f5cc21d 100644 --- a/src/assets/styles/styles.css +++ b/src/assets/styles/styles.css @@ -62,6 +62,12 @@ a[target="_blank"]::after { font-weight: normal; } +/* so active and hover can override */ +a:visited { + color: #cc45b6; +} + +a:active, a:hover { border: 1px solid #e94e5c; background-color: #44fcfc; @@ -71,14 +77,6 @@ a:hover { text-shadow: 0px 1px 1px rgba(16, 16, 16, 0.6); } -a:visited { - color: #cc45b6; -} - -a:visited:hover { - color: #e94e5c; -} - article img { max-width: 100%; } @@ -174,7 +172,7 @@ h1 { color: #e94e5c; font-size: 1.5em; line-height: 1.2em; - margin-top: 3rem; + margin-top: 4rem; } h1 svg { @@ -305,8 +303,14 @@ table th { display: none; } +.nonHumanClassTableWrapper table thead tr:last-child { + display: none; +} + .dividedTableWrapper { - display: inline-block; + display: block; + margin: 1rem 0; + max-width: 100%; overflow-x: auto; } @@ -464,11 +468,13 @@ a.licenseLink:hover { #menu-toggle:checked ~ .navMenu { left: 0; } + #menu-toggle:checked + .menu-label .menu-text { transform: rotate(90deg); left: -1rem; top: 4rem; } + /* Prevents close toggle from scrolling offscreen */ #menu-toggle:checked + .menu__btn { position: fixed; @@ -507,6 +513,7 @@ a.licenseLink:hover { padding: 0.5rem; width: 100%; } + .navBar a:visited { color: #44fcfc; } @@ -544,6 +551,10 @@ a.licenseLink:hover { color: #44fcfc; } +.navMenu a:active { + color: #e94e5c; +} + .navMenu li { margin-bottom: 0; position: relative; @@ -552,27 +563,41 @@ a.licenseLink:hover { white-space: nowrap; } +.navMenu > ul > li.hasSubMenu:hover > a { + border: 1px solid #e94e5c; +} + +/* .navMenu > ul > li.hasSubMenu > a { border: 1px solid #e94e5c; } +/* .navMenu li.hasSubMenu:hover, .navMenu li.hasSubMenu:focus-within { background-color: rgba(233, 78, 92, 0.5); } +*/ +.navMenu li:hover, +.navMenu li:focus-within { + background-color: rgba(233, 78, 92, 0.5); +} + +/* .navMenu ul li ul li.hasSubMenu:hover, .navMenu ul li ul li.hasSubMenu:focus-within { background-color: transparent; } +*/ .navMenu li.hasSubMenu:hover a, .navMenu li.hasSubMenu:hover a:visited { color: #44fcfc; } -.navMenu li.hasSubMenu:hover a:hover, -.navMenu li.hasSubMenu:hover a:visited:hover { +.navMenu li a:hover, +.navMenu li a:visited:hover { color: #e94e5c; } @@ -616,14 +641,28 @@ a.licenseLink:hover { width: 100%; } -.navMenu ul li ul li.hasSubMenu a { +/* +.navMenu ul li a:hover { + color: #e94e5c; +} +*/ + +.navMenu ul li.hasSubMenu a { padding-left: 2rem; } -.navMenu ul li ul li.hasSubMenu > a { +.navMenu ul li.hasSubMenu > a { padding-left: 1rem; } +.navMenu ul li.hasSubMenu ul li.hasSubMenu a { + padding-left: 4rem; +} + +.navMenu ul li.hasSubMenu ul li.hasSubMenu > a { + padding-left: 2rem; +} + .navMenu-list-link.isCurrentSection { background-color: #44fcfc; border: 1px solid #e94e5c; @@ -687,7 +726,11 @@ a.licenseLink:hover { } .pageMain { - padding: 2em 1em 1em; + padding: 1em; +} + +.pageTitle { + margin-top: 0; } a.pageTitle-link, @@ -702,6 +745,74 @@ a.pageTitle-link:visited { border: 1px solid #e94e5c; } +a.pageTitle-sublink { + font-size: smaller; + margin-top: 0.5rem; +} + +.rulesMenu { + /* border: 1px solid #fadbb0; */ + align-items: center; + /* background-color: rgba(37, 40, 55, 0.6); */ + display: flex; + flex-direction: column; +} + +.rulesMenu ul { + display: flex; + flex-direction: row; + margin: 0; + padding: 0; +} + +.rulesMenu ul li { + border-bottom: 4px solid rgba(37, 40, 55, 0.6); + border-left: 2px solid rgba(37, 40, 55, 0.6); + border-right: 2px solid rgba(37, 40, 55, 0.6); + list-style: none; + margin: 0; +} + +.rulesMenu ul li:first-child { + border-left: 4px solid rgba(37, 40, 55, 0.6); + border-radius: 0rem 0rem 0rem 0.3rem; +} + +.rulesMenu ul li:last-child { + border-right: 4px solid rgba(37, 40, 55, 0.6); + border-radius: 0rem 0rem 0.3rem 0rem; +} + +.rulesMenu ul li a, +.rulesMenu ul li a:visited { + border-bottom: none; + color: #e94e5c; + padding: 0.25rem; +} + +.rulesMenu ul li a:active, +.rulesMenu ul li a:hover { + border: 1px solid #e94e5c; +} + +.rulesTitle { + align-items: center; + display: flex; + flex-direction: column; + margin-top: 0; +} + +.rulesVersion { + background-color: rgba(37, 40, 55, 0.6); + padding: 0.25rem; + text-align: center; + width: 100%; +} + +.sectionBackLink-wrapper { + margin-top: 2rem; +} + .siteTitle-text { max-width: 60%; } @@ -715,8 +826,12 @@ a.pageTitle-link:visited { } .table-of-contents { + backdrop-filter: blur(2rem); border: 1px dashed #f6bc43; - display: inline-block; + display: block; + float: right; + margin-left: 2rem; + margin-bottom: 1rem; } .table-of-contents ul { @@ -812,6 +927,12 @@ a.pageTitle-link:visited { position: relative; } +.siteTitle-link:hover, +.siteTitle-link:visited:hover { + color: #e94e5c; + fill: #e94e5c; +} + .siteTitle-shipIcon { max-width: 10rem; fill: #e94e5c; @@ -860,8 +981,12 @@ a.pageTitle-link:visited { } @media all and (min-width: 600px) { - h1 { - margin-top: 2rem; + html { + font-size: 18px; + } + + h2 { + background-color: transparent; } .imgWrapper { @@ -876,16 +1001,16 @@ a.pageTitle-link:visited { display: block; } + .pageTitle { + margin-top: 2rem; + } + .siteTitle-text { text-align: center; } } -@media all and (min-width: 960px) { - html { - font-size: 18px; - } - +@media all and (min-width: 900px) { h1 { color: #e94e5c; font-size: 2em; @@ -956,6 +1081,10 @@ a.pageTitle-link:visited { max-width: 960px; } + .pageMain { + padding: 2em 1em 1em; + } + .siteTitle { margin-top: 3rem; } @@ -972,3 +1101,9 @@ a.pageTitle-link:visited { top: 0.75rem; } } + +@media (hover: none) { + a { + transition-duration: 0.1s; + } +} diff --git a/src/layouts/partials/backLink.ejs b/src/layouts/partials/backLink.ejs index 198dd71..2c38c45 100644 --- a/src/layouts/partials/backLink.ejs +++ b/src/layouts/partials/backLink.ejs @@ -5,13 +5,14 @@ var titlesBySection = { campaign: "Campaign Info", classes: "Character Classes", "magic-items": "Magic Items", - planes: "Other Planes", + planes: "Planar Cosmology", races: "Character Races", rules: "House Rules", // planes elemental: "Elemental Planes", material: "Material Planes", + near: "Near Planes", transcendental: "Transcendental Planes", }, diff --git a/src/layouts/partials/footer.ejs b/src/layouts/partials/footer.ejs index fdb13a3..60410f6 100644 --- a/src/layouts/partials/footer.ejs +++ b/src/layouts/partials/footer.ejs @@ -31,7 +31,7 @@ property="cc:attributionName" rel="cc:attributionURL"> <%=site.author.name%>, - and is licensed under a + and is released under a Creative Commons Attribution-ShareAlike 4.0 International License. diff --git a/src/layouts/partials/navmain.ejs b/src/layouts/partials/navmain.ejs index 519884c..fa0f359 100644 --- a/src/layouts/partials/navmain.ejs +++ b/src/layouts/partials/navmain.ejs @@ -32,25 +32,71 @@ diff --git a/src/layouts/partials/pageTitle.ejs b/src/layouts/partials/pageTitle.ejs index ffdf63e..e7b1c7f 100644 --- a/src/layouts/partials/pageTitle.ejs +++ b/src/layouts/partials/pageTitle.ejs @@ -1,6 +1,11 @@ <%- include('../functions') -%> -<% if (page.title && (page.render_opts || '').indexOf('no_title') == -1) { -%> +<% if (page.section && page.section === 'rules') { -%> + + <%- include('./rulesHeader') %> + + +<% } else if (page.title && (page.render_opts || '').indexOf('no_title') == -1) { -%>

<%= page.title %>

- <% } -%> + +<% } -%> diff --git a/src/layouts/partials/rulesHeader.ejs b/src/layouts/partials/rulesHeader.ejs new file mode 100644 index 0000000..3559904 --- /dev/null +++ b/src/layouts/partials/rulesHeader.ejs @@ -0,0 +1,48 @@ +<%- include('../functions') -%> +<% +var menuLinksByOption = { + Basics: "/rules/basics.html", + Combat: "/rules/combat.html", + Adventuring: "/rules/adventuring.html", + Magic: "/rules/magic.html", + "Referees Only": "/rules/referees.html", +}; + +%> + +

+ Heroic Old-School Roleplaying + + <% if (!page.path.endsWith(`${page.subsection}/index.html`)) { -%> +
+ <%= page.title %> + <% } -%> +

+ + + +
+
+ + Version 0.9.1 / 2023-04-22 + +
+
    + <% Object.keys(menuLinksByOption).forEach((key) => { -%> +
  • + <%= key %> +
  • + <% }); -%> +
+
diff --git a/src/pages/astral/adventuring.md b/src/pages/astral/adventuring.md index fbaf67e..3def5ce 100644 --- a/src/pages/astral/adventuring.md +++ b/src/pages/astral/adventuring.md @@ -2,6 +2,7 @@ title: Astral Adventuring description: Notes and rules for adventuring in the astral plane. date_pub: 2023-02-19T15:10:00-05:00 +date_upd: 2023-04-24T18:05:00-04:00 section: astral content_type: feature short_code: aa1 @@ -13,23 +14,23 @@ short_code: aa1 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 monsters: 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 monsters are encountered, follow the procedure described in Encounters. -5. End of day: The referee updates time records, with special attention spell durations. +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 to 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. +- Creatures move up to 10x faster when moving with the current (or faster). -**AstralJammers** - Ships designed to ride on these currents. +- Ships designed to ride on these currents are called **AstralJammers**. ### 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**. +As of last session, it is the **middle of the 1st phase of the 1st Fyday 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). +- Each day on the astral plane is broken up into 3 phases of 24 astral-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) @@ -47,33 +48,32 @@ As of last session, it is the **end of the 3rd phase of the 1st Aerday of Urtson ### Distance and Measurement -**Ranges**: Are measured in yards, instead of feet, which means they are tripled. +- Ranges are measured in yards, rather than feet (so **3x**). +- Areas of spell effects, blasts, etc. are still measured in feet. +- Movement rates: + - For creatures - measured in feet. + - For vessels - measured in yards. -**Movement rates**: Are still measured in feet. +### Chases -**Areas**: Of spell effects, breath weapons, etc. are also still measured in feet. +#### Evading -### Evasion and Pursuit +Evasion chance is determined by difference between the movement rates of the two sides’, listed in the table below. -#### Evasion +- **Success**: Pursuers lose track of fleeing side, can't catch up until next day (and only as a random encounter). -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. +- **Failure**: Continue to **Pursuit**. #### 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). +- Time passes in rounds. +- Pursuit begins at normal encounter distance. +- Pursuing side closes in on fleeing side + - Distance between sides decreases by the difference between their movement rates (minimum 30' per round). #### Astralborne Evasion -**By ship** - Use the same table, but replace feet with yards in the measurements speed. +- Vessel use the same table, replacing feet with yards in the measurements speed.
@@ -156,7 +156,7 @@ Thin streams of psychic "vapor", hundreds to thousands of miles across, which ap ### Surprise -Wandering astral monsters are not usually surprised by traveling vessels. Special circumstances (e.g. thick astral clouds, psychic storm) may alter this. +Wandering astral creatures are not usually surprised by traveling vessels. Special circumstances (e.g. thick astral clouds, psychic storm) may alter this. ### Temperature @@ -198,8 +198,8 @@ The ambient temperature in the astral plane tends towards the tepid side for mos **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 monster is 1-in-6 in the deep astral, 2-in-6 near other ports or outposts. +**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 monsters are encountered 4d6 × 10 yards away. If either side is surprised (see Encounters), this is reduced to 1d4 × 10 yards. +**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/src/pages/astral/factions.md b/src/pages/astral/factions.md index 6e9dddf..5dc7eee 100644 --- a/src/pages/astral/factions.md +++ b/src/pages/astral/factions.md @@ -7,26 +7,38 @@ content_type: feature short_code: af1 --- -### Astral Trade Union +### 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 inner plane, and even a handful to various outer planes. -- Have excellent maps of all of the astral currents that run between these 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 +#### Drahki Federation -- Controlled by a race of dracokin from the world of Drahkenos, the so-called plane of dragons. +- 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 -### Ghyffan Armada +#### Lyffan Armada -- Run by a militaristic race of musket-wielding hippokin from the material plane of Ghyffu. -- Report to the Ghyffan Sovereignty, the plane-wide government of Ghyffu. +- Enormous fleet of warships run by a militaristic race of musket-wielding elekin from the material plane of Lyffu. +- Report to the Lyffan Sovereignty, the plane-wide government of Lyffu. - 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. -### Society of Wanderers +#### 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". @@ -34,24 +46,29 @@ short_code: af1 - Typically travel alone or in small groups. - Don't usually have their own ships, so they often have to book passage (or stowe-away). -### Stral Empire - -- Empire of ports ruled by a highly militaristic and decadant 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. - ### 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/src/pages/astral/index.md b/src/pages/astral/index.md index 58a4fb3..e734717 100644 --- a/src/pages/astral/index.md +++ b/src/pages/astral/index.md @@ -21,7 +21,7 @@ short_code: a1 - [Adventuring](./adventuring.html) - [Factions](./factions.html) -- [Monsters](/monsters/index.html) +- [Monsters](/bestiary/index.html) - [Timeline](./timeline.html) - [Vessels](./vessels.html) diff --git a/src/pages/astral/timeline.md b/src/pages/astral/timeline.md index efad4e3..b23e2e8 100644 --- a/src/pages/astral/timeline.md +++ b/src/pages/astral/timeline.md @@ -2,12 +2,13 @@ title: Astral Timeline description: A timeline of trade and war in the astral plane. date_pub: 2023-02-19T20:47:00-05:00 +date_upd: 2023-04-24T18:05:00-04:00 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**. +As of last session, it is the **middle of the 1st phase of the 1st Fyday 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: diff --git a/src/pages/astral/vessels.md b/src/pages/astral/vessels.md index aec8569..cc2cc22 100644 --- a/src/pages/astral/vessels.md +++ b/src/pages/astral/vessels.md @@ -196,12 +196,12 @@ Fire energy bolts that function like magic missiles. Requires 2 common Eye Tyran #### Rams -Can be used against ships or giant monsters. Small individuals cannot be targeted. +Can be used against ships or giant creatures. Small individuals cannot be targeted. **Attack rolls**: Are made using a THAC0 of 19 [0] and occur at the same point in the combat sequence as missile fire. **Attack 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 monsters. +**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 monsters. +**Small ships**: Deals 1d4+4 x 10 hull points damage against ships and 3d8 hit points damage against creatures. diff --git a/src/pages/bestiary/astral-devourer.md b/src/pages/bestiary/astral-devourer.md new file mode 100644 index 0000000..a79cc5d --- /dev/null +++ b/src/pages/bestiary/astral-devourer.md @@ -0,0 +1,32 @@ +--- +title: Astral Devourer +description: TBD +date_pub: 2023-02-17T00:26:00-05:00 +section: bestiary +content_type: feature +short_code: mad +status: draft +--- + +A monstrous, worm-like creature, 25' in diameter and nearly 100' long, with an enormous, round mouth full of razor-sharp teeth, 3 eyes on stalks, 3 huge pincers, and armored plates on its skin. + +
+ +| | | +| --------------- | --------------------------------------------- | +| **Hit Dice** | 16+16 (88hp) | +| **Armor Class** | 23 | +| **Movement** | Fly 450' (Astral) | +| **Attacks** | 3 (+11) @ grab (1d4), 1 (auto) @ devour (2d8) | +| **Morale** | 7 | +| **Alignment** | Chaotic | +| **XP** | 1,350 | + +
+ +**Magical Eyes** - Can use either of the following each round: + +- **Antimagic Cone** +- **Fear Gaze** + **Grab** - When grabbed, the victim is held in place and can be automatically devoured starting the next round. + **Devour** - Each round, if a creature has been grabbed by a pincer, the longest held creature is automatically thrown into its mouth and devoured, dealing 2d8 damage, before being swallowed. diff --git a/src/pages/bestiary/astral-whale.md b/src/pages/bestiary/astral-whale.md new file mode 100644 index 0000000..653affa --- /dev/null +++ b/src/pages/bestiary/astral-whale.md @@ -0,0 +1,27 @@ +--- +title: Whale, Astral +description: TBD +date_pub: 2023-02-17T00:26:00-05:00 +section: bestiary +content_type: feature +short_code: maw +status: draft +--- + +Gargantuan whales up to 170’ long that roam the astral plane. + +
+ +| | | +| --------------- | ---------------------------------------------- | +| **Hit Dice** | 36 (234hp) | +| **Armor Class** | 13 | +| **Movement** | Float 60’ | +| **Attacks** | 1 (+14) @ bite (3d20) or ram (6d6 hull damage) | +| **Morale** | 7 | +| **Alignment** | Neutral | +| **XP** | 6,250 | + +
+ +**Riders** - 50% chance to have 1d20 riders. diff --git a/src/pages/bestiary/cleric.md b/src/pages/bestiary/cleric.md new file mode 100644 index 0000000..ef4f40b --- /dev/null +++ b/src/pages/bestiary/cleric.md @@ -0,0 +1,54 @@ +--- +title: Cleric (Creature) +description: The cleric creature for OSR gaming. +date_pub: 2023-04-23T18:42:00-04:00 +section: bestiary +content_type: feature +short_code: mcc +--- + +Holy (or unholy) warrior-priests on a quest for their deity. + +
+ +| | | +| ------------------- | ------------------------------------------ | +| **Hit Dice** | 1 (4hp) | +| **Armor Class** | 17 (plate) | +| **Movement** | 20' | +| **Attacks** | 1 @ mace (1d6) | +| **Attack Modifier** | 0 | +| **Alignment** | Any | +| **Save As** | [Cleric](/classes/cleric.html#advancement) | +| **Morale** | 7 | + +
+ +- **Leader**: Groups of 4+ are led by a higher level priest or cleric (1d4 HD higher). Roll or determine spells as needed. + +
+ +| HD | HP | AC | MV | Atk Mod | Damage | Morale | +| :-: | :-: | :-: | :-: | :-----: | :----: | :----: | +| 3 | 13 | 17 | 20' | +1 | 1d6 | 8 | +| 5 | 22 | 18 | 20' | +2 | 1d6+1 | 8 | +| 7 | 31 | 19 | 30' | +3 | 1d6+1 | 9 | +| 9 | 40 | 19 | 30' | +4 | 1d6+1 | 10 | +| 11 | 49 | 20 | 30' | +6 | 1d6+2 | 11 | +| 13 | 58 | 20 | 40' | +8 | 1d6+2 | 12 | + +[Higher-Level Clerics] + +
+ +#### Short Stat Blocks + +``` +> HD 1 (4 hp), AC 17; MV 20'; Atk 1 (0) @ 1d6 (mace); AL Any; ML 7 +> HD 3 (13 hp), AC 17; MV 20'; Atk 1 (+1) @ 1d6 (mace); AL Any; ML 8 +> HD 5 (22 hp), AC 18; MV 20'; Atk 1 (+2) @ 1d6+1 (mace); AL Any; ML 8 +> HD 7 (31 hp), AC 19; MV 30'; Atk 1 (+3) @ 1d6+1 (mace); AL Any; ML 9 +> HD 9 (40 hp), AC 19; MV 30'; Atk 1 (+4) @ 1d6+1 (mace); AL Any; ML 10 +> HD 11 (49 hp), AC 20; MV 30'; Atk 1 (+6) @ 1d6+2 (mace); AL Any; ML 11 +> HD 13 (58 hp), AC 20; MV 40'; Atk 1 (+8) @ 1d6+2 (mace); AL Any; ML 12 +``` diff --git a/src/pages/bestiary/commoner.md b/src/pages/bestiary/commoner.md new file mode 100644 index 0000000..1bf2467 --- /dev/null +++ b/src/pages/bestiary/commoner.md @@ -0,0 +1,25 @@ +--- +title: Commoner +description: The commoner creature for OSR gaming. +date_pub: 2023-04-23T18:21:00-04:00 +section: bestiary +content_type: feature +short_code: mcm +--- + +One of the common people (artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves, etc.). + +
+ +| | | +| ------------------- | ---------------------- | +| **Hit Dice** | 2hp | +| **Armor Class** | 10 (clothes) | +| **Movement** | 40' | +| **Attacks** | 1 (-1) @ 1d2 or weapon | +| **Attack Modifier** | 0 | +| **Alignment** | Any, usually lawful | +| **Saving Throws** | D14 W15 P16 B17 S18 | +| **Morale** | 6 | + +
diff --git a/src/pages/bestiary/corsair.md b/src/pages/bestiary/corsair.md new file mode 100644 index 0000000..cb42042 --- /dev/null +++ b/src/pages/bestiary/corsair.md @@ -0,0 +1,57 @@ +--- +title: Corsair (Creature) +description: The corsair (sailor) creature for OSR gaming. +date_pub: 2023-04-23T18:44:00-04:00 +section: bestiary +content_type: feature +short_code: bcr +--- + +A skilled sailor, be it on the seas, in the air, or on the astral plane. Usually part of a crew. + +
+ +| | | +| ------------------- | -------------------------------------------- | +| **Hit Dice** | 1d6 (3hp) | +| **Armor Class** | 13 (leather) | +| **Movement** | 40' | +| **Attacks** | 1 @ weapon (1d6) | +| **Attack Modifier** | 0 | +| **Alignment** | Any | +| **Save As** | [Corsair](/classes/corsair.html#advancement) | +| **Morale** | 7 | + +
+ +- **Leaders** - Depend on number of corsairs or ships: + - For every 40 corsairs, and for each ship, there is a 1d4+4 HD captain. + - For every 100 corsairs, and for each fleet, there is an 1d4+5 HD admiral. + - For a fleet of 300+ corsairs, there is an 1d4+9 HD lord, with a 75% chance of being accompanied by a spell caster (level 1d4+7). + +
+ +| HD | HP | AC | Atk Mod | Damage | Morale | +| :--: | :-: | :-: | :-----: | :----: | :----: | +| 3d6 | 10 | 14 | +1 | 1d6 | 7 | +| 5d6 | 17 | 14 | +2 | 1d6+1 | 8 | +| 7d6 | 24 | 15 | +4 | 1d6+1 | 8 | +| 9d6 | 31 | 15 | +6 | 1d6+1 | 9 | +| 11d6 | 38 | 16 | +8 | 1d6+2 | 9 | +| 13d6 | 45 | 17 | +10 | 1d6+2 | 10 | + +[Higher-Level Corsais] + +
+ +#### Short Stat Blocks + +``` +> HD 1-1 (3 hp), AC 13; MV 40'; Atk 1 (0) @ 1d6 (weapon); AL Any; ML 7 +> HD 3-3 (10 hp), AC 14; MV 40'; Atk 1 (+1) @ 1d6 (weapon); AL Any; ML 7 +> HD 5-5 (17 hp), AC 14; MV 40'; Atk 1 (+2) @ 1d6+1 (weapon); AL Any; ML 8 +> HD 7-7 (24 hp), AC 15; MV 40'; Atk 1 (+4) @ 1d6+1 (weapon); AL Any; ML 8 +> HD 9-9 (31 hp), AC 15; MV 40'; Atk 1 (+6) @ 1d6+1 (weapon); AL Any; ML 9 +> HD 11-11 (38 hp), AC 16; MV 40'; Atk 1 (+8) @ 1d6+2 (weapon); AL Any; ML 9 +> HD 13-13 (45 hp), AC 17; MV 40'; Atk 1 (+10) @ 1d6+2 (weapon); AL Any; ML 10 +``` diff --git a/src/pages/bestiary/dragons/chromatic/black-dragon.md b/src/pages/bestiary/dragons/chromatic/black-dragon.md new file mode 100644 index 0000000..7ffbf17 --- /dev/null +++ b/src/pages/bestiary/dragons/chromatic/black-dragon.md @@ -0,0 +1,9 @@ +--- +title: Black Dragon +description: TBD +date_pub: 2023-04-09T23:12:00-04:00 +section: bestiary +content_type: feature +short_code: bdcb +status: draft +--- diff --git a/src/pages/bestiary/dragons/chromatic/blue-dragon.md b/src/pages/bestiary/dragons/chromatic/blue-dragon.md new file mode 100644 index 0000000..74c1bf4 --- /dev/null +++ b/src/pages/bestiary/dragons/chromatic/blue-dragon.md @@ -0,0 +1,9 @@ +--- +title: Blue Dragon +description: TBD +date_pub: 2023-04-09T23:12:00-04:00 +section: bestiary +content_type: feature +short_code: bdcu +status: draft +--- diff --git a/src/pages/bestiary/dragons/chromatic/green-dragon.md b/src/pages/bestiary/dragons/chromatic/green-dragon.md new file mode 100644 index 0000000..6b63c63 --- /dev/null +++ b/src/pages/bestiary/dragons/chromatic/green-dragon.md @@ -0,0 +1,9 @@ +--- +title: Green Dragon +description: TBD +date_pub: 2023-04-10T21:15:00-04:00 +section: bestiary +content_type: feature +short_code: bdcg +status: draft +--- diff --git a/src/pages/bestiary/dragons/chromatic/red-dragon.md b/src/pages/bestiary/dragons/chromatic/red-dragon.md new file mode 100644 index 0000000..4d6d098 --- /dev/null +++ b/src/pages/bestiary/dragons/chromatic/red-dragon.md @@ -0,0 +1,9 @@ +--- +title: Red Dragon +description: TBD +date_pub: 2023-04-10T21:15:00-04:00 +section: bestiary +content_type: feature +short_code: bdcr +status: draft +--- diff --git a/src/pages/bestiary/dragons/chromatic/white-dragon.md b/src/pages/bestiary/dragons/chromatic/white-dragon.md new file mode 100644 index 0000000..df8f259 --- /dev/null +++ b/src/pages/bestiary/dragons/chromatic/white-dragon.md @@ -0,0 +1,9 @@ +--- +title: White Dragon +description: TBD +date_pub: 2023-04-10T21:15:00-04:00 +section: bestiary +content_type: feature +short_code: bdcw +status: draft +--- diff --git a/src/pages/bestiary/dragons/crystalline/amethyst-dragon.md b/src/pages/bestiary/dragons/crystalline/amethyst-dragon.md new file mode 100644 index 0000000..88136d7 --- /dev/null +++ b/src/pages/bestiary/dragons/crystalline/amethyst-dragon.md @@ -0,0 +1,35 @@ +--- +title: Amethyst Dragon +description: Information about Amethyst Dragons. +date_pub: 2023-04-10T22:43:00-04:00 +section: bestiary +content_type: feature +short_code: bdra +--- + +[Crystalline dragons](./index.html) that lair at the top of glacial ridges and snowy peaks, or in the astral plane. + +
+ +| | | +| ----------------- | -------------------------------------------------- | +| **Hit Dice** | 8\*\* (36hp) | +| **Armor Class** | 19 | +| **Attacks** | 2(+7) @ claw (1d6) & 1(+7) @ bite (3d8), or breath | +| **Movement** | 30' / 80' flying / 300' astral | +| **Saving Throws** | D8 W9 P10 B10 S12 (8) | +| **Morale** | 9 | +| **Alignment** | Neutral | +| **XP** | 1,750 | + +
+ +- Has multiple [breath weapons](../index.html#breath-weapon): + - 90’ long line of cold (damage equal to dragon’s current hit points, **Save vs Blasts** for half damage), and + - cloud of charming gas (**Save vs Blasts** or be charmed for 1d6 turns). +- 40% chance can speak and cast 1d3 1st level spells and 1d3 2nd level spells. +- 30% chance of sleeping. + +!!!include(bestiary/dragons/astral-gliding.md)!!! + +!!!include(bestiary/dragons/planar-roar.md)!!! diff --git a/src/pages/bestiary/dragons/crystalline/emerald-dragon.md b/src/pages/bestiary/dragons/crystalline/emerald-dragon.md new file mode 100644 index 0000000..94268cf --- /dev/null +++ b/src/pages/bestiary/dragons/crystalline/emerald-dragon.md @@ -0,0 +1,37 @@ +--- +title: Emerald Dragon +description: TBD +date_pub: 2023-04-10T22:52:00-04:00 +section: bestiary +content_type: feature +short_code: bdce +status: hidden +--- + +[Crystalline dragons](./index.html) that live on isolated peaks and the astral plane. + +
+ +| | | +| ----------------- | -------------------------------------------------- | +| **Hit Dice** | 9\*\* (40hp) | +| **Armor Class** | 20 | +| **Attacks** | 2(+7) @ claw (1d6) & 1(+7) @ bite (3d8), or breath | +| **Movement** | 30' / 80' flying / 300' astral | +| **Saving Throws** | D8 W9 P10 B10 S12 (9) | +| **Morale** | 9 | +| **Alignment** | Neutral | +| **XP** | 2,300 | + +
+ +- Has multiple [breath weapons](../index.html#breath-weapon): + - 60’ long cone of acid (damage equal to dragon’s current hit points, **Save vs Blasts** for half damage), and + - cloud of confusion gas (**Save vs Blasts** or be catatonic for 2d4 turns). +- 50% chance can speak and cast 1d4 1st level spells and 1d4 2nd level spells. +- 20% chance of sleeping. +- Can assume the form of an animal. + +!!!include(bestiary/dragons/astral-gliding.md)!!! + +!!!include(bestiary/dragons/planar-roar.md)!!! diff --git a/src/pages/bestiary/dragons/crystalline/index.md b/src/pages/bestiary/dragons/crystalline/index.md new file mode 100644 index 0000000..231facf --- /dev/null +++ b/src/pages/bestiary/dragons/crystalline/index.md @@ -0,0 +1,23 @@ +--- +title: Crystalline Dragons +description: +date_pub: 2023-04-09T18:34:00-04:00 +section: bestiary +content_type: feature +short_code: mdr +status: hidden +--- + +A subclass of [dragons](../index.html) with shimmering scales, multiple breath weapons, and a roar that can open a portal to the astral plane. + +!!!include(bestiary/dragons/astral-gliding.md)!!! + +!!!include(bestiary/dragons/planar-roar.md)!!! + +### Types of Crystalline Dragons + +- [Amethyst](./amethyst-dragon.html) +- [Emerald](./emerald-dragon.html) +- [Onyx](./onyx-dragon.html) +- [Ruby](./ruby-dragon.html) +- [Topaz](./topaz-dragon.html) diff --git a/src/pages/bestiary/dragons/crystalline/onyx-dragon.md b/src/pages/bestiary/dragons/crystalline/onyx-dragon.md new file mode 100644 index 0000000..dcac12b --- /dev/null +++ b/src/pages/bestiary/dragons/crystalline/onyx-dragon.md @@ -0,0 +1,36 @@ +--- +title: Onyx Dragon +description: TBD +date_pub: 2023-04-10T22:56:00-04:00 +section: bestiary +content_type: feature +short_code: bdro +status: hidden +--- + +[Crystalline dragons](./index.html) that dwell deep underground and in the astral plane. + +
+ +| | | +| ----------------- | -------------------------------------------------- | +| **Hit Dice** | 6\*\* (27hp) | +| **Armor Class** | 17 | +| **Attacks** | 2(+5) @ claw (1d4) & 1(+5) @ bite (2d8), or breath | +| **Movement** | 30' / 80' flying / 300' astral | +| **Saving Throws** | D10 W11 P12 B13 S14 (6) | +| **Morale** | 8 | +| **Alignment** | Chaotic | +| **XP** | 725 | + +
+ +- Has multiple [breath weapons](../index.html#breath-weapon): + - cloud of chlorine gas (damage equal to dragon’s current hit points, **Save vs Blasts** for half damage), and + - cloud of fear gas (**Save vs Blasts** or flee for 1d4 turns). +- 20% chance can speak and cast 1d3 1st level spells. +- 50% chance of sleeping. + +!!!include(bestiary/dragons/astral-gliding.md)!!! + +!!!include(bestiary/dragons/planar-roar.md)!!! diff --git a/src/pages/bestiary/dragons/crystalline/ruby-dragon.md b/src/pages/bestiary/dragons/crystalline/ruby-dragon.md new file mode 100644 index 0000000..b9f5818 --- /dev/null +++ b/src/pages/bestiary/dragons/crystalline/ruby-dragon.md @@ -0,0 +1,37 @@ +--- +title: Ruby Dragon +description: TBD +date_pub: 2023-04-10T23:01:00-04:00 +section: bestiary +content_type: feature +short_code: bdrr +status: hidden +--- + +[Crystalline dragons](./index.html) that lair in dormant volcanoes and the astral plane. + +
+ +| | | +| ----------------- | -------------------------------------------------- | +| **Hit Dice** | 10\*\* (45hp) | +| **Armor Class** | 21 | +| **Attacks** | 2(+8) @ claw (1d6) & 1(+8) @ bite (4d8), or breath | +| **Movement** | 30' / 80' flying / 300' astral | +| **Saving Throws** | D6 W7 P8 B8 S10 (10) | +| **Morale** | 10 | +| **Alignment** | Neutral | +| **XP** | 2,300 | + +
+ +- Has multiple [breath weapons](../index.html#breath-weapon): + - 100’ long line of fire (damage equal to dragon’s current hit points, **Save vs Blasts** for half damage), and + - cloud of antimagic gas (ends all spells of non-instantaneous duration, as if Dispel Magic has been cast). +- 90% chance can speak and cast 1d3 1st level spells, 1d3 2nd level spells, and 1d3 3rd level spells. +- 10% chance of sleeping. +- Can assume the form of an animal or humanoid. + +!!!include(bestiary/dragons/astral-gliding.md)!!! + +!!!include(bestiary/dragons/planar-roar.md)!!! diff --git a/src/pages/bestiary/dragons/crystalline/topaz-dragon.md b/src/pages/bestiary/dragons/crystalline/topaz-dragon.md new file mode 100644 index 0000000..bf8505c --- /dev/null +++ b/src/pages/bestiary/dragons/crystalline/topaz-dragon.md @@ -0,0 +1,36 @@ +--- +title: Topaz Dragon +description: TBD +date_pub: 2023-04-10T22:36:00-04:00 +section: bestiary +content_type: feature +short_code: bdrt +status: hidden +--- + +[Crystalline dragons](./index.html) that live along rocky seacoasts or in the astral plane. + +
+ +| | | +| ----------------- | ---------------------------------------------------- | +| **Hit Dice** | 7\*\* (31hp) | +| **Armor Class** | 18 | +| **Attacks** | 2(+6) @ claw (1d4+1) & 1(+6) @ bite (3d6), or breath | +| **Movement** | 30' / 80' flying / 300' astral | +| **Saving Throws** | D8 W9 P10 B10 S12 (7) | +| **Morale** | 8 | +| **Alignment** | Lawful | +| **XP** | 1,250 | + +
+ +- Has multiple [breath weapons](../index.html#breath-weapon): + - 70’ long cone of lightning (damage equal to dragon’s current hit points, **Save vs Blasts** for half damage), and + - cloud of sleep gas (**Save vs Blasts** or fall asleep for 4d4 turns). +- 30% chance can speak and cast 1d4 1st level spells. +- 40% chance of sleeping. + +!!!include(bestiary/dragons/astral-gliding.md)!!! + +!!!include(bestiary/dragons/planar-roar.md)!!! diff --git a/src/pages/bestiary/dragons/diamond-dragon.md b/src/pages/bestiary/dragons/diamond-dragon.md new file mode 100644 index 0000000..b786279 --- /dev/null +++ b/src/pages/bestiary/dragons/diamond-dragon.md @@ -0,0 +1,9 @@ +--- +title: Diamond Dragon +description: TBD +date_pub: 2023-04-10T21:15:00-04:00 +section: bestiary +content_type: feature +short_code: bdd +status: draft +--- diff --git a/src/pages/bestiary/dragons/index.md b/src/pages/bestiary/dragons/index.md new file mode 100644 index 0000000..89e3351 --- /dev/null +++ b/src/pages/bestiary/dragons/index.md @@ -0,0 +1,26 @@ +--- +title: Dragons +description: Information about Dragons. +date_pub: 2023-04-09T18:34:00-04:00 +section: bestiary +content_type: feature +short_code: md1 +--- + +Huge, proud, flying lizards with massive wings and the ability to spew one or more types of attack from their mouths. + +- Come in various subtypes including chromatic, metallic, and [crystalline](./crystalline/index.html). +- Always lead with breath weapon for attack. +- Chance of sleeping determined by subspecies, +2 to attack while sleeping. +- Will surrender if subdued (reduced to 0 hp by nonlethal attacks). +- Based on age, size could vary by up to 3 HD. + +### Breath Weapon + +- Can be used up to 3x per day. +- All caught in area take damage equal to dragon's current hit points, **Save vs Blasts** for half. +- Shapes: + - **Cloud** - 50’ long, 40’ wide, 20’ high. + - **Cone** - 2’ wide at the mouth, 30’ wide at far end. + - **Line** - 5’ wide along whole length. +- Immune to their own breath weapon, automatically save vs related attacks. diff --git a/src/pages/bestiary/dragons/metallic/brass-dragon.md b/src/pages/bestiary/dragons/metallic/brass-dragon.md new file mode 100644 index 0000000..dc50f60 --- /dev/null +++ b/src/pages/bestiary/dragons/metallic/brass-dragon.md @@ -0,0 +1,32 @@ +--- +title: Brass Dragon +description: TBD +date_pub: 2023-04-10T21:15:00-04:00 +section: bestiary +content_type: feature +short_code: bdmb +status: draft +--- + +[Metallic dragons](./index.html) that lair in deserts and other dry or sandy regions. + +
+ +| | | +| ----------------- | ---------------------------------------------------- | +| **Hit Dice** | 7\*\* (31hp) | +| **Armor Class** | 18 | +| **Attacks** | 2(+6) @ claw (1d4+1) & 1(+7) @ bite (3d8), or breath | +| **Movement** | 30' / 80' flying | +| **Saving Throws** | D8 W9 P10 B10 S12 (7) | +| **Morale** | 8 | +| **Alignment** | Neutral | +| **XP** | 1,250 | + +
+ +- Has multiple [breath weapons](../index.html#breath-weapon): + - 70’ long cone of sleep gas (**Save vs Blasts** or sleep for 4d4 turns), and + - cloud of fear gas (**Save vs Blasts** or flee in terror for 1d3 turns). +- 20% chance can speak and cast 1d4 1st level spells. +- 40% chance of sleeping. diff --git a/src/pages/bestiary/dragons/metallic/bronze-dragon.md b/src/pages/bestiary/dragons/metallic/bronze-dragon.md new file mode 100644 index 0000000..0640129 --- /dev/null +++ b/src/pages/bestiary/dragons/metallic/bronze-dragon.md @@ -0,0 +1,9 @@ +--- +title: Bronze Dragon +description: TBD +date_pub: 2023-04-10T21:15:00-04:00 +section: bestiary +content_type: feature +short_code: bdmz +status: draft +--- diff --git a/src/pages/bestiary/dragons/metallic/copper-dragon.md b/src/pages/bestiary/dragons/metallic/copper-dragon.md new file mode 100644 index 0000000..920db7a --- /dev/null +++ b/src/pages/bestiary/dragons/metallic/copper-dragon.md @@ -0,0 +1,9 @@ +--- +title: Copper Dragon +description: TBD +date_pub: 2023-04-10T21:15:00-04:00 +section: bestiary +content_type: feature +short_code: bdmc +status: draft +--- diff --git a/src/pages/bestiary/dragons/metallic/gold-dragon.md b/src/pages/bestiary/dragons/metallic/gold-dragon.md new file mode 100644 index 0000000..a88285f --- /dev/null +++ b/src/pages/bestiary/dragons/metallic/gold-dragon.md @@ -0,0 +1,9 @@ +--- +title: Gold Dragon +description: TBD +date_pub: 2023-04-10T21:15:00-04:00 +section: bestiary +content_type: feature +short_code: bdmg +status: draft +--- diff --git a/src/pages/bestiary/dragons/metallic/index.md b/src/pages/bestiary/dragons/metallic/index.md new file mode 100644 index 0000000..79a5e49 --- /dev/null +++ b/src/pages/bestiary/dragons/metallic/index.md @@ -0,0 +1,19 @@ +--- +title: Metallic Dragons +description: +date_pub: 2023-04-18T21:55:00-04:00 +section: bestiary +content_type: feature +short_code: mdm +status: draft +--- + +A subclass of [dragons](../index.html) with shining scales, multiple breath weapons, and an affinity for Law. + +### Types of Metallic Dragons + +- [Brass](./brass-dragon.html) +- [Bronze](./bronze-dragon.html) +- [Copper](./copper-dragon.html) +- [Gold](./gold-dragon.html) +- [Silver](./silver-dragon.html) diff --git a/src/pages/bestiary/dragons/metallic/silver-dragon.md b/src/pages/bestiary/dragons/metallic/silver-dragon.md new file mode 100644 index 0000000..b14dec8 --- /dev/null +++ b/src/pages/bestiary/dragons/metallic/silver-dragon.md @@ -0,0 +1,9 @@ +--- +title: Silver Dragon +description: TBD +date_pub: 2023-04-10T21:15:00-04:00 +section: bestiary +content_type: feature +short_code: bdms +status: draft +--- diff --git a/src/pages/bestiary/dragons/multichromatic-dragon.md b/src/pages/bestiary/dragons/multichromatic-dragon.md new file mode 100644 index 0000000..accf210 --- /dev/null +++ b/src/pages/bestiary/dragons/multichromatic-dragon.md @@ -0,0 +1,9 @@ +--- +title: Multichromatic Dragon +description: TBD +date_pub: 2023-04-10T21:15:00-04:00 +section: bestiary +content_type: feature +short_code: bdl +status: draft +--- diff --git a/src/pages/bestiary/dragons/platinum-dragon.md b/src/pages/bestiary/dragons/platinum-dragon.md new file mode 100644 index 0000000..3ef2e51 --- /dev/null +++ b/src/pages/bestiary/dragons/platinum-dragon.md @@ -0,0 +1,9 @@ +--- +title: Platinum Dragon +description: TBD +date_pub: 2023-04-10T21:15:00-04:00 +section: bestiary +content_type: feature +short_code: bdp +status: draft +--- diff --git a/src/pages/bestiary/dragons/sea-dragon.md b/src/pages/bestiary/dragons/sea-dragon.md new file mode 100644 index 0000000..6070520 --- /dev/null +++ b/src/pages/bestiary/dragons/sea-dragon.md @@ -0,0 +1,9 @@ +--- +title: Sea Dragon +description: TBD +date_pub: 2023-04-10T21:15:00-04:00 +section: bestiary +content_type: feature +short_code: bds +status: draft +--- diff --git a/src/pages/bestiary/dragons/void-dragon.md b/src/pages/bestiary/dragons/void-dragon.md new file mode 100644 index 0000000..0e2b1be --- /dev/null +++ b/src/pages/bestiary/dragons/void-dragon.md @@ -0,0 +1,9 @@ +--- +title: Void Dragon +description: TBD +date_pub: 2023-04-10T21:15:00-04:00 +section: bestiary +content_type: feature +short_code: bdv +status: draft +--- diff --git a/src/pages/bestiary/drahki.md b/src/pages/bestiary/drahki.md new file mode 100644 index 0000000..e6df5c4 --- /dev/null +++ b/src/pages/bestiary/drahki.md @@ -0,0 +1,64 @@ +--- +title: Drahki (Dracokin) +description: TBD +date_pub: 2023-02-17T00:26:00-05:00 +section: bestiary +content_type: feature +short_code: md1 +status: draft +--- + +**TODO: Delete?** + +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/src/pages/bestiary/fighter.md b/src/pages/bestiary/fighter.md new file mode 100644 index 0000000..412ba9a --- /dev/null +++ b/src/pages/bestiary/fighter.md @@ -0,0 +1,54 @@ +--- +title: Fighter (Creature) +description: The fighter creature for OSR gaming. +date_pub: 2023-04-23T18:54:00-04:00 +section: bestiary +content_type: feature +short_code: bfr +--- + +Someone who earns their keep via combat. + +
+ +| | | +| ------------------- | -------------------------------------------- | +| **Hit Dice** | 1d10 (5hp) | +| **Armor Class** | 13 (leather) | +| **Movement** | 40' | +| **Attacks** | 1 @ weapon (1d6) | +| **Attack Modifier** | 0 | +| **Alignment** | Any | +| **Save As** | [Fighter](/classes/fighter.html#advancement) | +| **Morale** | 7 | + +
+ +**Leader**: 50% chance groups of 4+ are led by a higher level fighter (1d4 HD higher). + +
+ +| HD | HP | AC | Atk Mod | Damage | Morale | +| :-: | :-: | :-: | :-----: | :----: | :----: | +| 3 | 16 | 14 | +2 | 1d6 | 7 | +| 5 | 27 | 15 | +4 | 1d6+1 | 8 | +| 7 | 38 | 16 | +6 | 1d6+1 | 8 | +| 9 | 49 | 17 | +7 | 1d6+1 | 9 | +| 11 | 53 | 18 | +9 | 1d6+2 | 9 | +| 13 | 66 | 19 | +10 | 1d6+2 | 10 | + +[Higher-Level Fighters] + +
+ +#### Short Stat Blocks + +``` +> HD 1+1 (5 hp), AC 13; MV 40'; Atk 1 (0) @ 1d6 (weapon); AL Any; ML 7 +> HD 3+3 (16 hp), AC 14; MV 40'; Atk 1 (+1) @ 1d6 (weapon); AL Any; ML 7 +> HD 5+5 (27 hp), AC 15; MV 40'; Atk 1 (+3) @ 1d6+1 (weapon); AL Any; ML 8 +> HD 7+7 (38 hp), AC 16; MV 40'; Atk 1 (+5) @ 1d6+1 (weapon); AL Any; ML 8 +> HD 9+9 (49 hp), AC 17; MV 40'; Atk 1 (+7) @ 1d6+1 (weapon); AL Any; ML 9 +> HD 11+11 (53 hp), AC 18; MV 40'; Atk 1 (+9) @ 1d6+2 (weapon); AL Any; ML 9 +> HD 13+13 (66 hp), AC 19; MV 40'; Atk 1 (+11) @ 1d6+2 (weapon); AL Any; ML 10 +``` diff --git a/src/pages/bestiary/flicker-dog.md b/src/pages/bestiary/flicker-dog.md new file mode 100644 index 0000000..bec8701 --- /dev/null +++ b/src/pages/bestiary/flicker-dog.md @@ -0,0 +1,9 @@ +--- +title: Dog, Flicker +description: TBD +date_pub: 2023-02-17T00:26:00-05:00 +section: bestiary +content_type: feature +short_code: bfd +status: draft +--- diff --git a/src/pages/bestiary/index.md b/src/pages/bestiary/index.md new file mode 100644 index 0000000..84b6c75 --- /dev/null +++ b/src/pages/bestiary/index.md @@ -0,0 +1,27 @@ +--- +title: Bestiary +description: A small collection of bestiary that can be encountered in the astral plane. +date_pub: 2023-02-17T00:26:00-05:00 +date_upd: 2023-04-32T23:18:00-04:00 +section: bestiary +content_type: feature +short_code: mm1 +--- + +Below you'll find a small sampling of the various humanoids and other creatures one can encounter while traveling the planes. + +- [Cleric](./cleric.html)[^1]: Holy (or unholy) warrior-priests on a quest for their deity. +- [Commoner](./commoner.html)[^1]: One of the common people (artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves, etc.). +- [Corsair](./corsair.html)[^1]: A skilled sailor, be it on the seas, in the air, or on the astral plane. Usually part of a crew. +- [Dragons](./dragons/index.html): Huge, proud, flying lizards with massive wings and the ability to spew one or more types of attack from their mouths. +- [Fighter](./fighter.html)[^1]: Someone who earns their keep via combat. +- [Mylark](./mylark.html): 2' long, lamprey-like, winged snakes that feed on psychic energy and travel in large flocks. +- [Pirate](./pirate.html)[^1]: A sailor skilled in theft and piracy, be it on the seas, in the air, or on the astral plane. Usually part of a crew. +- [Priest](./priest.html)[^1]: A priest on a mission for their deity. +- [Thief](./thief.html)[^1]: Someone skilled at stealing things. +- [Warp Cat](./warp-cat.html): Black, human-sized, panther-like creatures with six legs and a razor-sharp tentacle growing from each front shoulder. + - [Warp Kitten](./warp-kitten.html): Juvenile Warp Cats. +- [Watcher](./watcher.html): A single recessed eye surrounded by dozens of small tentacles and several larger (5' long) ones with razor-sharp tips. +- [Wizard](./wizard.html)[^1]: A magic user, often in robes, who memorizes spells from their spellbooks. + +[^1]: Optionally use [racial modifiers](./racial-mods.html) for demihuman / humanoid NPCs. diff --git a/src/pages/bestiary/knight.md b/src/pages/bestiary/knight.md new file mode 100644 index 0000000..61aa268 --- /dev/null +++ b/src/pages/bestiary/knight.md @@ -0,0 +1,9 @@ +--- +title: Knight (Creature) +description: TBD +date_pub: 2023-02-17T00:26:00-05:00 +section: bestiary +content_type: feature +short_code: bkn +status: draft +--- diff --git a/src/pages/bestiary/lyffan.md b/src/pages/bestiary/lyffan.md new file mode 100644 index 0000000..a9dbb05 --- /dev/null +++ b/src/pages/bestiary/lyffan.md @@ -0,0 +1,35 @@ +--- +title: Lyffan (Elekin) +description: TBD +date_pub: 2023-02-17T00:26:00-05:00 +section: bestiary +content_type: feature +short_code: mly +status: draft +--- + +### Lyffan Crewperson (Elekin Corsair) + +
+ +| | | +| -------------------- | ----------------------------- | +| **Armour Class** | 12 or 5 [14] | +| **Hit Dice** | 1 (4hp) | +| **Attacks** | 1 x musket (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/src/pages/bestiary/mylark.md b/src/pages/bestiary/mylark.md new file mode 100644 index 0000000..05d479e --- /dev/null +++ b/src/pages/bestiary/mylark.md @@ -0,0 +1,32 @@ +--- +title: Mylark +description: The mylark creature for OSR gaming. +date_pub: 2023-04-23T18:55:00-04:00 +section: bestiary +content_type: feature +short_code: bmy +--- + +2' long, lamprey-like, winged snakes that feed on psychic energy and travel in large flocks. + +
+ +| | | +| --------------- | ----------------------------------- | +| **Hit Dice** | 1hp | +| **Armor Class** | 13 | +| **Movement** | 40' flying | +| **Attacks** | 1 (-1) @ 1d4 or confusion (swarm) | +| **Alignment** | Neutral | +| **Save As** | [Commoner](/bestiary/commoner.html) | +| **Morale** | 6 (7 with alpha) | +| **XP** | 5 | + +
+ +**Alpha**: Each group of 40 or more is lead by an alpha: HD 2 (9 hp); AC 13; Attacks: 1 (+1) @ 1d4 (bite); MV: 10' / 60' flying; ML: 8; XP: 20; + +**Flock**: Travel in large groups (1d6 x 10), usually arrange into flocks of 10. +**Psychic Sense**: Know direction and general distance to nearest psychic sources (typically, sentient creatures, but especially active Pilots). +**Swarm**: 8 mylarks can swarm around a target’s head to either cause confusion (-2 to attack rolls and saves, and prevents spellcasting), or drain creature of 1d4 HP. +**Skittish**: Unless magically summoned or controlled, mylarks check morale every round, with the disengaged ones leaving on a fail. They automatically fail when an a alpha is killed. diff --git a/src/pages/bestiary/mystic.md b/src/pages/bestiary/mystic.md new file mode 100644 index 0000000..5bf826a --- /dev/null +++ b/src/pages/bestiary/mystic.md @@ -0,0 +1,9 @@ +--- +title: Mystic (Creature) +description: TBD +date_pub: 2023-02-17T00:26:00-05:00 +section: bestiary +content_type: feature +short_code: bmy +status: draft +--- diff --git a/src/pages/bestiary/pirate.md b/src/pages/bestiary/pirate.md new file mode 100644 index 0000000..d29c8b2 --- /dev/null +++ b/src/pages/bestiary/pirate.md @@ -0,0 +1,62 @@ +--- +title: Pirate +description: The pirate creature for OSR gaming. +date_pub: 2023-04-23T18:59:00-04:00 +section: bestiary +content_type: feature +short_code: bp1 +--- + +A sailor skilled in theft and piracy, be it on the seas, in the air, or on the astral plane. Usually part of a crew. + +
+ +| | | +| ------------------- | -------------------------------------------- | +| **Hit Dice** | 1-1 (3hp) | +| **Armor Class** | 13 (leather) | +| **Movement** | 40' | +| **Attacks** | 1 (0) @ weapon (1d6) | +| **Attack Modifier** | 0 | +| **Alignment** | Chaotic | +| **Save As** | [Corsair](/classes/corsair.html#advancement) | +| **Morale** | 7 | + +
+ +- **Havens** - Lawless, fortified, island outposts. +- **Leaders** - Depend on number of pirates or ships: + - For every 40 pirates, and for each ship, there is a 1d4+4 HD captain. + - For every 100 pirates, and for each fleet, there is a 1d4+5 HD admiral. + - For a fleet of 300+ pirates, there is a 1d4+9 HD lord, with a 75% chance of being accompanied by a spell caster (1d4+7 HD). +- **Prisoners** - 25% chance of 1d3 prisoners to be ransomed. +- **Ships and crew** - 1d3 caravels or 1d3 small warships (1d5+3 × 10 pirates each). +- **Treacherous** - Prone to betrayal and infighting, especially when profitable. +- **Treasure** - Either divided between vessels, or buried somewhere (and only the map is carried). + +
+ +| HD | HP | AC | Atk Mod | Damage | Morale | +| :---: | :-: | :-: | :-----: | :----: | :----: | +| 3-3 | 10 | 14 | +1 | 1d6 | 7 | +| 5-5 | 17 | 14 | +2 | 1d6+1 | 8 | +| 7-7 | 24 | 15 | +4 | 1d6+1 | 8 | +| 9-9 | 31 | 15 | +6 | 1d6+1 | 9 | +| 11-11 | 38 | 16 | +8 | 1d6+2 | 9 | +| 13-13 | 45 | 17 | +10 | 1d6+2 | 10 | + +[Higher-Level Pirates] + +
+ +#### Short Stat Blocks + +``` +> HD 1-1 (3 hp), AC 13; MV 40'; Atk 1 (0) @ 1d6 (weapon); AL C; ML 7 +> HD 3-3 (10 hp), AC 14; MV 40'; Atk 1 (+1) @ 1d6 (weapon); AL C; ML 7 +> HD 5-5 (17 hp), AC 14; MV 40'; Atk 1 (+2) @ 1d6+1 (weapon); AL C; ML 8 +> HD 7-7 (24 hp), AC 15; MV 40'; Atk 1 (+4) @ 1d6+1 (weapon); AL C; ML 8 +> HD 9-9 (31 hp), AC 15; MV 40'; Atk 1 (+6) @ 1d6+1 (weapon); AL C; ML 9 +> HD 11-11 (38 hp), AC 16; MV 40'; Atk 1 (+8) @ 1d6+2 (weapon); AL C; ML 9 +> HD 13-13 (45 hp), AC 17; MV 40'; Atk 1 (+10) @ 1d6+2 (weapon); AL C; ML 10 +``` diff --git a/src/pages/bestiary/priest.md b/src/pages/bestiary/priest.md new file mode 100644 index 0000000..8342c6c --- /dev/null +++ b/src/pages/bestiary/priest.md @@ -0,0 +1,55 @@ +--- +title: Priest (Creature) +description: The priest creature for OSR gaming. +date_pub: 2023-04-23T19:05:00-04:00 +section: bestiary +content_type: feature +short_code: bpr +--- + +A priest on a mission for their deity. + +
+ +| | | +| ------------------- | ------------------------------------------ | +| **Hit Dice** | 1d6 (3hp) | +| **Armor Class** | 10 (robes) | +| **Movement** | 40' | +| **Attacks** | 1 (0) @ staff (1d4) or spell | +| **Attack Modifier** | 0 | +| **Alignment** | Any | +| **Save As** | [Priest](/classes/priest.html#advancement) | +| **Morale** | 7 | + +
+ +- **Leader**: Groups of 4+ are led by a higher level priest or cleric (1d4 HD higher). Roll or determine spells as needed. +- **Spells**: Number and type of spells are determined by level. + +
+ +| HD | HP | AC | Atk Mod | Damage | Morale | +| :--: | :-: | :-: | :-----: | :----: | :----: | +| 3d6 | 10 | 11 | +2 | 1d4 | 8 | +| 5d6 | 17 | 12 | +4 | 1d4+1 | 8 | +| 7d6 | 24 | 13 | +6 | 1d4+1 | 9 | +| 9d6 | 31 | 14 | +7 | 1d6+1 | 10 | +| 11d6 | 38 | 15 | +8 | 1d6+2 | 11 | +| 13d6 | 45 | 17 | +9 | 1d6+2 | 12 | + +[Higher-Level Priests] + +
+ +#### Short Stat Blocks + +``` +> HD 1-1 (3 hp), AC 10; MV 40'; Atk 1 (0) @ 1d4 (dagger); AL Any; ML 7 +> HD 3-3 (10 hp), AC 11; MV 40'; Atk 1 (+1) @ 1d4 (dagger); AL Any; ML 8 +> HD 5-5 (17 hp), AC 12; MV 40'; Atk 1 (+2) @ 1d4+1 (dagger); AL Any; ML 8 +> HD 7-7 (24 hp), AC 13; MV 40'; Atk 1 (+3) @ 1d4+1 (dagger); AL Any; ML 9 +> HD 9-9 (31 hp), AC 14; MV 40'; Atk 1 (+4) @ 1d6+1 (weapon); AL Any; ML 10 +> HD 11-11 (38 hp), AC 15; MV 40'; Atk 1 (+6) @ 1d6+2 (weapon); AL Any; ML 11 +> HD 13-13 (45 hp), AC 17; MV 40'; Atk 1 (+8) @ 1d6+2 (weapon); AL Any; ML 12 +``` diff --git a/src/pages/bestiary/racial-mods.md b/src/pages/bestiary/racial-mods.md new file mode 100644 index 0000000..879d607 --- /dev/null +++ b/src/pages/bestiary/racial-mods.md @@ -0,0 +1,53 @@ +Most of the (class-based) NPCs listed in the [bestiary](/bestiary/index.html) are assumed to be human. + +If you want to use one of the player races to modify an NPC, use the rules below. + +### Automaton + +- +1 AC +- +2 to save vs poisons + +### Dracokin + +- Determine [draconic ancestry](/races/dracokin.html#draconic-ancestry) and breath weapon +- +1 to melee damage +- Infravision + +### Drow + +- Can cast _darkness_ from 2nd level and _detect magic_ from 4th level (once each per day). +- +1 to missile and sneak attacks. +- Infravision + +### Felinar + +- +1d2 damage on unarmed attacks from claws. +- +1 AC +- Infravision + +### Firfolk + +- +2 bonus to saves vs poison, spells, and wielded items. +- Can wield any two-handed melee weapon with only one hand. +- Can cast _glamour_ from 2nd level and _invisibility_ from 4th level (once each per day). + +### Mimikin + +- May be pretending to be another race. + +### Tortokin + +- +1d2 damage on unarmed attacks from claws. +- Replace AC: + +
+ +| HD | Armor Class | +| :-: | :---------: | +| 1-4 | 13 | +| 5-8 | 15 | +| 9+ | 17 | + +[Tortokin Armor Class] + +
diff --git a/src/pages/bestiary/thief.md b/src/pages/bestiary/thief.md new file mode 100644 index 0000000..e1d293f --- /dev/null +++ b/src/pages/bestiary/thief.md @@ -0,0 +1,57 @@ +--- +title: Thief (Creature) +description: The thief creature for OSR gaming. +date_pub: 2023-04-23T19:17:00-04:00 +date_upd: 2023-04-24T18:09:00-04:00 +section: bestiary +content_type: feature +short_code: bth +--- + +Someone skilled at stealth-based retrieval. + +
+ +| | | +| ------------------- | ---------------------------------------- | +| **Hit Dice** | 1-1 (3hp) | +| **Armor Class** | 13 (leather) | +| **Movement** | 40' | +| **Attacks** | 1 @ weapon (1d6) | +| **Attack Modifier** | 0 | +| **Alignment** | Any | +| **Save As** | [Thief](/classes/thief.html#advancement) | +| **Morale** | 7 | + +
+ +- **Guild**: 30% chance of being affiliated with a guild, increasing to 90% near major urban centers. +- **Leader**: 50% chance groups of 4+ are led by a higher level thief (1d4 HD higher). +- **Sneaky**: Use disguise or trickery to surprise victims. + +
+ +| HD | HP | AC | Atk Mod | Damage | Morale | +| :---: | :-: | :-: | :-----: | :----: | :----: | +| 3-3 | 10 | 14 | +1 | 1d6 | 7 | +| 5-5 | 17 | 14 | +2 | 1d6+1 | 8 | +| 7-7 | 24 | 15 | +4 | 1d6+1 | 8 | +| 9-9 | 31 | 15 | +6 | 1d6+1 | 9 | +| 11-11 | 38 | 16 | +8 | 1d6+2 | 9 | +| 13-13 | 45 | 17 | +10 | 1d6+2 | 10 | + +[Higher-Level Fighters] + +
+ +#### Short Stat Blocks + +``` +> HD 1-1 (3 hp), AC 13; MV 40'; Atk 1 (0) @ 1d6 (weapon); AL Any; ML 7 +> HD 3-3 (10 hp), AC 14; MV 40'; Atk 1 (+1) @ 1d6 (weapon); AL Any; ML 7 +> HD 5-5 (17 hp), AC 14; MV 40'; Atk 1 (+2) @ 1d6+1 (weapon); AL Any; ML 8 +> HD 7-7 (24 hp), AC 15; MV 40'; Atk 1 (+4) @ 1d6+1 (weapon); AL Any; ML 8 +> HD 9-9 (31 hp), AC 15; MV 40'; Atk 1 (+6) @ 1d6+1 (weapon); AL Any; ML 9 +> HD 11-11 (38 hp), AC 16; MV 40'; Atk 1 (+8) @ 1d6+2 (weapon); AL Any; ML 9 +> HD 13-13 (45 hp), AC 17; MV 40'; Atk 1 (+10) @ 1d6+2 (weapon); AL Any; ML 10 +``` diff --git a/src/pages/bestiary/warp-cat.md b/src/pages/bestiary/warp-cat.md new file mode 100644 index 0000000..dc41d12 --- /dev/null +++ b/src/pages/bestiary/warp-cat.md @@ -0,0 +1,28 @@ +--- +title: Warp Cat +description: The Warp Cat creature for OSR gaming. +date_pub: 2023-04-23T19:18:00-04:00 +section: bestiary +content_type: feature +short_code: bwc +--- + +Black, human-sized, panther-like creatures with six legs and a razor-sharp tentacle growing from each front shoulder. + +
+ +| | | +| ----------------- | ----------------------- | +| **Hit Dice** | 6 (27hp) | +| **Armor Class** | 15 | +| **Attacks** | 2 (+5) @ tentacle (2d4) | +| **Movement** | 50' / 300' astral | +| **Saving Throws** | D10 W11 P12 B13 S14 (6) | +| **Morale** | 8 (10 with kittens) | +| **Alignment** | Chaotic | +| **XP** | 500 | + +
+ +- **Warping effect** - Appear 3’ from actual location, -2 to hit them. +- **Hate flicker dogs** - Attack on sight. diff --git a/src/pages/bestiary/warp-kitten.md b/src/pages/bestiary/warp-kitten.md new file mode 100644 index 0000000..c9aac4e --- /dev/null +++ b/src/pages/bestiary/warp-kitten.md @@ -0,0 +1,28 @@ +--- +title: Warp Kitten +description: The fighter creature for OSR gaming. +date_pub: 2023-02-17T00:26:00-05:00 +date_upd: 2023-04-23T19:19:00-04:00 +section: bestiary +content_type: feature +short_code: bwk +--- + +
+ +| | | +| ----------------- | ----------------------- | +| **Hit Dice** | 1+2 (6hp) | +| **Armor Class** | 15 | +| **Attacks** | 2 (+1) @ tentacle (1d4) | +| **Movement** | 40' / 200' astral | +| **Saving Throws** | D12 W13 P14 B15 S16 (1) | +| **Morale** | 6 | +| **Alignment** | Chaotic | +| **XP** | 20 | + +
+ +- **Lairs** - Usually guarded by 1d4 Warp Cats +- **Warping effect** - Appear 3’ from actual location, -2 to hit them. +- **Hate flicker dogs** - Attack on sight. diff --git a/src/pages/bestiary/watcher.md b/src/pages/bestiary/watcher.md new file mode 100644 index 0000000..ff3d20b --- /dev/null +++ b/src/pages/bestiary/watcher.md @@ -0,0 +1,28 @@ +--- +title: Watcher +description: The watcher creature for OSR gaming. +date_pub: 2023-04-23T23:14:00-04:00 +section: bestiary +content_type: feature +short_code: bwt +--- + +An eye tyrant creation used to guard important items or places. Looks like a single, recessed eye, surrounded by dozens of small tentacles and several larger ones (5' long) with razor-sharp tips. + +
+ +| | | +| --------------- | -------------------------------------------- | +| **Hit Dice** | 5 @ 8hp (40hp) | +| **Armor Class** | 14 | +| **Movement** | Fly 40' | +| **Attacks** | 5 (+4) @ tentacle slice (1d8) | +| **Alignment** | Neutral | +| **Save As** | [Fighter](/classes/fighter.html#advancement) | +| **Morale** | 9 | +| **XP** | 6,250 | + +
+ +- **Tentacles**: 1d8+4 tentacles; 1 HD (8hp) per tentacle. +- **Destroying tentacles**: For every 8hp damage taken, one tentacle is destroyed (cannot attack). diff --git a/src/pages/bestiary/wizard.md b/src/pages/bestiary/wizard.md new file mode 100644 index 0000000..422d9f4 --- /dev/null +++ b/src/pages/bestiary/wizard.md @@ -0,0 +1,55 @@ +--- +title: Wizard (Creature) +description: The wizard creature for OSR gaming. +date_pub: 2023-04-23T18:52:00-04:00 +section: bestiary +content_type: feature +short_code: bwz +--- + +A magic user, often in robes, who memorizes spells from their spellbooks. + +
+ +| | | +| ------------------- | ------------------------------------------ | +| **Hit Dice** | 1-1 (3hp) | +| **Armor Class** | 10 | +| **Movement** | 40' | +| **Attacks** | 1 @ dagger (1d4) or spell | +| **Attack Modifier** | 0 | +| **Alignment** | Any | +| **Save As** | [Wizard](/classes/wizard.html#advancement) | +| **Morale** | 7 | + +
+ +- **Leader**: 50% chance groups of 4+ are led by a higher level wizard (1d4 HD higher). Roll or determine spells as needed. +- **Spells**: 1d4-1 spells available (determined by level). + +
+ +| HD | HP | AC | Atk Mod | Damage | Morale | Spells Available | +| :---: | :-: | :-: | :-----: | :----: | :----: | :--------------: | +| 3-3 | 10 | 11 | +1 | 1d4 | 7 | 1d6-1 | +| 5-5 | 17 | 12 | +2 | 1d4+1 | 8 | 1d8-1 | +| 7-7 | 24 | 13 | +3 | 1d4+1 | 8 | 1d10-1 | +| 9-9 | 31 | 14 | +4 | 1d6+1 | 9 | 2d6-2 | +| 11-11 | 38 | 15 | +6 | 1d6+2 | 9 | 2d8-2 | +| 13-13 | 45 | 17 | +8 | 1d6+2 | 10 | 2d10-2 | + +[Higher-Level Wizards] + +
+ +#### Short Stat Blocks + +``` +> HD 1-1 (3 hp), AC 10; MV 40'; Atk 1 (0) @ 1d4 (dagger); AL Any; ML 7 +> HD 3-3 (10 hp), AC 11; MV 40'; Atk 1 (+1) @ 1d4 (dagger); AL Any; ML 7 +> HD 5-5 (17 hp), AC 12; MV 40'; Atk 1 (+2) @ 1d4+1 (dagger); AL Any; ML 8 +> HD 7-7 (24 hp), AC 13; MV 40'; Atk 1 (+3) @ 1d4+1 (dagger); AL Any; ML 8 +> HD 9-9 (31 hp), AC 14; MV 40'; Atk 1 (+4) @ 1d6+1 (weapon); AL Any; ML 9 +> HD 11-11 (38 hp), AC 15; MV 40'; Atk 1 (+6) @ 1d6+2 (weapon); AL Any; ML 9 +> HD 13-13 (45 hp), AC 17; MV 40'; Atk 1 (+8) @ 1d6+2 (weapon); AL Any; ML 10 +``` diff --git a/src/pages/campaign/index.md b/src/pages/campaign/index.md index 20a91d7..377811c 100644 --- a/src/pages/campaign/index.md +++ b/src/pages/campaign/index.md @@ -10,7 +10,7 @@ short_code: ci1 This is the starting page for info specific to our gaming group's campaign (the one that this guide originated from). - [NPCs](/npcs/index.html) - Major NPCs the party has encountered. -- [The Ravager](./ravager.html) - The oft spoken-of (but seldom seen) monster at the center of the party's journey into Eye Tyrant . +- [The Ravager](./ravager.html) - The oft spoken-of (but seldom seen) creature at the center of the party's journey into Eye Tyrant . - [Shazzograx's Journals](./shazz-journals.html) - Information about the villain who kickstarted the current phase of the campaign, helpfully translated with the assistance of the [Crystal Skull of Jund](/magic-items/crystal-skull-of-jund.html) - [Sapphire Cove](./sapphire-cove.html) - Notes and info about the townsfolk who live in the characters' home port. - [Timeline](./timeline.html) - A timeline of major events since the campaign started. Combine with the [Astral Timeline](/astral/timeline/index.html) for an overall view of astral history. diff --git a/src/pages/campaign/sapphire-cove.md b/src/pages/campaign/sapphire-cove.md index d8adfa5..2bfc211 100644 --- a/src/pages/campaign/sapphire-cove.md +++ b/src/pages/campaign/sapphire-cove.md @@ -114,7 +114,7 @@ Food - Run by Amaryllis the Alchemist - Appears to be bigger on the inside. - Lots of books, hints of "other services". - - She buys live animals and rare monster bits. + - She buys live animals and rare creature bits. - Potions / Supplies - healing - 100 gp - 1gp for mystery potion diff --git a/src/pages/campaign/timeline.md b/src/pages/campaign/timeline.md index ade878e..b787fc2 100644 --- a/src/pages/campaign/timeline.md +++ b/src/pages/campaign/timeline.md @@ -1,13 +1,14 @@ --- title: Campaign Timeline description: A timeline of events from the sessions. -date_pub: 2023-02-12001:52:00-05:00 +date_pub: 2023-02-12T01:52:00-05:00 +date_upd: 2023-04-24T17:59:00-04:00 section: campaign content_type: feature short_code: ct1 --- -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**. +As of last session, it is the **middle of the 1st phase of the 1st Fyday of Urtson-Nu, in year 5023 of the Common Astral Calendar**. The following is a list of significant dates on the [astral calendar](/astral/adventuring#calendar) for the campaign. For historical context, see the [astral timeline](/astral/timeline.html). diff --git a/src/pages/classes/astral-corsair.md b/src/pages/classes/astral-corsair.md index 6e14f19..5e1d9f0 100644 --- a/src/pages/classes/astral-corsair.md +++ b/src/pages/classes/astral-corsair.md @@ -1,113 +1,108 @@ --- -title: The Astral Corsair -description: The Astral Corsair class for Old School Essentials. -date_pub: 2023-02-17T00:15:00-05:00 +title: Corsair (Astral) class +description: The Corsair (Astral) class for OSR gaming. +date_pub: 2023-04-01T20:20:00-4:00 section: classes content_type: feature -short_code: cac1 +short_code: cca --- -
- -| | | -| ------------------- | ------------------- | -| **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]] +
+ +| | | +| ----------------- | ------------------- | +| **Requirements** | None | +| **Hit Dice** | 1d6 | +| **Maximum Level** | 14 | +| **Armour** | Leather, no shields | +| **Weapons** | Any | +| **Languages** | Alignment, Common | + +
+ +Corsairs are adventurers who live by their talents in the astral plane, offering a range of specialized astral-sailing and adventuring skills unavailable to other characters. + ### Boarding -Corsairs who are in the act of boarding another vessel don't suffer the usual boarding penalty to attack rolls and Armour Class. +- Don't suffer the usual boarding penalty to attack rolls and Armor Class when boarding. -### Combat +### Corsair Skills -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%. +- For most, roll 1d100, result under score is success. For hear noise (HN), use 1d6. +- Referee should roll in secret for move silently (MS).
-| Level | CS | MS | SF | TW | +| Level | CS | MS | AF | 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 | +| 1 | 87 | 20 | 20 | 60 | +| 2 | 88 | 25 | 25 | 65 | +| 3 | 89 | 30 | 30 | 70 | +| 4 | 90 | 35 | 35 | 75 | +| 5 | 91 | 40 | 40 | 80 | | 6 | 92 | 45 | 45 | 85 | | 7 | 93 | 50 | 55 | 90 | | 8 | 94 | 55 | 65 | 95 | | 9 | 95 | 60 | 75 | 97 | | 10 | 96 | 65 | 85 | 98 | -| 11 | 97 | 70 | 90 | 99 | -| 12 | 98 | 73 | 95 | 99 | -| 13 | 99 | 76 | 97 | 99 | +| 11 | 97 | 70 | 95 | 99 | +| 12 | 98 | 73 | 97 | 99 | +| 13 | 99 | 76 | 98 | 99 | | 14 | 99 | 80 | 99 | 99 | -[Astral Corsair Skills Chance of Success] +[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. +- **Climb sheer surfaces (CS)**: Roll for every 100' climbed, failure means falling from the halfway point (and taking damage). +- **Move silently (MS)**: Sneak past enemies unnoticed. +- **Astral-faring (AF)**: Know which way is down, survive in the open astral void, and repairs when vessel takes on damage. +- **Tightrope walking (TW)**: Walk along tightropes, narrow beams, and ledges at up to half normal movement rate. + - Roll for every 60’ walked, failure means falling (and taking damage). + - Windy conditions may reduce the chance of success by up to 20%. ### Lore -From 3rd level, a corsair has a 2-in-6 chance of knowing lore pertaining to monsters, 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. +From 3rd level, 2-in-6 chance of knowing lore pertaining to creatures, magic items, or heroes of astral-related folktale or legend. + +- 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. +When attacking an unaware opponent from behind, the attack gets +4 and it deals double damage. -### After Reaching 9th Level +### Start Crew -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. +From 9th level, can establish a crew. + +- Attracts 2d6 sailors of 1st level who will serve with some reliability and may be used to run one or more ships. + +### Advancement
-| |||| Saving Throws ||||| -| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | +| Level | XP | HD | Atk Mod | Saving Throws |||||| +| ^^ | ^^ | ^^ | ^^ | 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 | +| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | +| 2 | 1,200 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | +| 3 | 2,400 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 | +| 4 | 4,800 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 | +| 5 | 9,600 | 5d6 | +2 | 12 | 13 | 11 | 14 | 13 | +| 6 | 20,000 | 6d6 | +2 | 12 | 13 | 11 | 14 | 13 | +| 7 | 40,000 | 7d6 | +2 | 12 | 13 | 11 | 14 | 13 | +| 8 | 80,000 | 8d6 | +2 | 12 | 13 | 11 | 14 | 13 | +| 9 | 160,000 | 9d6 | +5 | 10 | 11 | 9 | 12 | 10 | +| 10 | 280,000 | 9d6+2 | +5 | 10 | 11 | 9 | 12 | 10 | +| 11 | 400,000 | 9d6+4 | +5 | 10 | 11 | 9 | 12 | 10 | +| 12 | 520,000 | 9d6+6 | +5 | 10 | 11 | 9 | 12 | 10 | +| 13 | 640,000 | 9d6+8 | +7 | 8 | 9 | 7 | 10 | 8 | +| 14 | 760,000 | 9d6+10 | +7 | 8 | 9 | 7 | 10 | 8 | -[Astral Corsair Level Progression] +[Level Advancement] -[^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. +[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
diff --git a/src/pages/classes/bloodmage.md b/src/pages/classes/bloodmage.md index ddeb1c5..e2031b3 100644 --- a/src/pages/classes/bloodmage.md +++ b/src/pages/classes/bloodmage.md @@ -1,23 +1,22 @@ --- -title: Bloodmage -description: The Bloodmage class for Old School Essentials. +title: Bloodmage class +description: The Bloodmage class for OSR gaming. date_pub: 2023-02-26T17:46:00-05:00 section: classes content_type: feature -short_code: cw1 +short_code: cbm ---
-| | | -| ------------------- | --------------------------------------------- | -| **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 | +| | | +| ----------------- | ------------------- | +| **Requirements** | None | +| **Hit Dice** | 1d8 | +| **Maximum Level** | 14 | +| **Armor** | Leather, no shields | +| **Weapons** | One-handed weapons | +| **Languages** | Alignment, Common |
@@ -27,61 +26,53 @@ Bloodmages are arcane spellcasters that use their own life force, rather than th ### 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. +- Can cast any spell by shedding blood (1 HP / spell level). +- Carries a spell book (or equivalent) with known spells in it. +- Start with one spell, gain one each time they level up. +- Maximum spell level that can be learned or cast is shown in [Level Advancement](#advancement) table. +- Can conduct magical research. ### 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). +Can make animal sacrifices to heal. -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. +- Intelligent / magical creatures work best. +- Creature must be slain with dagger or other bladed weapon. +- Restores HP equal to creatures HD. +- Creatures that are innocent, powerful, or dear to the caster work better. +- Referee may roll 1d6 for each fallen enemy, each 1 is still alive and may be sacrificed -### After Reaching 11th Level +### Stronghold -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. +- After 9th level, may construct a stronghold (usually, a tower). +- 1d6 apprentices of levels 1–3 will then arrive to study under them. -### Bloodmage Level Progression +### Advancement
-| |||| 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 | +| | | | | Saving Throws |||||| Spells Per Day ||||||| +| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | Max Spell Level | +|:-------:|:-----------:|:-------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:| +| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | +| 2 | 2,500 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | +| 3 | 5,000 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | +| 4 | 10,000 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | +| 5 | 20,000 | 5d6 | +2 | 13 | 14 | 13 | 16 | 15 | 3 | +| 6 | 40,000 | 6d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | +| 7 | 80,000 | 7d6 | +2 | 11 | 12 | 11 | 14 | 12 | 4 | +| 8 | 150,000 | 8d6 | +2 | 11 | 12 | 11 | 14 | 12 | 4 | +| 9 | 300,000 | 9d6 | +5 | 11 | 12 | 11 | 14 | 12 | 5 | +| 10 | 450,000 | 9d6+1 | +5 | 11 | 12 | 11 | 14 | 12 | 5 | +| 11 | 600,000 | 9d6+2 | +5 | 8 | 9 | 8 | 11 | 8 | 6 | +| 12 | 750,000 | 9d6+3 | +5 | 8 | 9 | 8 | 11 | 8 | 6 | +| 13 | 900,000 | 9d6+4 | +7 | 8 | 9 | 8 | 11 | 8 | 6 | +| 14 | 1,050,000 | 9d6+5 | +7 | 8 | 9 | 8 | 11 | 8 | 6 | -[Bloodmage Level Progression] +[Level Advancement] + +[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
-[^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/src/pages/classes/champion.md b/src/pages/classes/champion.md new file mode 100644 index 0000000..e69de29 diff --git a/src/pages/classes/cleric.md b/src/pages/classes/cleric.md new file mode 100644 index 0000000..8122235 --- /dev/null +++ b/src/pages/classes/cleric.md @@ -0,0 +1,100 @@ +--- +title: Cleric +description: +date_pub: 2023-03-26T23:18:00-04:00 +section: classes +content_type: feature +short_code: ccc +--- + +
+ +| | | +| ----------------- | --------------------------------------------------------------- | +| **Hit Dice** | 1d8 | +| **Maximum Level** | 14 | +| **Armor** | Any (including shields) | +| **Weapons** | Blunt weapons only (club, mace, sling, staff, war hammer, etc.) | +| **Languages** | Alignment, Common | + +
+ +### Divine Magic + +- Must have a holy symbol +- Must remain faithful to alignment, clergy, and religion. +- Gains spell casting at level 2, can pray to receive spells every day. + +### Stronghold + +- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity). +- Once established, attracts loyal followers (5d6 x 10 fighters of level 1–2), who never check morale. + +### Turn Undead + +Roll 2d6 and consult table below: + +
+ +| | Monster Hit Dice |||||||||||||||| +| Level | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-22 | 23-24 | +| :-----:|:-:|:-:|:--:|:--:|:--:|:--:|:--:|:---:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| +| 1 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| +| 2 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| +| 3 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| +| 4 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| +| 5 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | --| +| 6 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | --| +| 7 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | --| +| 8 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | --| +| 9 | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | --| +| 10 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | +| 11 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | +| 12 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | +| 13 | D | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | +| 14 | D | D | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | + +[Turn Undead Result] + +
+ +#### Results + +- **Dash (--)**: Turn attempt fails +- **_Number_**: If roll is equal or higher than this number, turn succeeds +- **T**: Turn succeeds +- **D**: Turn succeeds, creatures destroyed + +#### Successful Turn + +- Roll 2d6 to determine total number of HD affected. +- Turned undead move away from cleric in full retreat until attacked. +- Lowest HD undead are affected first. + +### Advancement + +
+ +| |||| Saving Throws ||||| Spells ||||| +| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | +| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | +| 1 | 0 | 1d8 | 0 | 11 | 12 | 14 | 16 | 15 | - | - | - | - | - | +| 2 | 1,500 | 2d8 | 0 | 11 | 12 | 14 | 16 | 15 | 1 | - | - | - | - | +| 3 | 3,000 | 3d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | - | - | - | - | +| 4 | 6,000 | 4d8 | 0 | 11 | 12 | 14 | 16 | 15 | 2 | 1 | - | - | - | +| 5 | 12,000 | 5d8 | 0 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | - | - | - | +| 6 | 25,000 | 6d8 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 1 | 1 | - | +| 7 | 50,000 | 7d8 | +2 | 9 | 10 | 12 | 14 | 12 | 2 | 2 | 2 | 1 | 1 | +| 8 | 100,000 | 8d8 | +2 | 9 | 10 | 12 | 14 | 12 | 3 | 3 | 2 | 2 | 1 | +| 9 | 200,000 | 9d8 | +2 | 6 | 7 | 9 | 11 | 9 | 3 | 3 | 3 | 2 | 2 | +| 10 | 300,000 | 9d8+1 | +2 | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 3 | 3 | 2 | +| 11 | 400,000 | 9d8+2 | +5 | 6 | 7 | 9 | 11 | 9 | 4 | 4 | 4 | 3 | 3 | +| 12 | 500,000 | 9d8+3 | +5 | 6 | 7 | 9 | 11 | 9 | 5 | 5 | 4 | 4 | 3 | +| 13 | 600,000 | 9d8+4 | +5 | 3 | 5 | 7 | 8 | 7 | 5 | 5 | 5 | 4 | 4 | +| 14 | 700,000 | 9d8+5 | +5 | 3 | 5 | 7 | 8 | 7 | 6 | 5 | 5 | 5 | 4 | + +[Level Advancement] + +[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells + +
diff --git a/src/pages/classes/corsair.md b/src/pages/classes/corsair.md index af2b5db..1ef6336 100644 --- a/src/pages/classes/corsair.md +++ b/src/pages/classes/corsair.md @@ -1,115 +1,108 @@ --- -title: The Corsair -description: The Corsair class for Old School Essentials. -date_pub: 2023-02-17T00:09:00-05:00 +title: Corsair (Sea) class +description: The Corsair (Sea) class for OSR gaming. +date_pub: 2023-04-01T19:57:00-05:00 section: classes content_type: feature -short_code: cc1 +short_code: ccr --- -
- -| | | -| ------------------- | ------------------- | -| **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]] +
+ +| | | +| ----------------- | ------------------- | +| **Requirements** | None | +| **Hit Dice** | 1d6 | +| **Maximum Level** | 14 | +| **Armor** | Leather, no shields | +| **Weapons** | Any | +| **Languages** | Alignment, Common | + +
+ +Corsairs are adventurers who live by their talents on the high seas, offering a range of specialized sailing and adventuring skills unavailable to other characters. + ### 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. +- Don't suffer the usual boarding penalty to attack rolls and Armor Class when boarding. ### 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%. +- For most, roll 1d100, result under score is success. For hear noise (HN), use 1d6. +- Referee should roll in secret for move silently (MS).
| 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 | +| 1 | 87 | 20 | 20 | 60 | +| 2 | 88 | 25 | 25 | 65 | +| 3 | 89 | 30 | 30 | 70 | +| 4 | 90 | 35 | 35 | 75 | +| 5 | 91 | 40 | 40 | 80 | | 6 | 92 | 45 | 45 | 85 | | 7 | 93 | 50 | 55 | 90 | | 8 | 94 | 55 | 65 | 95 | | 9 | 95 | 60 | 75 | 97 | | 10 | 96 | 65 | 85 | 98 | -| 11 | 97 | 70 | 90 | 99 | -| 12 | 98 | 73 | 95 | 99 | -| 13 | 99 | 76 | 97 | 99 | +| 11 | 97 | 70 | 95 | 99 | +| 12 | 98 | 73 | 97 | 99 | +| 13 | 99 | 76 | 98 | 99 | | 14 | 99 | 80 | 99 | 99 | [Corsair Skills Chance of Success]
-### 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. +- **Climb sheer surfaces (CS)**: Roll for every 100' climbed, failure means falling from the halfway point (and taking damage). +- **Move silently (MS)**: Sneak past enemies unnoticed. +- **Seafaring (SF)**: Keep footing during rough waters, survive on the open seas, and make repairs when vessel takes on damage. +- **Tightrope walking (TW)**: Walk along tightropes, narrow beams, and ledges at up to half normal movement rate. + - Roll for every 60’ walked, failure means falling (and taking damage). + - Windy conditions may reduce the chance of success by up to 20%. ### Lore -From 3rd level, a corsair has a 2-in-6 chance of knowing lore pertaining to monsters, 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. +From 3rd level, 2-in-6 chance of knowing lore pertaining to creatures, magic items, or heroes of sea-related folktale or legend. + +- May be used to identify the nature and powers of sea-related magic items. ### Sneak Attack -When attacking an unaware opponent from behind, a corsair receives a +4 bonus to hit and doubles any damage dealt. +When attacking an unaware opponent from behind, the attack gets +4 and it deals double damage. -### After Reaching 9th Level +### Start Crew -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. +From 9th level, can establish a crew. -### Corsair Level Progression +- Attracts 2d6 sailors of 1st level who will serve with some reliability and may be used to run one or more ships. + +### Advancement
-| |||| Saving Throws ||||| -| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | +| Level | XP | HD | Atk Mod | Saving Throws |||||| +| ^^ | ^^ | ^^ | ^^ | 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 | +| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | +| 2 | 1,200 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | +| 3 | 2,400 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 | +| 4 | 4,800 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 | +| 5 | 9,600 | 5d6 | +2 | 12 | 13 | 11 | 14 | 13 | +| 6 | 20,000 | 6d6 | +2 | 12 | 13 | 11 | 14 | 13 | +| 7 | 40,000 | 7d6 | +2 | 12 | 13 | 11 | 14 | 13 | +| 8 | 80,000 | 8d6 | +2 | 12 | 13 | 11 | 14 | 13 | +| 9 | 160,000 | 9d6 | +5 | 10 | 11 | 9 | 12 | 10 | +| 10 | 280,000 | 9d6+2 | +5 | 10 | 11 | 9 | 12 | 10 | +| 11 | 400,000 | 9d6+4 | +5 | 10 | 11 | 9 | 12 | 10 | +| 12 | 520,000 | 9d6+6 | +5 | 10 | 11 | 9 | 12 | 10 | +| 13 | 640,000 | 9d6+8 | +7 | 8 | 9 | 7 | 10 | 8 | +| 14 | 760,000 | 9d6+10 | +7 | 8 | 9 | 7 | 10 | 8 | -[Corsair Level Progression] +[Level Advancement] -[^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. +[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
diff --git a/src/pages/classes/fighter.md b/src/pages/classes/fighter.md new file mode 100644 index 0000000..1379e08 --- /dev/null +++ b/src/pages/classes/fighter.md @@ -0,0 +1,65 @@ +--- +title: Fighter +description: +date_pub: 2023-03-27T23:04:00-04:00 +section: classes +content_type: feature +short_code: cfr +--- + +
+ +| | | +| ----------------- | ----------------------- | +| **Hit Dice** | 1d10 | +| **Maximum Level** | 14 | +| **Armor** | Any (including shields) | +| **Weapons** | Any | +| **Languages** | Alignment, Common | + +
+ +[[toc]] + +### Combat Expertise + +Pick one at 2nd, 6th, 10th, and 14th level. + +1. **Berserker**: After striking a killing blow while in melee with multiple foes, may immediately make a free attack against another foe at –2. +2. **Dual-Wielder**: May wield a Light weapon in off hand to gain choice of either +1 AC or +1 attack (choose before initiative is rolled). +3. **Hunter**: +1 to attack and damage rolls when in combat with foes of a specific type (ex: undead, clerics, dragons, giants, etc.). The type must be chosen when this talent is selected. +4. **Leader**: Mercenaries or retainers under command and within 60' gain a +1 bonus to morale and loyalty checks. All allies within 60' get +1 bonus to saves against fear effects. +5. **Specialist**: Expertise with a specific type of weapon (ex: whips, one-handed swords, crossbows, etc.) grants +1 to attack and damage rolls when using one. +6. **Tank**: When in melee with a foe, any attacks the foe makes at anyone else get –2. + +### 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] | +| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: | +| 1 | 0 | 1d10 | 0 | 12 | 13 | 14 | 15 | 16 | +| 2 | 2,000 | 2d10 | 0 | 12 | 13 | 14 | 15 | 16 | +| 3 | 4,000 | 3d10 | 0 | 12 | 13 | 14 | 15 | 16 | +| 4 | 8,000 | 4d10 | +2 | 10 | 11 | 12 | 13 | 14 | +| 5 | 16,000 | 5d10 | +2 | 10 | 11 | 12 | 13 | 14 | +| 6 | 32,000 | 6d10 | +2 | 10 | 11 | 12 | 13 | 14 | +| 7 | 64,000 | 7d10 | +5 | 8 | 9 | 10 | 10 | 12 | +| 8 | 120,000 | 8d10 | +5 | 8 | 9 | 10 | 10 | 12 | +| 9 | 240,000 | 9d10 | +5 | 8 | 9 | 10 | 10 | 12 | +| 10 | 360,000 | 9d10+2 | +7 | 6 | 7 | 8 | 8 | 10 | +| 11 | 480,000 | 9d10+4 | +7 | 6 | 7 | 8 | 8 | 10 | +| 12 | 600,000 | 9d10+6 | +7 | 6 | 7 | 8 | 8 | 10 | +| 13 | 720,000 | 9d10+8 | +9 | 4 | 5 | 6 | 5 | 8 | +| 14 | 840,000 | 9d10+10 | +9 | 4 | 5 | 6 | 5 | 8 | + +[Level Advancement] + +[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells + +
diff --git a/src/pages/classes/index.md b/src/pages/classes/index.md index aa62771..4f63599 100644 --- a/src/pages/classes/index.md +++ b/src/pages/classes/index.md @@ -7,14 +7,10 @@ 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 +- [Corsair](./corsair.html): A sailor living a life of adventure on the high seas. + - [Astral Variety](./astral-corsair.html): A sailor living a life of adventure on the [astral plane](/astral). +- [Knight](./knight.html): Honor-bound warrior that excels at mounted combat. +- [Paladin](./paladin.html): Holy (or unholy) knights on a quest for their deity. +- [Thief](./thief.html): Someone skilled at stealth-based retrieval. +- [Warlock](./warlock.html): Spellcasters that gain access to magic by making pacts with powerful, otherworldly beings. +- [Wizard](./wizard.html): A magic user, often in robes, who memorizes spells from their spellbooks. diff --git a/src/pages/classes/knight.md b/src/pages/classes/knight.md new file mode 100644 index 0000000..22a8f4f --- /dev/null +++ b/src/pages/classes/knight.md @@ -0,0 +1,78 @@ +--- +title: Knight (Class) +description: +date_pub: 2023-04-01T19:43:00-04:00 +date_upd: 2023-04-24T18:11:00-04:00 +section: classes +content_type: feature +short_code: ckn +--- + +Honor-bound warrior that excels at mounted combat. + +
+ +| | | +| ----------------- | -------------------------- | +| **Requirements** | Minimum CON 9, DEX 9 | +| **Hit Dice** | 1d10 | +| **Maximum Level** | 14 | +| **Armor** | Any metal armor or shields | +| **Weapons** | Any melee weapons | +| **Languages** | Alignment, Common | + +
+ +### Allegiance + +- Serves a liege. +- Must have same alignment as liege. + +### Code of Honor + +Must follow a strict code: + +- Death before dishonor, +- Service to a liege is the greatest honor, +- Glory in single combat, +- Defend to the death any in their charge, +- Honor superiors, +- Respect equals, +- Demand obedience from inferiors, and +- Scorn ignobles. + +Earns no experience from doing things which go against the code. + +### Fantastic Mount + +From 5th level, can train some creatures as mounts (including flying ones). + +- Takes one month to complete training. +- Can train creature with HD up to level. + +### Expert Rider + +- +1 to attacks when mounted. +- From 5th level, can increase mount's movement rate up to 10' / round for up to 6 turns, once per day. + +### Service and Aid + +- From 3rd level, can receive aid from nobles and other knights of the same alignment or social affiliation (house, religion, order, etc.). +- Expected to extend same service to others. + +### Devotion to Duty + +- Immune to all supernatural fear effects. +- From 3rd level: + - Allies within 10' gain +2 to saves vs fear effects. + - Retainers and merchants gain +2 to loyalty or morale. +- +4 to saves vs _hold_ spells, charms, and other mental effects and spells. +- +2 to saves vs illusions. +- Allowed to save vs _sleep_ spells. + +### Stronghold + +After 3rd level, can buy or build a castle or stronghold (and control surrounding lands) any time they can be afforded. + +- Must have liege's permission. +- After 9th level, may be granted a title such as Baron or Baroness. diff --git a/src/pages/classes/mystic-powers.md b/src/pages/classes/mystic-powers.md new file mode 100644 index 0000000..5318572 --- /dev/null +++ b/src/pages/classes/mystic-powers.md @@ -0,0 +1,306 @@ +--- +title: Mystic Powers +description: The full list of powers available to the Mystic class. +date_pub: 2023-04-01T11:17:00-04:00 +section: classes +content_type: feature +short_code: cmp +--- + +**Concentration**: Powers with concentration in their durations are subject to the following restrictions: + +- Can't act or attack while using this power. +- When damaged by spell or attack, must succeed on a CHA check or concentration ends. + +### Boost Speed + +**Duration: 1 round** +**Range: Self** + +- Movement speed is doubled. +- May make multiple attacks per round: + +
+ +| Level | Attacks per Round | +| :---: | :---------------: | +| 1-4 | 2 | +| 5-8 | 3 | +| 9-12 | 4 | +| 13+ | 5 | + +[Boost Speed Effect] + +
+ +### Change Density + +**Duration: 1 round / level** +**Range: Self** + +Alter body density, with choice of effect: + +- **Lighter**: Barely touch the ground, leave no footsteps and can walk on water +- **Heavier**: Root in place, immune to attacks or effects that would knock down or move. + +### Life Squeeze + +**Duration: Concentration, up to 1 round / level** +**Range: 30'** + +Apply excessive pressure to target creature's vital organs. + +- Cause 1d3 damage each round. +- Target must **Save vs Paralyze** each round or be stunned, unable to move or act. +- Doesn't affect non-living creatures (constructs, undead, etc.). + +### Power Fists + +**Duration: 1 round / level** +**Range: Self** + +Charge fists with mystical energy. + +- Unarmed attacks count as magical and deal increased damage: + +
+ +| Level | Unarmed Damage | +| :---: | :------------: | +| 1-4 | 2d4 | +| 5-8 | 2d6 | +| 9-12 | 2d8 | +| 13+ | 2d12 | + +[Power Fists Effect] + +
+ +### Super Leap + +**Duration: Instant** +**Range: 10' + (10' / level)** + +Leap anywhere within range (including vertically). + +### Power Shield + +**Duration: Concentration, up to 1 round / level** +**Range: Self** + +Surround body with a shield of energy. + +- Immune to small, non-magical missiles (arrows, slings, etc.). +- Opponents have -2 to attacks against. +- +2 on saves vs Wielded, Blasts, and Spells. + +### Push + +**Duration: Instant** +**Range: 30'** + +Fire a wave of force at a target. + +- Target must **Save vs Paralyze** or take 1d6 damage and be thrown away 10' / level. + +### Hurl + +**Duration: Instant** +**Range: 10' / level** + +Telekinetically throw object at target. + +- Can throw object weighing up to 200 coins / level. +- Target must be within 60' of object. +- Target must **Save vs Wielded** or take damage: + +
+ +| Object's Weight (Coins) | Damage | +| :---------------------: | :----: | +| Up to 200 | 2d4 | +| 201-400 | 2d6 | +| 401-800 | 3d6 | +| 801-1500 | 4d6 | +| 1501+ | 5d6 | + +[Hurl Effect] + +
+ +### Flying Weapon + +**Duration: Instant** +**Range: 10' / level** + +Control melee weapon thrown at target. + +- Treat as a missile attack with +4 bonus. +- Any damage dealt is doubled. +- Hit or miss, weapon returns to hand. + +### Enlargement + +**Duration: Focus, up to 1 round / level** +**Range: Self** + +Double body, clothing, and armor size + +- Takes one round to activate, breaking concentration during this round prevents power from being used. +- While enlarged, melee attacks inflict double damage. +- Does not effect other carried or worn equipment. + + + +### Freeze + +**Duration: Up to 1 round / level** +**Range: 30’** + +Freezes target creature or object within sight in place. + +- While effected, target can't move or act. +- Effected target may **Save vs Paralyze** at the start of their initiative to end the effect. + + + +### Healing Trance + +**Duration: 1 turn** +**Range: Self** + +Enter a meditative state for the duration. + +- While in trance, completely unaware of surroundings, and can neither attack nor defend. +- Healing effect: + +
+ +| Level | HP Healed | +| :---: | :-------: | +| 1-6 | 1d6+1 | +| 7-12 | 2d6+2 | +| 13+ | 3d6+3 | + +[Healing Trance Effect] + +
+ +### Burn + +**Duration: Focus, up to 1 round / level** +**Range: Sight** + +Subject a creature or object within sight to a scorching heat. + +- Takes one round to activate, breaking concentration during this round prevents power from being used. +- Target may **Save vs Spells** to prevent damage. +- Causes paper and cloth to burn, liquids to boil, and metals to glow. +- Inflicts 1d4 damage per round to target or any creature in contact with target (ex: heating metal armor). + +### Invisibility + +**Duration: Concentration, up to 1 round / level** +**Range: Self** + +Disappear from the sight of one or more creatures (selected when the power is activated). + +- Up to 1 HD of creatures / level are affected. +- Affected opponents attack with a –4 penalty. + +### Power Blast + +**Duration: Instant** +**Range: 10' / level** + +Fire a blast of energy at a target in range. + +- Target must **Save vs Spells** or take 2d4 damage. + +### Pull + +**Duration: Instant** +**Range: 10’ / level** + +Fire a wave of force at a target that grabs them and pulls them in. + +- Target must **Save vs Paralyze** or take 1d6 damage and be pulled in. +- Target may be released anywhere along the way. + +### Instant Step + +**Duration: Instant** +**Range: 30'** + +Instantly teleport to any location in sight within range. + +- May be used before or after making an action (ex: attacking). +- Breaks engagement without allowing for free attack. + +### Life Drain + +**Duration: Concentration, 1 round** +**Range: Touch** + +Draw vital energy out of a living target via touch, absorbing target's life force. + +- Target must **Save vs Spells** or suffer 1d4 points of damage. +- Heal an amount of HP equal to damage done. + +### Psychic Wall + +**Duration: Focus, 2 turns** +**Range: Self** + +Enhance mental defense. + +- Takes one round to activate, breaking concentration during this round prevents power from being used. +- Gain +4 bonus to saves vs mental powers and mind-affecting spells and magic items. + +### Shrinking + +**Duration: Focus, up to 2 turns** +**Range: Self** + +Shrink to 6" tall, reducing clothing and armor appropriately (but not other equipment). + +- Takes one round to activate, breaking concentration during this round prevents power from being used. + +Effects while shrunk: + +- Can slip through narrow spaces. +- 90% chance of going unnoticed while remaining motionless. +- Cannot harm creatures larger than 1’ tall. + +### Telepathy + +**Duration: Focus, 1 turn** +**Range: Sight** + +Establish bidirectional mental communication with one other willing, living, intelligent creature. + +- Takes one round to activate, breaking concentration during this round prevents power from being used. +- Do not need to share a language with the creature. + + diff --git a/src/pages/classes/mystic.md b/src/pages/classes/mystic.md new file mode 100644 index 0000000..6c6268b --- /dev/null +++ b/src/pages/classes/mystic.md @@ -0,0 +1,81 @@ +--- +title: Mystic class +description: The Mystic class for OSR gaming. +date_pub: 2023-04-01T11:17:00-04:00 +section: classes +content_type: feature +short_code: cmy +--- + +[[toc]] + +Mystics are warriors that spend their lives rigorously training both their minds and bodies, allowing them to channel their life force into special "mystic powers". + +
+ +| | | +| ----------------- | ----------------- | +| **Requirement** | Minimum WIS 9 | +| **Hit Dice** | 1d8 | +| **Maximum Level** | 14 | +| **Armor** | None | +| **Weapons** | Any | +| **Languages** | Alignment, Common | + +
+ +### Martial Training + +- Unarmed attacks deal 1d4 damage. +- Can dual wield, regardless of DEX score. +- Fists count as Light weapons. + +### Physical Defense + +Have an improved armor class based on their level, shown on the [Level Advancement](#advancement) table. + +### Psychic Defense + +Gains a +2 bonus to all saving throws against mental or mystical powers. + +### Mystic Powers + +Know a number of Mystic Powers based on their level, shown on the Level Advancement table. + +- May use powers up to twice per day per level total. +- Activate at the beginning of a character's initiative. +- Only one power may be activated each round. + +[Mystic Power List](./mystic-powers.md) + +### Stronghold + +- After 9th level, can establish an academy or clan with 1d6 apprentices of 1d4 level. + +### Advancement + +
+ +| Level | XP | HD | Atk Mod | AC | Saving Throws ||||| Mystical
Power | +| ^^ | ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | ^^ | +| :---: | :-: | :-: | :-----: | :-: | :---: | :---: | :---: | :---: | :---: | :--: | +| 1 | 0 | 1d8 | 0 | 11 | 13 | 14 | 13 | 16 | 15 | 2 | +| 2 | 2,000 | 2d8 | 0 | 12 | 13 | 14 | 13 | 16 | 15 | 2 | +| 3 | 4,000 | 3d8 | 0 | 13 | 13 | 14 | 13 | 16 | 15 | 3 | +| 4 | 8,000 | 4d8 | 0 | 14 | 13 | 14 | 13 | 16 | 15 | 3 | +| 5 | 16,000 | 5d8 | +2 | 15 | 12 | 13 | 11 | 14 | 13 | 4 | +| 6 | 32,000 | 6d8 | +2 | 16 | 12 | 13 | 11 | 14 | 13 | 4 | +| 7 | 64,000 | 7d8 | +2 | 17 | 12 | 13 | 11 | 14 | 13 | 5 | +| 8 | 120,000 | 8d8 | +2 | 18 | 12 | 13 | 11 | 14 | 13 | 5 | +| 9 | 240,000 | 9d8 | +5 | 19 | 10 | 11 | 9 | 12 | 10 | 6 | +| 10 | 360,000 | 9d8+2 | +5 | 20 | 10 | 11 | 9 | 12 | 10 | 6 | +| 11 | 480,000 | 9d8+4 | +5 | 20 | 10 | 11 | 9 | 12 | 10 | 7 | +| 12 | 600,000 | 9d8+6 | +5 | 21 | 10 | 11 | 9 | 12 | 10 | 7 | +| 13 | 720,000 | 9d8+8 | +7 | 21 | 8 | 9 | 7 | 10 | 8 | 8 | +| 14 | 840,000 | 9d8+10 | +7 | 22 | 8 | 9 | 7 | 10 | 8 | 8 | + +[Level Advancement] + +[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells + +
diff --git a/src/pages/classes/paladin.md b/src/pages/classes/paladin.md new file mode 100644 index 0000000..ea076b5 --- /dev/null +++ b/src/pages/classes/paladin.md @@ -0,0 +1,126 @@ +--- +title: Paladin (Class) +description: +date_pub: 2023-03-26T23:18:00-04:00 +date_upd: 2023-04-24T18:09:00-04:00 +section: classes +content_type: feature +short_code: cpa +--- + +Holy (or unholy) knights on a quest for their deity. + +
+ +| | | +| ----------------- | ----------------------- | +| **Requirement** | Minimum CHA 9 | +| **Hit Dice** | 1d10 | +| **Maximum Level** | 14 | +| **Armor** | Any (including shields) | +| **Weapons** | Any | +| **Languages** | Alignment, Common | + +
+ +### Aestheticism + +- Own minimal possessions +- Can only keep one magical weapon, one magical shield, and one magical suit of armor +- Must give at least 10% of income to religious order + +### Alignment Locked + +- Lose all abilities when alignment is changed + +### Divine Magic + +- Must have a holy symbol +- Must remain faithful to alignment, clergy, and religion. +- Gains spell casting at level 9, can pray to receive spells every day. + +### Blessed Health + +- Immune to all diseases + +### Lay on Hands + +- Heal 2 HP / level once per day +- After 5th level, may cure disease once per week + +### Stronghold + +- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity). +- Once established, attracts loyal followers (5d6 x 10 fighters of level 1–2), who never check morale. + +### Turn Undead + +Roll 2d6 and consult table below: + +
+ +| | Monster Hit Dice |||||||||||||||| +| Level | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-22 | 23-24 | +| :-----:|:-:|:-:|:--:|:--:|:--:|:--:|:--:|:---:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| +| 3 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| +| 4 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| +| 5 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| +| 6 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| +| 7 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | --| +| 8 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | --| +| 9 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | --| +| 10 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | --| +| 11| D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | --| +| 12 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | +| 13 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | +| 14 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | + +[Turn Undead Result] + +
+ +#### Results + +- **Dash (--)**: Turn attempt fails +- **_Number_**: If roll is equal or higher than this number, turn succeeds +- **T**: Turn succeeds +- **D**: Turn succeeds, monsters destroyed + +#### Successful Turn + +- Roll 2d6 to determine total number of HD affected. +- Turned undead move away from cleric in full retreat until attacked. +- Lowest HD undead are affected first. + +### Warhorse + +- After 4th level, may summon a holy warhorse (HD 5+5, AC 14, MV 60'). +- If lost, can't get another for at least a year. + +### Advancement + +
+ +| |||| Saving Throws ||||| Spells ||||| +| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | +| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | +| 1 | 0 | 1d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - | +| 2 | 2,750 | 2d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - | +| 3 | 5,500 | 3d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - | +| 4 | 12,000 | 4d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - | +| 5 | 24,000 | 5d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - | +| 6 | 45,000 | 6d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - | +| 7 | 95,000 | 7d10 | +5 | 6 | 7 | 8 | 8 | 10 | - | - | - | +| 8 | 175,000 | 8d10 | +5 | 6 | 7 | 8 | 8 | 10 | - | - | - | +| 9 | 350,000 | 9d10 | +5 | 6 | 7 | 8 | 8 | 10 | 1 | - | - | +| 10 | 500,000 | 9d10+1 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | - | - | +| 11 | 650,000 | 9d10+2 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 1 | - | +| 12 | 800,000 | 9d10+3 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 2 | - | +| 13 | 950,000 | 9d10+4 | +9 | 2 | 3 | 4 | 3 | 6 | 2 | 2 | 1 | +| 14 | 1,100,000 | 9d10+5 | +9 | 2 | 3 | 4 | 3 | 6 | 3 | 2 | 1 | + +[Level Advancement] + +[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells + +
diff --git a/src/pages/classes/priest.md b/src/pages/classes/priest.md new file mode 100644 index 0000000..0421086 --- /dev/null +++ b/src/pages/classes/priest.md @@ -0,0 +1,102 @@ +--- +title: Priest +description: +date_pub: 2023-03-27T23:04:00-04:00 +section: classes +content_type: feature +short_code: cpr +--- + +[[toc]] + +
+ +| | | +| ----------------- | ------------------------------------- | +| **Hit Dice** | 1d6 | +| **Maximum Level** | 14 | +| **Armor** | None | +| **Weapons** | Dagger, staff, 1-handed magic weapons | +| **Languages** | Alignment, Common | + +
+ +### Divine Magic + +- Can pray to receive spells every day. +- Must have a holy symbol +- Must remain faithful to alignment, clergy, and religion. + +### Stronghold + +- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity). +- Once established, attracts loyal followers (2d6 acolytes of level 1–2), who never check morale. + +### Turn Undead + +Roll 2d6 and consult table below: + +
+ +| | Monster Hit Dice |||||||||||||||| +| Level | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-22 | 23-24 | +| :-----:|:-:|:-:|:--:|:--:|:--:|:--:|:--:|:---:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:| +| 1 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| +| 2 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| +| 3 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| +| 4 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | --| +| 5 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | --| +| 6 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | --| +| 7 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | --| +| 8 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | --| +| 9 | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | --| +| 10 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | +| 11 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | +| 12 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | +| 13 | D | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | +| 14 | D | D | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | + +[Turn Undead Result] + +
+ +#### Results + +- **Dash (--)**: Turn attempt fails +- **_Number_**: If roll is equal or higher than this number, turn succeeds +- **T**: Turn succeeds +- **D**: Turn succeeds, creatures destroyed + +#### Successful Turn + +- Roll 2d6 to determine total number of HD affected. +- Turned undead move away from cleric in full retreat until attacked. +- Lowest HD undead are affected first. + +### Advancement + +
+ +| | | | | Saving Throws |||||| Spells Per Day ||||||| +| Level | XP | HD | Atk Mod | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | 6 | +|:-------:|:-----------:|:-------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|:---:|:---:| +| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - | - | +| 2 | 2,500 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - | - | - | +| 3 | 5,000 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 1 | - | - | - | - | +| 4 | 10,000 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | - | - | - | - | +| 5 | 20,000 | 5d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | 1 | - | - | - | +| 6 | 40,000 | 6d6 | +2 | 11 | 12 | 11 | 14 | 12 | 2 | 2 | 2 | - | - | - | +| 7 | 80,000 | 7d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 2 | 2 | 1 | - | - | +| 8 | 150,000 | 8d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 2 | 2 | - | - | +| 9 | 300,000 | 9d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 2 | 1 | - | +| 10 | 450,000 | 9d6+1 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 3 | 2 | - | +| 11 | 600,000 | 9d6+2 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | +| 12 | 750,000 | 9d6+3 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 3 | 3 | 3 | 2 | +| 13 | 900,000 | 9d6+4 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 3 | 3 | 3 | +| 14 | 1,050,000 | 9d6+5 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 4 | 3 | 3 | + +[Level Advancement] + +[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells + +
diff --git a/src/pages/classes/thief.md b/src/pages/classes/thief.md new file mode 100644 index 0000000..e1e1ce9 --- /dev/null +++ b/src/pages/classes/thief.md @@ -0,0 +1,110 @@ +--- +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 +--- + +Someone skilled at stealth-based retrieval. + +[[toc]] + +
+ +| | | +| ----------------- | ------------------------------ | +| **Hit Dice** | 1d6 | +| **Maximum Level** | 14 | +| **Armor** | Leather or Studded, no shields | +| **Weapons** | Any | +| **Languages** | Alignment, Common | + +
+ +### Read Languages + +From 4th level, 80% chance to read non-magical text in any language (including dead languages and basic codes). + +- On fail, can't try again until next XP level. + +### Sneak Attack + +When attacking an unaware opponent from behind, the attack gets +4 and it deals double damage. + +### Stronghold + +After 9th level, may construct a stronghold (usually, a secret hideout). + +- Attracts 2d6 (mostly loyal) apprentice thieves of 1st level (not automatically replaced if killed). +- May be used to start a Thieves’ Guild. + +### Thief 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). + +
+ +| Level | CS | TR | HN | HS | MS | OL | PP | +| :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | +| 1 | 87 | 20 | 2 | 20 | 20 | 20 | 20 | +| 2 | 88 | 25 | 2 | 25 | 25 | 25 | 25 | +| 3 | 89 | 30 | 3 | 30 | 30 | 30 | 30 | +| 4 | 90 | 35 | 3 | 35 | 35 | 35 | 35 | +| 5 | 91 | 40 | 3 | 40 | 40 | 40 | 40 | +| 6 | 92 | 45 | 3 | 45 | 45 | 45 | 45 | +| 7 | 93 | 55 | 4 | 55 | 55 | 55 | 55 | +| 8 | 94 | 65 | 4 | 65 | 65 | 65 | 65 | +| 9 | 95 | 75 | 4 | 75 | 75 | 75 | 75 | +| 10 | 96 | 85 | 4 | 85 | 85 | 85 | 85 | +| 11 | 97 | 95 | 5 | 95 | 95 | 95 | 95 | +| 12 | 98 | 97 | 5 | 97 | 97 | 97 | 105 | +| 13 | 99 | 98 | 5 | 98 | 98 | 98 | 115 | +| 14 | 99 | 99 | 5 | 99 | 99 | 99 | 125 | + +[Thief Skills Chance of Success] + +
+ +- **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. +- **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. + +### Use Scroll + +From 10th level, 90% chance to cast arcane spells from scrolls. + +- On a fail, a strange or harmful effect is created instead. + +
+ +| 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 | 1,200 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | +| 3 | 2,400 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 | +| 4 | 4,800 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 | +| 5 | 9,600 | 5d6 | +2 | 12 | 13 | 11 | 14 | 13 | +| 6 | 20,000 | 6d6 | +2 | 12 | 13 | 11 | 14 | 13 | +| 7 | 40,000 | 7d6 | +2 | 12 | 13 | 11 | 14 | 13 | +| 8 | 80,000 | 8d6 | +2 | 12 | 13 | 11 | 14 | 13 | +| 9 | 160,000 | 9d6 | +5 | 10 | 11 | 9 | 12 | 10 | +| 10 | 280,000 | 9d6+2 | +5 | 10 | 11 | 9 | 12 | 10 | +| 11 | 400,000 | 9d6+4 | +5 | 10 | 11 | 9 | 12 | 10 | +| 12 | 520,000 | 9d6+6 | +5 | 10 | 11 | 9 | 12 | 10 | +| 13 | 640,000 | 9d6+8 | +7 | 8 | 9 | 7 | 10 | 8 | +| 14 | 760,000 | 9d6+10 | +7 | 8 | 9 | 7 | 10 | 8 | + +[Level Advancement] + +[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells + +
diff --git a/src/pages/classes/warlock.md b/src/pages/classes/warlock.md index f983f29..7092e76 100755 --- a/src/pages/classes/warlock.md +++ b/src/pages/classes/warlock.md @@ -1,65 +1,43 @@ --- -title: Warlock -description: The Warlock class for Old School Essentials. +title: Warlock class +description: The Warlock class for OSR gaming. date_pub: 2023-02-17T00:26:00-05:00 section: classes content_type: feature -short_code: cw1 +short_code: cwr --- -
- -| | | -| ------------------- | -------------------------------- | -| **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. +| | | +| ----------------- | -------------------------------- | +| **Hit Dice** | 1d8 | +| **Maximum Level** | 14 | +| **Armor** | 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. ### 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. +- Use the power granted by their patron to fire a beam of magical energy. +- Must be declared at start of round, and can be interrupted as with a magic spell. +- Target must **Save vs Spells** or take 1d6 damage. +- May be used a number of times per day equal to 1/2 level (rounded up). -**Uses per Day**: A warlock may use their eldritch blast a number of times per day equal to 1/2 their level (rounded up). +### Pact Magic -#### Activating Eldritch Blast +- Can cast memorized spells. +- Number of memorized spells per day shown on Level Advancement chart. +- Any spells of indicated level ior lower may be memorized. +- Can conduct magical research after reaching level 2. -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). +#### Available Spells **Level 1** @@ -106,40 +84,36 @@ Beginning at 2nd level, a warlock may make a ritual invocation to receieve spell - [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 +### Stronghold -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. +- After 11th level, may construct a stronghold (usually a tower). +- 1d6 apprentices of levels 1–3 (who are also bound to the warlock's patron) will then arrive to study under them. -### Warlock Level Progression +### Advancement
-| |||| 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 | +| Level | XP | HD | Atk Mod | Saving Throws ||||| Spells Per Day[^spells] ||||||| +| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 | +|:-------:|:-----------:|:--------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:| +| 1 | 0 | 1d8 | 0 | 13 | 14 | 13 | 16 | 15 | - | - | - | - | - | +| 2 | 2,500 | 2d8 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - | +| 3 | 5,000 | 3d8 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - | - | +| 4 | 10,000 | 4d8 | 0 | 13 | 14 | 13 | 16 | 15 | 0 | 2 | - | - | - | +| 5 | 20,000 | 5d8 | 0 | 13 | 14 | 13 | 16 | 15 | 0 | 2 | - | - | - | +| 6 | 40,000 | 6d8 | +2 | 11 | 12 | 11 | 14 | 12 | 0 | 3 | - | - | - | +| 7 | 80,000 | 7d8 | +2 | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 3 | - | - | +| 8 | 150,000 | 8d8 | +2 | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 3 | - | - | +| 9 | 300,000 | 9d8 | +2 | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 4 | - | - | +| 10 | 450,000 | 9d8+1 | +2 | 11 | 12 | 11 | 14 | 12 | 0 | 0 | 0 | 4 | - | +| 11 | 600,000 | 9d8+2 | +5 | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 4 | - | +| 12 | 750,000 | 9d8+3 | +5 | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 4 | - | +| 13 | 900,000 | 9d8+4 | +5 | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 5 | - | +| 14 | 1,050,000 | 9d8+5 | +5 | 8 | 9 | 8 | 11 | 8 | 0 | 0 | 0 | 0 | 5 | -[Warlock Level Progression] +[Level Advancement]
[^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). +[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells diff --git a/src/pages/classes/wizard.md b/src/pages/classes/wizard.md new file mode 100644 index 0000000..86720a9 --- /dev/null +++ b/src/pages/classes/wizard.md @@ -0,0 +1,65 @@ +--- +title: Wizard (Class) +description: The Wizard class for OSR gaming. +date_pub: 2023-03-27T23:04:00-04:00 +date_upd: 2023-04-01T19:22:00-04:00 +section: classes +content_type: feature +short_code: cwz +--- + +A magic user, often in robes, who memorizes spells from their spellbooks. + +[[toc]] + +
+ +| | | +| ----------------- | ------------------------------------- | +| **Hit Dice** | 1d6 | +| **Maximum Level** | 14 | +| **Armor** | None | +| **Weapons** | Dagger, staff, 1-handed magic weapons | +| **Languages** | Alignment, Common | + +
+ +### Arcane Magic + +- Can cast prepared spells. +- Carries a spell book (or equivalent) with known spells in it. +- Number of prepared spells per day shown on Level Progression chart. +- Can conduct magical research. + +### Stronghold + +- After 9th level, may construct a stronghold (usually a tower). +- 1d6 apprentices of levels 1–3 will then arrive to study under them. + +### Advancement + +
+ +| 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 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 | 1 | - | - | - | - | - | +| 2 | 2,500 | 2d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | - | - | - | - | - | +| 3 | 5,000 | 3d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 1 | - | - | - | - | +| 4 | 10,000 | 4d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | - | - | - | - | +| 5 | 20,000 | 5d6 | 0 | 13 | 14 | 13 | 16 | 15 | 2 | 2 | 1 | - | - | - | +| 6 | 40,000 | 6d6 | +2 | 11 | 12 | 11 | 14 | 12 | 2 | 2 | 2 | - | - | - | +| 7 | 80,000 | 7d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 2 | 2 | 1 | - | - | +| 8 | 150,000 | 8d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 2 | 2 | - | - | +| 9 | 300,000 | 9d6 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 2 | 1 | - | +| 10 | 450,000 | 9d6+1 | +2 | 11 | 12 | 11 | 14 | 12 | 3 | 3 | 3 | 3 | 2 | - | +| 11 | 600,000 | 9d6+2 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 3 | 3 | 3 | 2 | 1 | +| 12 | 750,000 | 9d6+3 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 3 | 3 | 3 | 2 | +| 13 | 900,000 | 9d6+4 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 3 | 3 | 3 | +| 14 | 1,050,000 | 9d6+5 | +5 | 8 | 9 | 8 | 11 | 8 | 4 | 4 | 4 | 4 | 3 | 3 | + +[Level Advancement] + +[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells + +
diff --git a/src/pages/gods/index.md b/src/pages/gods/index.md index 6081541..83655e3 100644 --- a/src/pages/gods/index.md +++ b/src/pages/gods/index.md @@ -7,3 +7,40 @@ content_type: feature short_code: g1 status: draft --- + +**The Dragon Gods** + +**Phoris** - Goddess of law and peace + +**Xar'kos** - God of the void + +The Grand Tribunal - Lead by the 12 Great Judges, this group passes final judgement on the souls of L to see if they are worthy of passing into + +
+ +| Deity | AL | Symbol | Affiliations | +| :--------: | :-----: | :---------------------------------------------: | :-----------------------------------------: | +| Endrion | Law | | Dragon wings surrounded by inverted trangle | +| Lyndralyth | Chaos | Dragon wings with 6 heads sprouting from center | +| Ymmyr | Neutral | Encircled dragon wings | +| Phoris | Law | + +| Xar'kos + +| 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/src/pages/gods/xar-kos.md b/src/pages/gods/xar-kos.md index fef33b3..e81799d 100644 --- a/src/pages/gods/xar-kos.md +++ b/src/pages/gods/xar-kos.md @@ -7,3 +7,31 @@ content_type: feature short_code: gx1 status: draft --- + +God of the Void + +"The god who never was" + +Believers are zealous nihilists in a death cult. Extremely dangerous. +Ultimate desire: to end existence itself + +- "There is peace in the void" +- + +### Factions + +#### Void Priests + +- Order of ascetics that run the black temples +- Offer assisted suicide, various poisons +- Black temples are spreading to new ports, found in most major ones + +#### Void Lords + +- death knights dressed in black +- command large =, black pyramid-shaped ships powered by **Void Engines** +- seldom seen in the ATU + +### Associated Planes + +- **The Void**: A legendary plane of anti-existence diff --git a/src/pages/index.md b/src/pages/index.md index a25969d..64ee914 100644 --- a/src/pages/index.md +++ b/src/pages/index.md @@ -12,7 +12,7 @@ For you've stumbled onto the digital representation of the most famous multivers Within its hallowed pages, you'll find everything you need to know about the [various planes of the multiverse](/planes/index.html) and (more importantly) how to tour those planes on less than 5 silver coins a day! -If this is your first time here, you may want to see what it's all about, or you can start using the guide to learn how to get around on [the astral plan](/astral/index.html), the [character classes](/classes/index.html) and [races](/races/index.html) you can meet along the way, and some of the [magic items](/magic-items/index.html), [monsters](/monsters/index.html), and [weapons](/weapons/) you may encounter. +If this is your first time here, you may want to see what it's all about, or you can start using the guide to learn how to get around on [the astral plan](/astral/index.html), the [character classes](/classes/index.html) and [races](/races/index.html) you can meet along the way, and some of the [magic items](/magic-items/index.html), [bestiary](/bestiary/index.html), and [weapons](/weapons/) you may encounter. Thanks for stopping by! diff --git a/src/pages/magic-items/astral-compass.md b/src/pages/magic-items/astral-compass.md index 1280296..39063ea 100644 --- a/src/pages/magic-items/astral-compass.md +++ b/src/pages/magic-items/astral-compass.md @@ -2,9 +2,10 @@ 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 +date_upd: 2023-04-23T23:43:00-04:00 section: magic items content_type: feature -short_code: miac +short_code: mac ---
@@ -15,11 +16,12 @@ short_code: miac 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 worn on the astral plane: -- **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). +- Wearer can "see" astral currents, sensing the general direction of the shortest path to any location in multiverse (which appears as a faint, golden glow on the horizon). +- When piloting a console, wearer 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?) +**Limitations**: 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/src/pages/magic-items/crystal-skull-of-jund.md b/src/pages/magic-items/crystal-skull-of-jund.md index 274ada2..8f6d2ca 100644 --- a/src/pages/magic-items/crystal-skull-of-jund.md +++ b/src/pages/magic-items/crystal-skull-of-jund.md @@ -5,7 +5,7 @@ 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 +short_code: mcsj ---
diff --git a/src/pages/magic-items/darklurker-dagger.md b/src/pages/magic-items/darklurker-dagger.md index e16df54..a0e98fa 100644 --- a/src/pages/magic-items/darklurker-dagger.md +++ b/src/pages/magic-items/darklurker-dagger.md @@ -4,7 +4,7 @@ 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 +short_code: mdk --- A dagger with tiny, blood red veins on its blackened-metal blade and an ornately-carved blackened-bone handle. diff --git a/src/pages/magic-items/dwarf-hammer-400.md b/src/pages/magic-items/dwarf-hammer-400.md new file mode 100644 index 0000000..89aa10a --- /dev/null +++ b/src/pages/magic-items/dwarf-hammer-400.md @@ -0,0 +1,17 @@ +--- +title: "DwarfHammer: 400" +description: +date_pub: 2023-02-19T20:59:00-05:00 +section: magic items +content_type: feature +short_code: mdh +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/src/pages/magic-items/flaming-sword-of-lorwin.md b/src/pages/magic-items/flaming-sword-of-lorwin.md index d190093..7ad9e4e 100644 --- a/src/pages/magic-items/flaming-sword-of-lorwin.md +++ b/src/pages/magic-items/flaming-sword-of-lorwin.md @@ -5,5 +5,5 @@ date_pub: 2023-03-19T22:01:00-04:00 section: magic items content_type: feature short_code: mfs1 -status: hidden +status: draft --- diff --git a/src/pages/magic-items/helm-of-halos.md b/src/pages/magic-items/helm-of-halos.md index baed6d8..d78b591 100644 --- a/src/pages/magic-items/helm-of-halos.md +++ b/src/pages/magic-items/helm-of-halos.md @@ -2,10 +2,10 @@ 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 +date_upd: 2023-04-23T23:55:00-04:00 section: magic items content_type: feature -short_code: mihoh -status: hidden +short_code: mhoh ---
@@ -23,7 +23,7 @@ A polished silver helmet adorned with etchings of archaic runes of blessing and > > --- PV -**While worn**: Grants +1 to AC, and the wearer can see a glowing halo over every friendly humanoid within 60' (including himself). +**While worn**: Grants +1 to AC, and the wearer can see a glowing halo over every friendly humanoid within 60' (including themself). **Halo effects** diff --git a/src/pages/magic-items/index.md b/src/pages/magic-items/index.md index 66b7907..4a27217 100644 --- a/src/pages/magic-items/index.md +++ b/src/pages/magic-items/index.md @@ -2,22 +2,24 @@ 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 +date_upd: 2023-04-24T16:14:00-05:00 section: magic items content_type: feature -short_code: mi1 +short_code: m1 --- 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. +- [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. +- [The Helm of Immaculate Conservation](./helm-of-halos.html): A magical helmet that grants an aura of divine protection to nearby allies. +- [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 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. diff --git a/src/pages/magic-items/mirror-of-meeting.md b/src/pages/magic-items/mirror-of-meeting.md index 4faef70..96624bc 100644 --- a/src/pages/magic-items/mirror-of-meeting.md +++ b/src/pages/magic-items/mirror-of-meeting.md @@ -2,9 +2,11 @@ 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 +date_upd: 2023-04-23T23:57:00-04:00 section: magic items content_type: feature -short_code: mimom +short_code: mmom +status: draft --- A mirror with intricately-carved detailing. @@ -20,7 +22,9 @@ A mirror with intricately-carved detailing. **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 +--- + +### 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 diff --git a/src/pages/magic-items/pet-rock.md b/src/pages/magic-items/pet-rock.md index 0ba56c1..56ddfcd 100644 --- a/src/pages/magic-items/pet-rock.md +++ b/src/pages/magic-items/pet-rock.md @@ -4,7 +4,7 @@ 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 +short_code: mpr ---
diff --git a/src/pages/magic-items/ring-of-eldritch-blasting.md b/src/pages/magic-items/ring-of-eldritch-blasting.md index 520d4f8..2cd5342 100644 --- a/src/pages/magic-items/ring-of-eldritch-blasting.md +++ b/src/pages/magic-items/ring-of-eldritch-blasting.md @@ -4,7 +4,7 @@ description: A magical ring that grants the wearer the ability to fire eldritch date_pub: 2023-02-20T22:43:00-05:00 section: magic items content_type: feature -short_code: mireb +short_code: mreb ---
diff --git a/src/pages/magic-items/ring-of-the-scholar.md b/src/pages/magic-items/ring-of-the-scholar.md index 0a6bb06..5a1c6c4 100644 --- a/src/pages/magic-items/ring-of-the-scholar.md +++ b/src/pages/magic-items/ring-of-the-scholar.md @@ -1,11 +1,11 @@ --- title: Ring of the Scholar -description: +description: A magical ring that grants it's owner a small INT boost. date_pub: 2023-03-04T02:57:00-05:00 +date_upd: 2023-04-24T16:12:00-05:00 section: magic items content_type: feature short_code: mrots -status: hidden ---
diff --git a/src/pages/magic-items/sorcery-the-summoning.md b/src/pages/magic-items/sorcery-the-summoning.md new file mode 100644 index 0000000..ecd565c --- /dev/null +++ b/src/pages/magic-items/sorcery-the-summoning.md @@ -0,0 +1,13 @@ +--- +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/src/pages/magic-items/tyrhung-wolf-hunter.md b/src/pages/magic-items/tyrhung-wolf-hunter.md index 5c3cca3..8cb6d7e 100644 --- a/src/pages/magic-items/tyrhung-wolf-hunter.md +++ b/src/pages/magic-items/tyrhung-wolf-hunter.md @@ -4,7 +4,7 @@ description: A magical sword that specializes in identifying and killing lycanth date_pub: 2023-02-20T22:43:00-05:00 section: magic items content_type: feature -short_code: mitwh +short_code: mtwh ---
diff --git a/src/pages/miscellanea.md b/src/pages/miscellanea.md index d398212..c0e74ca 100644 --- a/src/pages/miscellanea.md +++ b/src/pages/miscellanea.md @@ -10,5 +10,5 @@ short_code: m2 A WIP collection of other miscellaneous collections. - [Magic Items](/magic-items/index.html) - A (growing) list magic items that can be found across the multiverse. -- [Monsters](/monsters/index.html) - A small sampling of the monsters that can be encountered in the astral plane. +- [Monsters](/bestiary/index.html) - A small sampling of the creatures that can be encountered in the astral plane. - [Weapons](/weapons/index.html) diff --git a/src/pages/planes/elemental/index.md b/src/pages/planes/elemental/index.md index a0d0c4b..7a39d0f 100644 --- a/src/pages/planes/elemental/index.md +++ b/src/pages/planes/elemental/index.md @@ -26,7 +26,7 @@ The elemental planes are each fairly uniform in their composition, consisting al - An endless sea of fire, burning across an endless landscape of flames. - Most creatures from the material plane can't be here for more than a moment before burning to death. -- Even the air burns. +- Even the air burns.tortle ### Aquos / The Deep (Water) diff --git a/src/pages/planes/index.md b/src/pages/planes/index.md index 49131ff..69fe9ee 100644 --- a/src/pages/planes/index.md +++ b/src/pages/planes/index.md @@ -2,6 +2,7 @@ title: Planar Cosmology description: A overview of the various planes of existence. date_pub: 2023-02-15T00:26:00-05:00 +date_upd: 2023-04-23T15:04:00-04:00 section: planes content_type: feature short_code: p1 @@ -11,9 +12,14 @@ _Before you can learn how to get to the other planes, you probably need to learn The various planes can be thought of as being laid out in a series of concentric circles, like a great wheel that spins throughout the cosmos: -- the [six elemental planes](./elemental.html) (_air_, _earth_, _fire_, _water_, _law_, and _chaos_) lie at the center; -- the infinite variations of the [material planes](./material.html) are next; -- then come the [transcendental planes](./transcendental.html), including the planes of the various afterlives - all of the heavens, hells, purgatories, limbos, and eternal drinking halls that the gods create for their devotees (or for those that lose faith); -- the _ethereal plane_ exists alongside the other planes, providing passage for spirits when they die; +- the [six elemental planes](./elemental/index.html) (_air_, _earth_, _fire_, _water_, _law_, and _chaos_) lie at the center, each one serving as a source of that element throughout the vast multiverse; + +- the infinite variations of the [material planes](./material/index.html) are next, each slightly (or significantly) different from each other; + +- next are the [near planes](./near/index.html), the ones which intersect with the others, such as the Ethereal (which provides passage for the spirits of the dead), the Faewolde (the magic-infused home of the faeries), and the Dreamlands (a series of connected demiplanes where reality itself can be altered with a thought). + +- then come the [transcendental planes](./transcendental/index.html), those ruled by the divine powers, including all of the heavens, hells, purgatories, limbos, and eternal drinking halls that the gods create for their devotees (or for those that lose faith); + - all of the above are "contained" within the [astral plane](/astral/index.html), the great, swirling void which touches all; -- finally, there are rumors of planes beyond even the astral - strange realms, far weirder than anything that even the most seasoned planar traveler can comprehend. + +- finally, there are rumors of "far" planes, existing beyond even the astral's reach - strange realms, far weirder than anything that even the most seasoned planar traveler can comprehend. diff --git a/src/pages/planes/material/index.md b/src/pages/planes/material/index.md index 0d207ee..7fb84d8 100644 --- a/src/pages/planes/material/index.md +++ b/src/pages/planes/material/index.md @@ -19,8 +19,8 @@ What most adventurers would think of as their "known world" is really only a one - Home to the Sapphire Coast, the city of Portown, and barony of Vystmark. - Can be accessed via the portal at Zenopus (Sapphire) Cove. -### Ghyffu +### Lyffu -- Steampunk fantasy world, ruled by anthropomorphic hippos -- Home to the Ghyffan Expeditionary Force (and its armada), as well as the cities of Suracine, Barnette, and Manchard. +- Steampunk fantasy world ruled by anthropomorphic elephants +- Home to the Lyffan Expeditionary Force (and its armada), as well as the cities of Suracine, Barnette, and Manchard. - Can be accessed via the portal at Fort Suraphell. diff --git a/src/pages/planes/near/index.md b/src/pages/planes/near/index.md new file mode 100644 index 0000000..1562152 --- /dev/null +++ b/src/pages/planes/near/index.md @@ -0,0 +1,34 @@ +--- +title: The Near Planes +description: A brief description of a few of the near planes (the ones that can be reached easiest). +date_pub: 2023-04-23T15:01:00-04:00 +section: planes +subsection: near +content_type: feature +short_code: pn1 +--- + +### The Dreamlands + +_The Plane of Imagination_ + +- A constantly shifting collection of inter-connected demiplanes with fluid realities. +- Powerful psychics from the material planes can occasionally open portals to one of these demiplanes. + +### The Ethereal + +_The Plane of the Dead_ + +- Exists alongside other planes, appearing as a muted reflection of the local plane. +- Spirits of the dead can travel in it, as can certain agents of the divine powers. + +### The Faewolde + +_The Plane of Faerie_ + +- The whole plane is infused with a wild, primal magic. +- Depending on the season (and time of day), ruled by either the Day Queen and her Seelie Court, or the Night King and his Unseelie Court. +- Most consists of a great forest, surrounded by numerous smaller domains called the Mirthlands, controlled by the various Archfae. +- Portals to the Faewolde occasionally manifest in the material planes at locations of great, natural power (often in the most ancient forests). +- Notable locations: + - **The Moot**: The crossroads of the plane, where many different pathways literally intersect, including some which lead to nearby portals to other planes of existence. diff --git a/src/pages/planes/transcendental/index.md b/src/pages/planes/transcendental/index.md index e0c07e4..9222e1f 100644 --- a/src/pages/planes/transcendental/index.md +++ b/src/pages/planes/transcendental/index.md @@ -8,7 +8,7 @@ content_type: feature short_code: pt1 --- -The Transcendental Planes are the planes of the various afterlives - all of the heavens, hells, purgatories, limbos, and eternal drinking halls that the gods create for their devotees (or for those that lose faith). Typically ruled by one or more gods (or their equivalents). +The Transcendental Planes are the planes of the divine powers, including all of the heavens, hells, purgatories, limbos, and eternal drinking halls that the gods create for the afterlives of their devotees (or those that lose the faith). Each is typically ruled by one or more gods (or their equivalents). ### Drahkenos @@ -25,19 +25,5 @@ _The Plane of Dragons_ _The Plane of Unwanted Dead_ - The place where the souls that aren't claimed by other gods wind up. -- Ruled by the Authority, a bureaucracy of corrupted paladins, clerics, and devils. +- Ruled by the Authority, a bureaucracy of fallen paladins, clerics, and devils. - Headed by the fallen angel, Shai'kel, the Corrupted. - - diff --git a/src/pages/races/automaton.md b/src/pages/races/automaton.md index 955b48a..1f02ab5 100644 --- a/src/pages/races/automaton.md +++ b/src/pages/races/automaton.md @@ -2,11 +2,14 @@ title: Automaton description: TBD date_pub: 2023-02-15T00:26:00-05:00 +date_upd: 2023-02-15T00:26:00-05:00 section: races content_type: feature short_code: ra1 --- +[[toc]] +
| | | @@ -17,46 +20,45 @@ short_code: ra1
-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]] +Automatons are magically-powered, fully sentient beings composed of metal and wood. ### Available Classes and Max Level -- **Acrobat**: 10th - **Assassin**: 10th - **Bard**: 8th -- **Cleric**[^1]: 7th +- **Cleric**: 7th +- **Corsair**: 10th +- **Druid**: 7th - **Fighter**: 12th - **Knight**: 10th -- **Magic-user**: 9th +- **Mystic**: 7th - **Paladin**: 8th +- **Priest**: 7th - **Ranger**: 7th +- **Sorcerer**: 9th - **Thief**: 10th +- **Warlock**: 9th +- **Wizard**: 9th -[^1] At the referee’s option, automaton clerics may only exist as NPCs. +### Artificial Resilience -### Combat +Possess remarkable fortitude: -An automaton can wield any weapon, and can use any armour that has been integrated with their body (see below). +- No need to eat, drink, or breathe. +- Immune to disease. +- No need to sleep and can't be put to sleep by magic (see [Sentry Mode](#sentry-mode)). +- +2 on saving throws vs. poison ### Integrated Armor -The body of an automaton has built-in defensive layers, which may be enhanced with armor. +Body 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. +- +1 to Armor Class. +- Takes one hour to don or doff armor, must remain in contact with armor for duration. +- Worn armor can't be removed while living. -### Resilience +### Sentry Mode -Automatons have remarkable fortitude, represented as follows: +To gain benefits of long rest, must spend at least six hours in an inactive, motionless state (rather than sleeping). -- 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. +- While in this state, can see and hear as normal despite appearing inert. diff --git a/src/pages/races/dracokin.md b/src/pages/races/dracokin.md index c9bd6a2..5c8e725 100644 --- a/src/pages/races/dracokin.md +++ b/src/pages/races/dracokin.md @@ -1,12 +1,15 @@ --- -title: Dracokin +title: Dracokin race description: TBD date_pub: 2023-02-15T00:26:00-05:00 +date_upd: 2023-04-01T21:18:00-04:00 section: races content_type: feature -short_code: rd1 +short_code: rda --- +[[toc]] +
| | | @@ -17,31 +20,50 @@ short_code: rd1
-[[toc]] +Scaled lizard-people with an apparent (if distant) ancestry to dragons. ### Available Classes and Max Level - **Assassin**: 10th - **Bard**: 7th - **Cleric**: 7th +- **Corsair**: 9th +- **Druid**: 7th - **Fighter**: 12th - **Knight**: 11th -- **Magic-user**: 9th +- **Mystic**: 7th - **Paladin**: 11th +- **Priest**: 7th - **Ranger**: 12th +- **Sorcerer**: 9th - **Thief**: 9th +- **Warlock**: 9th +- **Wizard**: 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. +Exhale destructive energy. -### Breath Resistance +- May be used a number of times per day equal to 1/2 level, rounded up. +- All creatures in area must **Save vs Blasts**, taking listed damage on a fail and half-damage on a success: -Dracokin get a +2 to all Saving Throws vs. Breath Attacks of the same type that they can produce. +
+ +| Level | HP Damage | +| :---: | :-------: | +| 1-5 | 2d4 | +| 6-11 | 3d4 | +| 12+ | 4d4 | + +[Dracokin Breath Weapon Damage] + +
### 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. +Choose (or roll) a type of dragon to determine breath weapon damage and area. + +- +2 to all saves vs Blasts of the same type as breath weapon.
@@ -63,8 +85,8 @@ Dracokin are are distantly related to a particular kind of dragon. Choose a type | 18 | Topaz | 10' Cloud of Sleep Gas[^1] | | 19-20 | White | 20' Cone of Cold | -[Draconic Ancestry] +[Dracokin Draconic Ancestry] -[^1]: Rather than dealing damage, targets in area must _save versus breath_ or fall asleep for 1d4 turns +[^1]: Rather than dealing damage, targets in area must **Save vs Blasts** or fall asleep for 1d4 turns.
diff --git a/src/pages/races/drow.md b/src/pages/races/drow.md new file mode 100644 index 0000000..d47c272 --- /dev/null +++ b/src/pages/races/drow.md @@ -0,0 +1,66 @@ +--- +title: Drow (Race) +description: The Drow race for DAGGR / OSR gaming. +date_pub: 2023-04-01T21:06:00-04:00 +section: races +content_type: feature +short_code: rdw +--- + +[[toc]] + +
+ +| | | +| --------------------- | ---------------------------------------------- | +| **Requirements** | Minimum INT 9 | +| **Ability modifiers** | -1 CON, +1 DEX | +| **Languages** | Alignment, Common, Deepcommon, Elvish, Gnomish | + +
+ +Dark-skinned, slender demihumans, possibly related to elves, who dwell deep underground. + +### Available Classes and Max Level + +- **Assassin**: 10th +- **Bard**: 7th +- **Bloodmage**: 9th +- **Cleric**: 11th +- **Corsair**: 11th +- **Druid**: 9th +- **Fighter**: 7th +- **Knight**: 9th +- **Mystic**: 7th +- **Paladin**: 7th +- **Priest**: 11th +- **Ranger**: 9th +- **Sorcerer**: 9th +- **Thief**: 11th +- **Warlock**: 11th +- **Wizard**: 9th + +### 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. + +### Infravision + +Sees heat signatures up to 60', even in total darkness. + +### Innate Magic + +- From 2nd level, can cast [darkness](/spells/light.html#darkness) once per day. +- From 4th level, can cast [detect magic](/spells/detect-magic.html) once per day. + +### Light Sensitivity + +-2 to attack rolls and -1 to AC when in bright light (daylight, _continual light_, etc.). diff --git a/src/pages/races/dwarf.md b/src/pages/races/dwarf.md new file mode 100644 index 0000000..75202be --- /dev/null +++ b/src/pages/races/dwarf.md @@ -0,0 +1,75 @@ +--- +title: Drow (Race) +description: The Drow race for DAGGR / OSR gaming. +date_pub: 2023-04-01T21:06:00-04:00 +section: races +content_type: feature +short_code: rdw +--- + +[[toc]] + +
+ +| | | +| --------------------- | ---------------------------------------------------- | +| **Requirements** | Minimum CON 9 | +| **Ability modifiers** | -1 CHA, +1 CON | +| **Languages** | Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold | + +
+ +Stout, bearded demihumans, about 4' tall, who usually live underground and love gold, crafting, fine food, and strong drink. + +### Available Classes and Max Level + +- **Assassin**: 7th +- **Bard**: 9th +- **Cleric**: 10th +- **Corsair**: 7th +- **Druid**: 10th +- **Fighter**: 8th +- **Knight**: 8th +- **Mystic**: 10th +- **Paladin**: 8th +- **Priest**: 10th +- **Ranger**: 9th +- **Sorcerer**: 8th +- **Thief**: 7th +- **Warlock**: 8th +- **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. + +### Hear Noises + +2-in-6 chance (ex: when listening at a door). + +### Resiliance + +Natural constitution and resistance to magic grants bonus to saves vs poison, spells, and wielded items: + +
+ +| CON | Bonus | +| :--------: | :---: | +| 6 or lower | 0 | +| 7-10 | +2 | +| 11-14 | +3 | +| 15-17 | +4 | +| 18+ | +5 | + +[Dwarf Save Bonus] + +
+ +### Small Stature + +- Can only use small or normal sized-weapons. + - Cannot use longbows or 2-handed swords. diff --git a/src/pages/races/elefolk.md b/src/pages/races/elefolk.md new file mode 100644 index 0000000..d1a4f4e --- /dev/null +++ b/src/pages/races/elefolk.md @@ -0,0 +1,61 @@ +--- +title: Elefolk +description: TBD +date_pub: 2023-04-09T14:38:00-04:00 +section: races +content_type: feature +short_code: rek +--- + +[[toc]] + +
+ +| | | +| --------------------- | ------------------------------- | +| **Requirements** | STR 9 | +| **Ability modifiers** | +1 CON, -1 WIS | +| **Languages** | Alignment, Common, Elespeak[^1] | + +
+ +Large, elephant-like humanoids with four digits and long trunks. + +### Available Classes and Max Level + +- **Assassin**: 6th +- **Bard**: 8th +- **Cleric**: 10th +- **Corsair**: 8th +- **Druid**: 11th +- **Fighter**: 8th +- **Knight**: 7th +- **Mystic**: 10th +- **Paladin**: 7th +- **Priest**: 9th +- **Ranger**: 11th +- **Sorcerer**: 10th +- **Thief**: 8th +- **Warlock**: 10th +- **Wizard**: 10th + +### Large Size + +- Armor and weapons must be tailored to size. +- Can wield any two-handed melee weapon with only one hand. +- Open doors as next highest STR category. + +### Natural Armor + +Grants +2 AC while not wearing armor. Can be combined with a shield. + +### Trunk + +- 5' long +- Can carry weight equivalent to 10 x STR score in coins. +- Can be used for simple tasks (ex: hold, lift, drop, push, or pull an object or a creature; open or close a container or door; swing for an unarmed attack, etc). +- 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 new file mode 100644 index 0000000..dbbc351 --- /dev/null +++ b/src/pages/races/elf.md @@ -0,0 +1,66 @@ +--- +title: Elf (Race) +description: +date_pub: 2023-04-02T00:22:00-04:00 +section: races +content_type: feature +short_code: ref +--- + +[[toc]] + +
+ +| | | +| --------------------- | --------------------------------------------------- | +| **Requirements** | Minimum INT 9 | +| **Ability modifiers** | -1 CON, +1 DEX | +| **Languages** | Alignment, Common, Elvish, Gnoll, Hobgoblin, Orcish | + +
+ +Thin, fey demihumans with sharp features. + +### Available Classes and Max Level + +- **Assassin**: 10th +- **Bard**: 7th +- **Bloodmage**: 11th +- **Cleric**: 7th +- **Corsair**: 10th +- **Druid**: 8th +- **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. + +### Infravision + +Sees heat signatures up to 60', even in total darkness. + +### Innate Magic + +- From 2nd level, can cast [light](/spells/light.html) once per day. +- From 4th level, can cast [detect magic](/spells/detect-magic.html) once per day. + +### 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 e62931f..12cb969 100644 --- a/src/pages/races/felinar.md +++ b/src/pages/races/felinar.md @@ -2,42 +2,52 @@ title: Felinar description: TBD date_pub: 2023-02-15T00:26:00-05:00 +date_upd: 2023-04-01T22:05:00-04:00 section: races content_type: feature -short_code: rf1 +short_code: rfr --- -
- -| | | -| --------------------- | ----------------- | -| **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 +| | | +| --------------------- | --------------------------------------- | +| **Requirements** | None | +| **Ability modifiers** | +DEX, -WIS | +| **Languages** | Alignment, Common, any 1 other language | -[^1]: At the referee’s option, felinar clerics may only exist as NPCs. +
-## Claw Attack +Tall, thin cat-people, covered in thick fur. -Felinar have natural claws that can be used to make an attack, dealing 1d4 damage on a successful hit. +### Available Classes and Max Level -## Infravision +- **Assassin**: 11th +- **Bard**: 8th +- **Cleric**: 7th +- **Corsair**: 11th +- **Druid**: 7th +- **Fighter**: 9th +- **Knight**: 8th +- **Mystic**: 7th +- **Paladin**: 8th +- **Priest**: 7th +- **Ranger**: 10th +- **Sorcerer**: 10th +- **Thief**: 11th +- **Warlock**: 11th +- **Wizard**: 10th -Felinar have infravision to 60’ (see _Darkness_ under [Hazards and Challenges](https://oldschoolessentials.necroticgnome.com/srd/index.php/Hazards_and_Challenges#Darkness_)). +### Claw Attack + +Natural claws give +1d2 damage to unarmed attacks. + +### Infravision + +Can see heat signatures to 60', even in total darkness. + +### Languages + +Know Common, their alignment language, and at least 1 other language. diff --git a/src/pages/races/firfolk.md b/src/pages/races/firfolk.md index 9dd423e..ef399e9 100644 --- a/src/pages/races/firfolk.md +++ b/src/pages/races/firfolk.md @@ -1,56 +1,58 @@ --- -title: Firfolk +title: Firfolk (Race) description: TBD date_pub: 2023-02-15T00:26:00-05:00 +date_upd: 2023-04-01T22:31:00-04:00 section: races content_type: feature -short_code: rf2 +short_code: rfk --- -
- -| | | -| --------------------- | --------------------------- | -| **Requirements** | Minimum CON 9 | -| **Ability modifiers** | -1 INT, +1 WIS | -| **Languages** | Alignment, Common, Firspeak | - -
- -_INTRO_ - [[toc]] +
+ +| | | +| --------------------- | ------------------------------- | +| **Requirements** | Minimum CON 9 | +| **Ability modifiers** | -1 INT, +1 WIS | +| **Languages** | Alignment, Common, Firspeak[^1] | + +
+ +Large, grey-skinned demihumans, usually found in the forest, with a distant relation to the fey. + ### 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. +- **Assassin**: 6th +- **Bard**: 8th +- **Cleric**: 10th +- **Corsair**: 8th +- **Druid**: 11th +- **Fighter**: 8th +- **Knight**: 7th +- **Mystic**: 10th +- **Paladin**: 7th +- **Priest**: 9th +- **Ranger**: 11th +- **Sorcerer**: 10th +- **Thief**: 8th +- **Warlock**: 10th +- **Wizard**: 10th ### 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. +- From 2nd level, can cast [glamour](./spells/glamour.html) once per day. +- From 4th level, can cast [invisibility](./spells/invisibility.html) once per day. -### Languages +### Innate Resilience -Firfolk know Common, their alignment language, and Firspeak (the native language of the firfolk race). +- +2 bonus to saves vs poison, spells, and wielded items. -### Open Doors +### Large Size -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. +- Armor and weapons must be tailored to size. +- Can wield any two-handed melee weapon with only one hand. +- Open doors as next highest STR category. -### 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. +[^1]: The native language of the firfolk. diff --git a/src/pages/races/gnome.md b/src/pages/races/gnome.md new file mode 100644 index 0000000..e69de29 diff --git a/src/pages/races/index.md b/src/pages/races/index.md index 1fb467b..c1d7934 100644 --- a/src/pages/races/index.md +++ b/src/pages/races/index.md @@ -2,16 +2,16 @@ title: Custom Character Races description: TBD date_pub: 2023-02-17T00:15:00-05:00 +date_upd: 2023-04-24T17:18:00-05:00 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. +- [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. +- [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/src/pages/races/lahdri.md b/src/pages/races/lahdri.md new file mode 100644 index 0000000..04efeff --- /dev/null +++ b/src/pages/races/lahdri.md @@ -0,0 +1,80 @@ +--- +title: Lah'dri (Race) +description: +date_pub: 2023-04-21T21:07:00-04:00 +section: races +content_type: feature +short_code: rla +--- + +[[toc]] + +
+ +| | | +| --------------------- | ---------------------------------------------- | +| **Requirements** | Minimum INT 9 | +| **Ability modifiers** | -1 WIS, +1 CHA | +| **Languages** | Alignment, Common, Elvish, Faespeak, Hobgoblin | + +
+ +Thin, fey demihumans, related to elves, with the ability to project their seasonal temperaments. + +### Available Classes and Max Level + +- **Assassin**: 10th +- **Bard**: 7th +- **Bloodmage**: 11th +- **Cleric**: 7th +- **Corsair**: 10th +- **Druid**: 8th +- **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): + + - **Eve / Twilight**: Immediately after using [hidden step](/spells/hidden-step.html), 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**: When using [hidden step](/spells/hidden-step.html), 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). + - **Morn**: When using [hidden step](/spells/hidden-step.html), the caster may touch one target willing creature who is teleported instead. + - **Day**: Immediately after using [hidden step](/spells/hidden-step.html), 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. + +- **Eve / Twilight**: Goodwill and harmony, when all share in the harvest of the day. +- **Night**: Quiet and contemplative, as the dynamic energy of the world sleeps, and only the dark remains... +- **Morn**: Joy and celebration, a phase of rejuvenation and hope as the sorrows of the night pass. +- **Day**: 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 7407fa1..cb12017 100644 --- a/src/pages/races/mimikin.md +++ b/src/pages/races/mimikin.md @@ -2,11 +2,14 @@ title: Mimikin description: TBD date_pub: 2023-02-15T00:26:00-05:00 +date_upd: 2023-04-21T23:52:00-04:00 section: races content_type: feature short_code: rm1 --- +[[toc]] +
| | | @@ -17,30 +20,37 @@ short_code: rm1
-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]] +Tall (5.5') demihumans with naturally pale, grey skin, unnervingly blank facial features, and silvery hair, who are able to shift their physical form to that of other similarly-sized humans and demihumans. ### Available Classes and Max Level -- **Acrobat**: 10th - **Assassin**: 10th - **Bard**: 10th -- **Cleric**[^1]: 5th -- **Druid**[^1]: 8th +- **Cleric**: 5th +- **Corsair**: 10th +- **Druid**: 8th - **Fighter**: 6th -- **Magic-user**: 8th +- **Knight**: 6th +- **Mystic**: 6th +- **Paladin**: 6th +- **Priest**: 6th - **Ranger**: 8th +- **Sorcerer**: 8th - **Thief**: 10th - -[^1]: At the referee’s option, mimikin clerics and druids may only exist as NPCs. +- **Warlock**: 8th +- **Wizard**: 8th ### Languages -Changelings know Common, their alignment language, and 2 other langauges of the referee's choice. +Know Common, their alignment language, and at least 2 other languages. ### 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). +Can change appearance and voice on demand. + +- Includes choosing specific colorations of eyes, skin, and hair, along with hair length, and sex +- Height and weight can be adjusted within human standards. +- Can duplicate the appearance of any human-sized creature seen that has the same basic arrangement of limbs. +- Change process takes 1 round. +- Does not effect clothing or equipment. +- New form can be maintained until changing again or dying. diff --git a/src/pages/races/stral.md b/src/pages/races/stral.md new file mode 100644 index 0000000..e69de29 diff --git a/src/pages/races/tortokin.md b/src/pages/races/tortokin.md index 1ad3053..e3b8de8 100644 --- a/src/pages/races/tortokin.md +++ b/src/pages/races/tortokin.md @@ -2,48 +2,67 @@ title: Tortokin description: TBD date_pub: 2023-02-15T00:26:00-05:00 +date_upd: 2023-04-01T23:35:00-04:00 section: races content_type: feature -short_code: rt1 +short_code: rtn --- -
- -| | | -| --------------------- | ------------------------ | -| **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]] +
+ +| | | +| --------------------- | ---------------------------- | +| **Requirements** | Minimum WIS 9 | +| **Ability modifiers** | –1 DEX, +1 STR | +| **Languages** | Alignment, Common, Aquon[^1] | + +
+ +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. + ### Available Classes and Max Level -- **Cleric**[^1]: 10th -- **Druid**[^1]: 10th -- **Fighter**: 7th +- **Assassin**: 7th +- **Bard**: 9th +- **Cleric**: 10th +- **Corsair**: 7th +- **Druid**: 10th +- **Fighter**: 8th - **Knight**: 8th -- **Magic-user**: 8th +- **Mystic**: 10th +- **Paladin**: 8th +- **Priest**: 10th - **Ranger**: 9th +- **Sorcerer**: 8th +- **Thief**: 7th +- **Warlock**: 8th +- **Wizard**: 8th -[^1]: At the referee’s option, tortokin clerics and druids may only exist as NPCs. +### Protective Shell -### Armour Class +- Shell provides protection as indicated. +- Cannot wear other armor. -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. +
+ +| Level | Armor Class | +| :---: | :---------: | +| 1-4 | 13 | +| 5-8 | 15 | +| 9+ | 17 | + +[Tortokin Armor Class] + +
### 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. +Natural claws that can be used to make an attack, dealing an additional 1d2 damage on a successful hit. ### Hold Breath -Tortokin can hold their breath for up to 1 hour. +Can hold their breath for up to 1 hour. + +[^1]: The language of water elementals. diff --git a/src/pages/rules-old/critical-hits.md b/src/pages/rules-old/critical-hits.md new file mode 100644 index 0000000..ac98dd4 --- /dev/null +++ b/src/pages/rules-old/critical-hits.md @@ -0,0 +1,43 @@ +--- +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/src/pages/rules/custom.md b/src/pages/rules-old/custom.md similarity index 100% rename from src/pages/rules/custom.md rename to src/pages/rules-old/custom.md diff --git a/src/pages/rules-old/dag.md b/src/pages/rules-old/dag.md new file mode 100644 index 0000000..a773b3f --- /dev/null +++ b/src/pages/rules-old/dag.md @@ -0,0 +1,544 @@ +--- +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/src/pages/rules-old/fumbles.md b/src/pages/rules-old/fumbles.md new file mode 100644 index 0000000..850a40a --- /dev/null +++ b/src/pages/rules-old/fumbles.md @@ -0,0 +1,39 @@ +--- +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/src/pages/rules-old/index.md b/src/pages/rules-old/index.md new file mode 100644 index 0000000..7688a96 --- /dev/null +++ b/src/pages/rules-old/index.md @@ -0,0 +1,17 @@ +--- +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/src/pages/rules-old/ose.md b/src/pages/rules-old/ose.md new file mode 100644 index 0000000..4d1ffc5 --- /dev/null +++ b/src/pages/rules-old/ose.md @@ -0,0 +1,51 @@ +--- +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/src/pages/rules/adventuring.md b/src/pages/rules/adventuring.md new file mode 100644 index 0000000..52a8b4a --- /dev/null +++ b/src/pages/rules/adventuring.md @@ -0,0 +1,169 @@ +--- +title: "Core Rules: Adventuring" +description: +date_pub: 2023-04-22T16:42:00-04:00 +section: rules +content_type: feature +short_code: rha +--- + +[[toc]] + +### Health, Damage and Dying + +Starting HP is based class and race. When damage is taken, HP is lost. + +#### Dying + +- 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. + +#### Healing + +- 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** - Spellcasters get INT check + +**Medical Treatment** - INT check, success restores ability to move and fight (after nearly dying). + +- Can't be used on oneself. + +
+ +| 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 | + +[Languages Known] + +
+ +### 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 | + +[Forcing Door Chances] + +
+ +#### Darkness + +- -4 to attack when unable to see +- Candles light 10' radius +- Torches / lanterns light 30' radius + +#### Infravision + +- Can see heat tones, even in the dark. +- Usually works to 60'. + +#### Other Hazards + +- **Falling** - Fall damage is 1d6 / 10'. +- **Swimming** - Characters are assumed to be able to swim at 1/2 their movement speed. + +### Advancement + +As the adventures continue, treasure is acquired and creatures are vanquished, all adding to the PCs XP total. + +- Each standard coin worth of treasure gained is worth 1 XP, and each creature 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. + +#### Upon Gaining a Level + +When a PC increases their level, the following actions may be performed: + +- Roll a hit die (based on the PC's class), and add it to their maximum hit points. + - 1s and 2s may be re-rolled. + - Alternatively, roll the next die step down and add 2. +- Their player may pick one of the PC's abilities, and roll 3d6. + - If the resulting roll is higher than the ability score, increase the score by 1. +- Check the PC's [class](/classes/index.html) and [race](/races/index.html) to see if any new abilities are gained. + +### 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/src/pages/rules/basics.md b/src/pages/rules/basics.md new file mode 100644 index 0000000..dec9166 --- /dev/null +++ b/src/pages/rules/basics.md @@ -0,0 +1,92 @@ +--- +title: "Core Rules: Basics" +description: +date_pub: 2023-04-22T16:41:00-04:00 +section: rules +content_type: feature +short_code: rhb +--- + +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, so if there's some rule or feature you need that isn't here yet, feel free to either use the equivalent rule from your favorite B/X-compatible retroclone, or roll a die and see what happens. + +[[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. + +- **Wielded** - Wands and other aimed items. + +- **Paralyze** - 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 + +### 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/src/pages/rules/combat.md b/src/pages/rules/combat.md new file mode 100644 index 0000000..cca3a48 --- /dev/null +++ b/src/pages/rules/combat.md @@ -0,0 +1,205 @@ +--- +title: "Core Rules: Combat" +description: +date_pub: 2023-04-22T16:42:00-04:00 +section: rules +content_type: feature +short_code: rhc +--- + +[[toc]] + +### Combat Procedure + +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. + + - Parties carrying an active light source typically can not have stealth. + - 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 Attack Modifier] + +
+ +- Melee attacks are usually limited to 5' range. +- Characters in melee combat with each other or other monsters are said to be **engaged**. +- Unarmed attacks do 1d2 damage by default. + +##### Dual Wielding + +PCs with DEX 13+ can dual wield certain weapons. + +- 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 | + +[Missile Attack Modifier] + +
+ +The range of missile attacks are usually determined by the type of missile used. + +#### Critical Hits + +A natural 20 on an attack 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 | + +[Critical Hit Table] + +[^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 on an attack 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 | + +[Fumble Table] + +[^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. + +### 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/src/pages/rules/magic.md b/src/pages/rules/magic.md new file mode 100644 index 0000000..ccdb050 --- /dev/null +++ b/src/pages/rules/magic.md @@ -0,0 +1,128 @@ +--- +title: "Core Rules: Magic" +description: +date_pub: 2023-04-22T16:42:00-04:00 +section: rules +content_type: feature +short_code: rhc +--- + +[[toc]] + +### Magic & Spells + +Spells are patterns of energy that can be manipulated and used by some characters to alter reality to their will. + +When reality is altered this way, it's called magic, and the characters who can do it are known as spellcasters. + +Each spellcasting 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. +- All spell casters are assumed to be able to perform magical research. + +### 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 their 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 of 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. + +### Pact Magic + +Pact spell casters 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. + +- Pact casters must be faithful to their patron. + - If they ever fall out of favor with their patron, penalties may be imposed (ex: -1 to eldritch blast damage, a reduction in spells, or being sent on a perilous quest). + - To regain favor, they would need to perform a great deed for their patron (referee's choice - ex: collecting an artifact, constructing an altar, vanquishing a powerful enemy of the patron, etc.). +- Pact casters can cast reversed versions of spells. +- Pact casters can use arcane magic items and scrolls for spells on their spell list. + +### Ritual Magic + +Ritual 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 | + +
+ +### 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/src/pages/rules/referee.md b/src/pages/rules/referee.md new file mode 100644 index 0000000..5841cb7 --- /dev/null +++ b/src/pages/rules/referee.md @@ -0,0 +1,81 @@ +--- +title: "Core Rules: Referees Only" +description: +date_pub: 2023-04-23T00:04:00-04:00 +section: rules +content_type: feature +short_code: rhr +--- + +[[toc]] + +### Creatures and NPCs + +
+ +| 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 | + +[Creature Saving Throws] + +| 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 | + +[Creature Attack Modifiers] + +
+ +Creatures with bonus hit points (ex: HD X+1) attack as one HD higher. + +#### Reaction Rolls + +If creature / NPC reaction isn't obvious, roll 2d6 (+ CHA modifier, if someone tries to interact). + +
+ +| 2d6 | Result | +| :-: | :-----: | +| 2- | Attack! | +| 3 | Hateful | +| 4 | Leery | +| 5 | Rude | +| 6 | Aloof | +| 7 | Neutral | +| 8 | Partial | +| 9 | Cordial | +| 10 | Amiable | +| 11 | Helpful | +| 12+ | Family! | + +[Reaction Table] + +| CHA | Mod | +| :---: | :-: | +| 3 | -2 | +| 4-8 | -1 | +| 9-12 | +0 | +| 13-17 | +1 | +| 18+ | +2 | + +[Charisma Modifier] + +
+ +More to come... diff --git a/src/pages/spells/detect-magic.md b/src/pages/spells/detect-magic.md new file mode 100644 index 0000000..f946a18 --- /dev/null +++ b/src/pages/spells/detect-magic.md @@ -0,0 +1,20 @@ +--- +title: Detect Magic +description: +date_pub: 2023-04-09T12:50:00-04:00 +section: spells +content_type: feature +short_code: sdm +--- + +
+ +| | | +| ------------ | ------- | +| **Level** | 1 | +| **Duration** | 2 turns | +| **Range** | 60' | + +
+ +Causes enchanted objects, areas, and creatures to glow, whether the enchantments are permanent or temporary. diff --git a/src/pages/spells/fear.md b/src/pages/spells/fear.md new file mode 100644 index 0000000..e69de29 diff --git a/src/pages/spells/glamour.md b/src/pages/spells/glamour.md new file mode 100644 index 0000000..ce1373c --- /dev/null +++ b/src/pages/spells/glamour.md @@ -0,0 +1,28 @@ +--- +title: Glamour +description: +date_pub: 2023-04-09T13:08:00-04:00 +section: spells +content_type: feature +short_code: sgr +--- + +
+ +| | | +| ------------ | ------------------------------ | +| **Level** | 1 | +| **Duration** | 2d6 rounds +2 per caster level | +| **Range** | Self | + +
+ +An illusion wraps around the caster, giving them the outward appearance of another similarly-shaped creature + +New form may be one they imagine, or may duplicate a creature they are in contact with (making an attack roll to touch an unwilling creature). + +Limitations + +- Illusory form must be within 1 foot of caster's normal height. +- Apparent weight, clothing, and carried gear may be altered in any way. +- When duplicating a creature, those familiar with the original may **Save vs Spells** to notice the deception. diff --git a/src/pages/spells/hidden-step.md b/src/pages/spells/hidden-step.md new file mode 100644 index 0000000..9a56f0c --- /dev/null +++ b/src/pages/spells/hidden-step.md @@ -0,0 +1,23 @@ +--- +title: Hidden Step +description: +date_pub: 2023-04-21T21:29:00-04:00 +section: spells +content_type: feature +short_code: shs +--- + +
+ +| | | +| ------------ | ------- | +| **Level** | 2 | +| **Duration** | Instant | +| **Range** | Self | + +
+ +Caster vanishes, reappearing at an unoccupied space of their choosing up to 30' away. + +- All of the caster's gear is teleported as well, up to their maximum load. +- Immediately after this spell is cast, the caster may make a free attack from their new location. diff --git a/src/pages/spells/index.md b/src/pages/spells/index.md new file mode 100644 index 0000000..737505e --- /dev/null +++ b/src/pages/spells/index.md @@ -0,0 +1,17 @@ +--- +title: Magic Spells +description: A (growing) list magic spells from across the multiverse. +date_pub: 2023-04-24T16:17:00-05:00 +section: spells +content_type: feature +short_code: s1 +--- + +Below you'll find a small sampling of magic spells that can be encountered in the astral plane. + +- [Detect Magic](./detect-magic.html) +- [Fear](./fear.html) +- [Glamour](./glamour.html) +- [Hidden Step](./hidden-step.html) +- [Invisibility](./invisibility.html) +- [Light](./light.html) diff --git a/src/pages/spells/invisibility.md b/src/pages/spells/invisibility.md new file mode 100644 index 0000000..d62edcc --- /dev/null +++ b/src/pages/spells/invisibility.md @@ -0,0 +1,24 @@ +--- +title: Invisibility +description: +date_pub: 2023-04-09T17:28:00-04:00 +section: spells +content_type: feature +short_code: sin +--- + +
+ +| | | +| ------------ | ----------------------------- | +| **Level** | 2 | +| **Duration** | Permanent (but may be broken) | +| **Range** | 240' | + +
+ +Caster, target creature, or target object becomes invisible. + +- Any clothing or gear carried by a target creature is also rendered invisible while carried. +- If an invisible creature attacks or casts a spell, the invisibility is broken. +- Invisible light sources still cast light. diff --git a/src/pages/spells/light.md b/src/pages/spells/light.md new file mode 100644 index 0000000..2c2056a --- /dev/null +++ b/src/pages/spells/light.md @@ -0,0 +1,32 @@ +--- +title: Light / Darkness +description: The Light / Darkness spell for DAGGR / OSR gaming. +date_pub: 2023-04-09T12:33:00-04:00 +section: spells +content_type: feature +short_code: sld +--- + +
+ +| | | +| ------------ | -------- | +| **Level** | 1 | +| **Duration** | 12 turns | +| **Range** | 120' | + +
+ +Conjures 15' radius of light at object or creature, bright enough to read and see, but not as bright as daylight. + +- When cast on a creature's eyes, they must **Save vs Spells** or be blinded and unable to attack. +- May also be used to dispel **Darkness** (below). + +### Darkness + +Reversed version of **Light**. + +Conjures 15' radius of magical darkness at object or creature, preventing normal sight (but not infravision). + +- When cast on a creature's eyes, they must **Save vs Spells** or be blinded and unable to attack. +- May also be used to dispel **Light**. diff --git a/src/pages/zine/issue1.md b/src/pages/zine/issue1.md index 277ad9e..5ec4e18 100644 --- a/src/pages/zine/issue1.md +++ b/src/pages/zine/issue1.md @@ -11,7 +11,7 @@ [ "/astral/adventuring.html", "/races/automaton.html", - "/monsters/drahki.html", + "/bestiary/drahki.html", ], } ---