Update to use HOSR
This commit is contained in:
113
ose_backup/classes/astral-corsair.md
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113
ose_backup/classes/astral-corsair.md
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---
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title: The Astral Corsair
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description: The Astral Corsair class for Old School Essentials.
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date_pub: 2023-02-17T00:15:00-05:00
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section: classes
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content_type: feature
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short_code: cac1
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---
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<div class='headlessTableWrapper'>
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| | |
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| ------------------- | ------------------- |
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| **Requirements** | None |
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| **Prime requisite** | DEX |
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| **Hit Dice** | 1d4 |
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| **Maximum Level** | 14 |
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| **Armour** | Leather, no shields |
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| **Weapons** | Any |
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| **Languages** | Alignment, Common |
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</div>
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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.
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[[toc]]
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### Boarding
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Corsairs who are in the act of boarding another vessel don't suffer the usual boarding penalty to attack rolls and Armour Class.
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### Combat
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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.
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### Astral Corsair Skills
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Corsairs can use the following skills, with the chance of success shown below:
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- **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.
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- **Move silently (MS)**: An astral corsair may attempt to sneak past enemies unnoticed.
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- **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.
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- **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%.
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<div class="dividedTableWrapper">
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| Level | CS | MS | SF | TW |
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| :---: | :-: | :-: | :-: | :-: |
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| 1 | 87 | 20 | 15 | 60 |
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| 2 | 88 | 25 | 20 | 65 |
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| 3 | 89 | 30 | 25 | 70 |
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| 4 | 90 | 35 | 30 | 75 |
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| 5 | 91 | 40 | 35 | 80 |
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| 6 | 92 | 45 | 45 | 85 |
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| 7 | 93 | 50 | 55 | 90 |
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| 8 | 94 | 55 | 65 | 95 |
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| 9 | 95 | 60 | 75 | 97 |
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| 10 | 96 | 65 | 85 | 98 |
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| 11 | 97 | 70 | 90 | 99 |
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| 12 | 98 | 73 | 95 | 99 |
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| 13 | 99 | 76 | 97 | 99 |
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| 14 | 99 | 80 | 99 | 99 |
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[Astral Corsair Skills Chance of Success]
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</div>
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### Rolling Skill Checks
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All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success.
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#### Player Knowledge
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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.
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### Lore
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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.
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### Sneak Attack
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When attacking an unaware opponent from behind, a corsair receives a +4 bonus to hit and doubles any damage dealt.
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### After Reaching 9th Level
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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.
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<div class="dividedTableWrapper levelTable">
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| |||| Saving Throws |||||
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| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
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| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: |
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| 1 | 0 | 1d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
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| 2 | 1,200 | 2d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
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| 3 | 2,400 | 3d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
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| 4 | 4,800 | 4d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
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| 5 | 9,600 | 5d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
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| 6 | 20,000 | 6d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
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| 7 | 40,000 | 7d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
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| 8 | 80,000 | 8d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
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| 9 | 160,000 | 9d4 | 14 [+5] | 10 | 11 | 9 | 12 | 10 |
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| 10 | 280,000 | 9d4+2[^2] | 14 [+5] | 10 | 11 | 9 | 12 | 10 |
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| 11 | 400,000 | 9d4+4[^2] | 14 [+5] | 10 | 11 | 9 | 12 | 10 |
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| 12 | 520,000 | 9d4+6[^2] | 14 [+5] | 10 | 11 | 9 | 12 | 10 |
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| 13 | 640,000 | 9d4+8[^2] | 12 [+7] | 8 | 9 | 7 | 10 | 8 |
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| 14 | 760,000 | 9d4+10[^2] | 12 [+7] | 8 | 9 | 7 | 10 | 8 |
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[Astral Corsair Level Progression]
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[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
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[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply.
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</div>
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81
ose_backup/classes/automaton.md
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81
ose_backup/classes/automaton.md
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---
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title: Automaton
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description: The Automaton nonhuman class for Old School Essentials.
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date_pub: 2023-02-16T23:36:00-05:00
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section: classes
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content_type: feature
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short_code: ca1
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---
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<div class="nonHumanClassTableWrapper">
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| Nonhuman Class ||
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| | |
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| ------------------- | ---------------------- |
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| **Requirements** | None |
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| **Prime requisite** | CON |
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| **Hit Dice** | 1d8 |
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| **Maximum Level** | 10 |
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| **Armour** | Any, including shields |
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| **Weapons** | Any |
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| **Languages** | Alignment, Common |
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</div>
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Automatons are magically-powered, fully sentient beings composed of metal and wood. Although some are believed to have been built for a long forgotton war, most were built as arcane experiments by powerful wizards, or to serve as slaves in decadent, high-magic socities. Despite their origins, many are driven to find a purpose beyond their original design.
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[[toc]]
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### Combat
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An automaton can wield any weapon, and can use any armour that has been integrated with their body (see below).
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### Integrated Armor
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The body of an automaton has built-in defensive layers, which may be enhanced with armour.
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- Automatons gain a +1 bonus to Armour Class.
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- Automatons can don any armour. To don armour, it must be incorporated into an automaton's body over the course of 1 hour, during which they must remain in contact with the armour. To doff armour, an automaton must spend 1 hour removing it. An automaton can rest while donning or doffing armour in this way.
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- While an automaton lives, worn armour can't be removed from their body against their will.
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### Resilience
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Automatons have remarkable fortitude, represented as follows:
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- Automatons don’t need to eat, drink, or breathe.
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- Automatons are immune to disease.
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- Automatons don't need to sleep, and magic can't put them to sleep (although they do need to rest, see below).
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- Automatons get +2 on saving throws vs. poison
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### Sentry
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When an automaton takes a rest, they must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, the automaton appears inert, but is still conscious and can see and hear as normal.
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### After Reaching 8th Level
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An automaton has the option of creating a stronghold, usually a secluded tower, although it may take another form based on the desires and goals of the automaton. This will often attract other automatons and/or friendly humanoids.
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<div class="dividedTableWrapper levelTable">
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| |||| Saving Throws |||||
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| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
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| :---: | :-----: | :-------: | :-----: | :---: | :---: | :---: | :---: | :---: |
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| 1 | 0 | 1d8 | 19 [0] | 8 | 9 | 10 | 13 | 12 |
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| 2 | 2,200 | 2d8 | 19 [0] | 8 | 9 | 10 | 13 | 12 |
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| 3 | 4,400 | 3d8 | 19 [0] | 8 | 9 | 10 | 13 | 12 |
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| 4 | 8,800 | 4d8 | 17 [+2] | 6 | 7 | 8 | 10 | 10 |
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| 5 | 17,000 | 5d8 | 17 [+2] | 6 | 7 | 8 | 10 | 10 |
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| 6 | 35,000 | 6d8 | 17 [+2] | 6 | 7 | 8 | 10 | 10 |
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| 7 | 70,000 | 7d8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 |
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| 8 | 140,000 | 8d8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 |
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| 9 | 270,000 | 9d8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 |
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| 10 | 400,000 | 9d8+3[^2] | 12 [+7] | 2 | 3 | 4 | 4 | 6 |
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| 11 | 530,000 | 9d8+6[^2] | 12 [+7] | 2 | 3 | 4 | 4 | 6 |
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| 12 | 660,000 | 9d8+9[^2] | 12 [+7] | 2 | 3 | 4 | 4 | 6 |
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[Automaton Level Progression]
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[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
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[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply.
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</div>
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87
ose_backup/classes/bloodmage.md
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87
ose_backup/classes/bloodmage.md
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---
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title: Bloodmage
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description: The Bloodmage class for Old School Essentials.
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date_pub: 2023-02-26T17:46:00-05:00
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section: classes
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content_type: feature
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short_code: cw1
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---
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<div class='headlessTableWrapper'>
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| | |
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| ------------------- | --------------------------------------------- |
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| **Requirements** | None |
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| **Prime requisite** | INT |
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| **Hit Dice** | 1d6 |
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| **Maximum Level** | 14 |
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| **Armour** | Leather, no shields |
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| **Weapons** | One-handed melee weapons, all missile weapons |
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| **Languages** | Alignment, Common |
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</div>
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Bloodmages are arcane spellcasters that use their own life force, rather than their memories, to cast spells.
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[[toc]]
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### Arcane Magic
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See [Spells](https://oldschoolessentials.necroticgnome.com/srd/index.php/Spells) for full details on arcane magic.
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**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.
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**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).
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**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.
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**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).
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### Combat
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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.
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### Healing
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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).
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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.
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### After Reaching 11th Level
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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.
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### Bloodmage Level Progression
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<div class="dividedTableWrapper levelTable">
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| |||| Saving Throws ||||||
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| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | Max Spell Level |
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| :---: | :-------: | :-------: | :-----: | :---: | :---: | :---: | :---: | :---: | :-: |
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| 1 | 0 | 1d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 1 |
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| 2 | 2,500 | 2d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 1 |
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| 3 | 5,000 | 3d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 2 |
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| 4 | 10,000 | 4d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 2 |
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| 5 | 20,000 | 5d6 | 17 [+2] | 13 | 14 | 13 | 16 | 15 | 3 |
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| 6 | 40,000 | 6d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 3 |
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| 7 | 80,000 | 7d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 4 |
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| 8 | 150,000 | 8d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 4 |
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| 9 | 300,000 | 9d6 | 14 [+5] | 11 | 12 | 11 | 14 | 12 | 5 |
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| 10 | 450,000 | 9d6+1[^2] | 14 [+5] | 11 | 12 | 11 | 14 | 12 | 5 |
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| 11 | 600,000 | 9d6+2[^2] | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 6 |
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| 12 | 750,000 | 9d6+3[^2] | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 6 |
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| 13 | 900,000 | 9d6+4[^2] | 12 [+7] | 8 | 9 | 8 | 11 | 8 | 6 |
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| 14 | 1,050,000 | 9d6+5[^2] | 12 [+7] | 8 | 9 | 8 | 11 | 8 | 6 |
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[Bloodmage Level Progression]
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</div>
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[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
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[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply.
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### Available Races and Max Level
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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).
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Adapted from _[Alternate Magic](https://www.drivethrurpg.com/product/397412/Alternate-Magic-OSR)_ by [Eric Diaz](http://methodsetmadness.blogspot.com/)
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115
ose_backup/classes/corsair.md
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115
ose_backup/classes/corsair.md
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---
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title: The Corsair
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description: The Corsair class for Old School Essentials.
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date_pub: 2023-02-17T00:09:00-05:00
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||||
section: classes
|
||||
content_type: feature
|
||||
short_code: cc1
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---
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------------- | ------------------- |
|
||||
| **Requirements** | None |
|
||||
| **Prime requisite** | DEX |
|
||||
| **Hit Dice** | 1d4 |
|
||||
| **Maximum Level** | 14 |
|
||||
| **Armour** | Leather, no shields |
|
||||
| **Weapons** | Any |
|
||||
| **Languages** | Alignment, Common |
|
||||
|
||||
</div>
|
||||
|
||||
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%.
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| Level | CS | MS | SF | TW |
|
||||
| :---: | :-: | :-: | :-: | :-: |
|
||||
| 1 | 87 | 20 | 15 | 60 |
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||||
| 2 | 88 | 25 | 20 | 65 |
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||||
| 3 | 89 | 30 | 25 | 70 |
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||||
| 4 | 90 | 35 | 30 | 75 |
|
||||
| 5 | 91 | 40 | 35 | 80 |
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||||
| 6 | 92 | 45 | 45 | 85 |
|
||||
| 7 | 93 | 50 | 55 | 90 |
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||||
| 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]
|
||||
|
||||
</div>
|
||||
|
||||
### 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
|
||||
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
| |||| 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.
|
||||
|
||||
</div>
|
110
ose_backup/classes/dracokin.md
Normal file
110
ose_backup/classes/dracokin.md
Normal file
@@ -0,0 +1,110 @@
|
||||
---
|
||||
title: Dracokin
|
||||
description: The Dracokin class for Old School Essentials.
|
||||
date_pub: 2023-02-15T00:26:00-05:00
|
||||
section: classes
|
||||
content_type: feature
|
||||
short_code: cd1
|
||||
---
|
||||
|
||||
- Needs Intro
|
||||
|
||||
<div class="nonHumanClassTableWrapper">
|
||||
|
||||
| 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 |
|
||||
|
||||
</div>
|
||||
|
||||
Dracokin are a race of relatively tall (5.5') reptilian humanoids with large, powerful jaws, armor-like scales on their skin, and dragon-style breath weapons. A variety of different colors of dracokin can be found throughout the multiverse, with each color of scale indicating the dracokin's type of breath weapon.
|
||||
|
||||
The largest society of dracokin in the Astral Plane are the Drahki, from the eternal dragon plane, Drahkenos. Dracokin from various material planes can also be found scattered around the astral.
|
||||
|
||||
[[toc]]
|
||||
|
||||
### Breath Weapon
|
||||
|
||||
Dracokin use the power of their draconic ancestory to exhale destructive energy. When a dracokin uses their breath weapon, all creatures in the area must make a saving throw vs. Breath Attacks. A creature takes 2d4 damage on a failed save, half as much on a successful one. The damage increases to 3d4 at 6th level, and 4d4 at 12th. Dracokin may use their breath weapons a number of times per day equal to 1/2 their level, rounded up.
|
||||
|
||||
### Breath Resistance
|
||||
|
||||
Dracokin get a +2 to all Saving Throws vs. Breath Attacks of the same type that they can produce.
|
||||
|
||||
### Combat
|
||||
|
||||
Dracokin can use all types of weapons and armour.
|
||||
|
||||
### Draconic Ancestry
|
||||
|
||||
Dracokin are are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon.
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| 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]
|
||||
|
||||
</div>
|
||||
|
||||
[^1]: Rather than dealing damage, targets in area must _save versus breath_ or fall asleep for 1d4 turns
|
||||
|
||||
#### Area Descriptions
|
||||
|
||||
- _Cloud_: cloud of the indicated width, height, and depth
|
||||
- _Cone_: 2' wide at the mouth, indicated length and width at far end.
|
||||
- _Line_: 5' wide line of the indicated length
|
||||
|
||||
### After Reaching 9th Level
|
||||
|
||||
A dracokin may build a castle or stronghold and control the surrounding lands. The character may be granted a title such as Baron or Baroness. The land under the dracokin's control is then known as a Barony.
|
||||
|
||||
### Dracokin Level Progression
|
||||
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
| |||| Saving Throws |||||
|
||||
| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
|
||||
| :-: | :-----: | :-------: | :-----: | :---: | :---: | :---: | :---: | :---: |
|
||||
| 1 | 0 | 1d8 | 19 [0] | 12 | 13 | 13 | 15 | 12 |
|
||||
| 2 | 2,200 | 2d8 | 19 [0] | 12 | 13 | 13 | 15 | 12 |
|
||||
| 3 | 4,400 | 3d8 | 19 [0] | 12 | 13 | 13 | 15 | 12 |
|
||||
| 4 | 8,800 | 4d8 | 17 [+2] | 10 | 11 | 11 | 13 | 10 |
|
||||
| 5 | 17,000 | 5d8 | 17 [+2] | 10 | 11 | 11 | 13 | 10 |
|
||||
| 6 | 35,000 | 6d8 | 17 [+2] | 10 | 11 | 11 | 13 | 10 |
|
||||
| 7 | 70,000 | 7d8 | 14 [+5] | 8 | 9 | 9 | 10 | 8 |
|
||||
| 8 | 140,000 | 8d8 | 14 [+5] | 8 | 9 | 9 | 10 | 8 |
|
||||
| 9 | 270,000 | 9d8 | 14 [+5] | 8 | 9 | 9 | 10 | 8 |
|
||||
| 10 | 400,000 | 9d8+3[^2] | 12 [+7] | 6 | 7 | 8 | 8 | 6 |
|
||||
| 11 | 530,000 | 9d8+6[^2] | 12 [+7] | 6 | 7 | 8 | 8 | 6 |
|
||||
| 12 | 660,000 | 9d8+9[^2] | 12 [+7] | 6 | 7 | 8 | 8 | 6 |
|
||||
|
||||
[Dracokin Level Progression]
|
||||
|
||||
</div>
|
||||
|
||||
[^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.
|
122
ose_backup/classes/felinar.md
Normal file
122
ose_backup/classes/felinar.md
Normal file
@@ -0,0 +1,122 @@
|
||||
---
|
||||
title: Felinar
|
||||
description: The Felinar (anthromorphic cat) class for Old School Essentials.
|
||||
date_pub: 2023-02-15T00:26:00-05:00
|
||||
section: classes
|
||||
content_type: feature
|
||||
short_code: cf1
|
||||
---
|
||||
|
||||
- Needs intro
|
||||
|
||||
<div class="nonHumanClassTableWrapper">
|
||||
|
||||
| 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 |
|
||||
|
||||
</div>
|
||||
|
||||
_INTRO_
|
||||
|
||||
[[toc]]
|
||||
|
||||
### Claw Attack
|
||||
|
||||
Felinar have natural claws that can be used to make an attack, dealing 1d4 damage on a successful hit.
|
||||
|
||||
### Combat
|
||||
|
||||
Felinar cannot wear armour bulkier than leather and cannot use shields. They are able to use all missile weapons. Their use of melee weapons is restricted to light blades and staff weapons.
|
||||
|
||||
### Evasion
|
||||
|
||||
When retreating from melee, a felinar’s ability to tumble negates the opponent’s usual +2 bonus to hit (see [Combat](https://oldschoolessentials.necroticgnome.com/srd/index.php/Combat)).
|
||||
|
||||
### Felinar Skills
|
||||
|
||||
Felinar can use the following skills with the chance of success shown opposite.
|
||||
|
||||
- **Climb sheer surfaces (CS)**: A roll is required for each 100’ to be climbed. If the roll fails, the felinar falls at the halfway point, suffering falling damage.
|
||||
- **Falling (FA)**: When able to tumble, felinar suffer no damage from the first 10’ of any fall. Damage due to falling from a greater height is reduced by the listed percentage (rounding fractions down).
|
||||
- **Move silently (MS)**: A felinar may attempt to sneak past enemies unnoticed.
|
||||
- **Tightrope walking (TW)**: Felinar can walk along tightropes, narrow beams, and ledges at up to half their normal movement rate. A roll is required every 60’. Failure indicates that the felinar falls and suffers falling damage. Windy conditions may reduce the chance of success by up to 20%. Holding a balance pole increases the chance of success by 10%.
|
||||
|
||||
<div class="dividedTableWrapper">
|
||||
|
||||
| Level | CS | FA | MS | TW |
|
||||
| :---: | :-: | :-: | :-: | :-: |
|
||||
| 1 | 87 | 25 | 20 | 60 |
|
||||
| 2 | 88 | 25 | 25 | 65 |
|
||||
| 3 | 89 | 25 | 30 | 70 |
|
||||
| 4 | 90 | 33 | 35 | 75 |
|
||||
| 5 | 91 | 33 | 40 | 80 |
|
||||
| 6 | 92 | 33 | 45 | 85 |
|
||||
| 7 | 93 | 50 | 50 | 90 |
|
||||
| 8 | 94 | 50 | 55 | 95 |
|
||||
| 9 | 95 | 50 | 60 | 99 |
|
||||
| 10 | 96 | 66 | 65 | 99 |
|
||||
|
||||
[Felinar Skill Chance of Success]
|
||||
|
||||
</div>
|
||||
|
||||
### Rolling Skill Checks
|
||||
|
||||
All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success.
|
||||
|
||||
#### Player Knowledge
|
||||
|
||||
The referee should roll for move silently on the player’s behalf, as the felinar always believes the attempt to be successful. If the roll fails, the referee knows that the felinar has been noticed and should determine enemies’ actions appropriately.
|
||||
|
||||
### Infravision
|
||||
|
||||
Felinar have infravision to 60’ (see _Darkness_ under [Hazards and Challenges](https://oldschoolessentials.necroticgnome.com/srd/index.php/Hazards_and_Challenges#Darkness_)).
|
||||
|
||||
### Jumping
|
||||
|
||||
With a 20’ run-up, a felinar can jump across a 10’ wide pit or chasm (or 20’ wide when aided by the use of a pole). Also when using a pole, a felinar can jump over a 10’ high wall or onto a 10’ high ledge. Suitable poles for jumping include: 10’ poles, polearms, spears, staves.
|
||||
|
||||
### Languages
|
||||
|
||||
Felinar know Common, their alignment language, and Felinese (the native language of the felinar race).
|
||||
|
||||
### Listening at Doors
|
||||
|
||||
Felinar have a 2-in-6 chance of hearing noises (see [Dungeon Adventuring](https://oldschoolessentials.necroticgnome.com/srd/index.php/Dungeon_Adventuring)).
|
||||
|
||||
### After Reaching 8th Level
|
||||
|
||||
A felinar has the option of creating a stronghold that will form the basis of a new community, attracting 2d6 felinar apprentices of 1st level. Felinar communities are usually located in the wilderness (typically a forested or jungle area).
|
||||
|
||||
### Felinar Level Progression
|
||||
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
| |||| Saving Throws |||||
|
||||
| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
|
||||
| :-: | :-----: | :-------: | :-----: | :---: | :---: | :---: | :---: | :---: |
|
||||
| 1 | 0 | 1d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
|
||||
| 2 | 3,000 | 2d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
|
||||
| 3 | 6,000 | 3d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
|
||||
| 4 | 12,000 | 4d4 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
|
||||
| 5 | 30,000 | 5d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
|
||||
| 6 | 60,000 | 6d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
|
||||
| 7 | 120,000 | 7d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
|
||||
| 8 | 240,000 | 8d4 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
|
||||
| 9 | 400,000 | 9d4 | 14 [+5] | 11 | 11 | 9 | 12 | 11 |
|
||||
| 10 | 600,000 | 9d4+1[^2] | 14 [+5] | 11 | 11 | 9 | 12 | 11 |
|
||||
|
||||
[Felinar Level Progression]
|
||||
|
||||
</div>
|
||||
|
||||
[^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.
|
90
ose_backup/classes/firfolk.md
Normal file
90
ose_backup/classes/firfolk.md
Normal file
@@ -0,0 +1,90 @@
|
||||
---
|
||||
title: Firfolk
|
||||
description: The Firfolk class for Old School Essentials.
|
||||
date_pub: 2023-02-15T00:26:00-05:00
|
||||
section: classes
|
||||
content_type: feature
|
||||
short_code: cf2
|
||||
---
|
||||
|
||||
- **Needs Intro**
|
||||
|
||||
<div class="nonHumanClassTableWrapper">
|
||||
|
||||
| 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 |
|
||||
|
||||
</div>
|
||||
|
||||
_INTRO_
|
||||
|
||||
**Prime requisites**: A firfolk with at least 13 STR and WIS gains a 5% bonus to experience. A firfolk with at least 13 STR and at least 16 WIS gains a 10% bonus.
|
||||
|
||||
[[toc]]
|
||||
|
||||
### Combat
|
||||
|
||||
Firfolk can use all types of weapons and armour, but it must be tailored to their large size.
|
||||
|
||||
**Two-handed melee weapons**: A firfolk can wield any two-handed melee weapon, such as a battle axe, with only one hand.
|
||||
|
||||
### Divine Magic
|
||||
|
||||
See [Spells](https://oldschoolessentials.necroticgnome.com/srd/index.php/Spells) for full details on divine magic.
|
||||
|
||||
**Holy symbol**: A firfolk must carry a holy symbol: a sprig of mistletoe which the character must harvest.
|
||||
|
||||
**Deity disfavour**: Firfolk must be faithful to the tenets of their alignment and religion. Firfolk who fall from favour with their deity may incur penalties.
|
||||
|
||||
**Magical research**: A firfolk of any level may spend time and money on magical research. This allows them to create new spells or other magical effects associated with their deity. When a firfolk reaches 9th level, they are also able to create magic items.
|
||||
|
||||
**Spell casting**: A firfolk may pray to receive spells from nature. The power and number of spells available to a firfolk are determined by the character’s experience level. Firfolk cast spells from the Druid spell list (see _Magic_ in Old-School Essentials Advanced). At 1st level, a firfolk may only pray for the illusionist _glamour_ spell, but from 2nd level, the character may pray for it or any spell on the spell list. Firfolk are also able to pray for the magic-user _invisibility_ spell, from 3rd level.
|
||||
|
||||
**Using magic items**: As spell casters, firfolk can use magic scrolls of spells on their spell list. They can also use items that may only be used by divine spell casters (e.g. some staves). Firfolk may not use magical books or tomes.
|
||||
|
||||
### Languages
|
||||
|
||||
Firfolk know Common, their alignment language, and Firspeak (the native language of the firfolk race).
|
||||
|
||||
### Open Doors
|
||||
|
||||
Firfolk open even barred doors with ease. They are treated as the next highest STR category when it comes to determining their chance of opening doors (see
|
||||
[Ability Scores](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores) in Old-School Essentials). For example, a firfolk with STR 12 is treated as if their STR were in the 13–15 category instead.
|
||||
|
||||
### After Reaching 8th Level
|
||||
|
||||
A firfolk has the option of creating a stronghold that will form the basis of a new community of firfolk. Firfolk communities are usually located in the wilderness (typically a forested or hilly area).
|
||||
|
||||
### Firfolk Level Progression
|
||||
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
| |||| Saving Throws ||||| Spells |||||
|
||||
| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 | 4 | 5 |
|
||||
|:-------:|:-----------:|:--------:|:---------:|:----:|:----:|:----:|:----:|:----:|:---:|:---:|:---:|:---:|:---:|
|
||||
| 1 | 0 | 1d8 | 19 [0] | 8 | 9 | 10 | 13 | 12 | 1[^2] | - | - | - | - |
|
||||
| 2 | 4,000 | 2d8 | 19 [0] | 8 | 9 | 10 | 13 | 12 | 2 | - | - | - | - |
|
||||
| 3 | 8,000 | 3d8 | 19 [0] | 8 | 9 | 10 | 13 | 12 | 2 | 1 | - | - | - |
|
||||
| 4 | 16,000 | 4d8 | 17 [+2] | 6 | 7 | 8 | 10 | 10 | 2 | 2 | - | - | - |
|
||||
| 5 | 32,000 | 5d8 | 17 [+2] | 6 | 7 | 8 | 10 | 10 | 2 | 2 | 1 | - | - |
|
||||
| 6 | 64,000 | 6d8 | 17 [+2] | 6 | 7 | 8 | 19 | 10 | 2 | 2 | 2 | 1 | - |
|
||||
| 7 | 120,000 | 7d8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 | 3 | 3 | 2 | 2 | 1 |
|
||||
| 8 | 250,000 | 8d8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 | 3 | 4 | 3 | 2 | 2 |
|
||||
| 9 | 400,000 | 9d8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 | 4 | 4 | 3 | 3 | 2 |
|
||||
| 10 | 600,000 | 9d8+1[^3] | 12 [+7] | 2 | 3 | 4 | 4 | 6 | 4 | 4 | 4 | 3 | 3 |
|
||||
|
||||
[Firfolk Level Progression]
|
||||
|
||||
</div>
|
||||
|
||||
[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
|
||||
[^2]: At 1st level, a firfolk may only pray for the glamour spell.
|
||||
[^3]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply.
|
20
ose_backup/classes/index.md
Normal file
20
ose_backup/classes/index.md
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|
||||
---
|
||||
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
|
147
ose_backup/classes/kineticist-powers.md
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147
ose_backup/classes/kineticist-powers.md
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|
||||
## 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.
|
||||
|
||||
<!--
|
||||
### ESP (WIP)
|
||||
|
||||
_Duration: Concentration, 1 round_
|
||||
_Range: 90'_
|
||||
|
||||
By concentrating for 1 round, the kineticist can read the thoughts of an intelligent, living creature within range.
|
||||
_Unwilling targets_: May _save vs spells_ to resist.
|
||||
_Concentration_: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.
|
||||
-->
|
||||
|
||||
### 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.
|
||||
|
||||
<!--
|
||||
### Gestalt (WIP)
|
||||
|
||||
_Duration: Concentration, 1 round_
|
||||
_Range: Touch_
|
||||
|
||||
The kineticist can read the memories of a living creature that they are in physical contact with, and share their own memories with the creature in return.
|
||||
_Unwilling targets_: May _save vs spells_ to resist.
|
||||
_Concentration_: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.
|
||||
-->
|
||||
|
||||
### 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.
|
||||
|
||||
<!--
|
||||
### Terrify
|
||||
|
||||
-->
|
104
ose_backup/classes/mimikin.md
Normal file
104
ose_backup/classes/mimikin.md
Normal file
@@ -0,0 +1,104 @@
|
||||
---
|
||||
title: Mimikin
|
||||
description: The Mimikin (changeling) class for Old School Essentials.
|
||||
date_pub: 2023-02-17T22:44:00-05:00
|
||||
section: classes
|
||||
content_type: feature
|
||||
short_code: cm1
|
||||
---
|
||||
|
||||
| Demihuman Class ||
|
||||
| | |
|
||||
| ------------------- | ---------------------------------------- |
|
||||
| **Requirements** | Minimum CHA 9 |
|
||||
| **Prime requisite** | CHA and DEX |
|
||||
| **Hit Dice** | 1d6 |
|
||||
| **Maximum Level** | 10 |
|
||||
| **Armour** | Leather or chainmail, no shields |
|
||||
| **Weapons** | Any |
|
||||
| **Languages** | Alignment, Common, any 2 other languages |
|
||||
|
||||
Mimikin are a rarely-seen type of demihuman, able to shift their physical forms at will. Usually human-like in stature, their true forms usually have naturally pale, grey skin, unnervingly blank facial features, and silvery hair. However, because of their shapeshifting nature, they usuallly pass as humans or other similarly-sized demihumans, only returning to their true forms on death.
|
||||
|
||||
Many mimikin use their gifts as a form of artistic or emotional expression, but some see them as invaluable tools for grifting, spying, and general deception, leading to their distrust by the other races.
|
||||
|
||||
**Prime requisites**: A mimikin with at least 13 CHA and DEX gains a 5% bonus to experience. A mimikin with at least 16 CHA and DEX gains a 10% bonus.
|
||||
|
||||
[[toc]]
|
||||
|
||||
### Back-stab
|
||||
|
||||
When attacking an unaware opponent from behind, a mimikin receives a +4 bonus to hit and doubles any damage dealt.
|
||||
|
||||
### Combat
|
||||
|
||||
Mimikin can use all types of weapons and can use leather armour and chainmail. Because of their need for freedom of movement, they cannot use plate mail or shields.
|
||||
|
||||
### Languages
|
||||
|
||||
Mimikin know Common, their alignment language, and 2 other langauges of the referee's choice.
|
||||
|
||||
### Shapechanger
|
||||
|
||||
Mimikin can change their appearance and voice on demand. This includes choosing specific colorations of eyes, skin, and hair, along with hair length, sex, and even height and weight (the latter two within human standards). This ability even allows them to pass as a member of another (human-sized) race, although their game statistics do not change. They can only duplicate the appearance of a creature that they have seen, and are limited to forms with the same basic arrangement of limbs. The change process takes about 10 seconds, and has no affect on their clothing or equipment. Once the change is complete, in can be maintained until the mimikin either changes again or they die (at which point they revert to their true forms).
|
||||
|
||||
### Mimikin Skills
|
||||
|
||||
Mimikin can use the following skills, with the chance of success shown opposite:
|
||||
|
||||
- **Hide in shadows (HS)**: Requires the mimikin to be motionless - attacking or moving while hiding is not possible.
|
||||
- **Move silently (MS)**: A mimikin may attempt to sneak past enemies unnoticed.
|
||||
|
||||
| Level | HS | MS |
|
||||
| :---: | :-: | :-: |
|
||||
| 1 | 10 | 20 |
|
||||
| 2 | 15 | 25 |
|
||||
| 3 | 20 | 30 |
|
||||
| 4 | 25 | 35 |
|
||||
| 5 | 30 | 40 |
|
||||
| 6 | 35 | 45 |
|
||||
| 7 | 40 | 50 |
|
||||
| 8 | 45 | 55 |
|
||||
| 9 | 55 | 65 |
|
||||
| 10 | 65 | 75 |
|
||||
|
||||
[Mimikin Skills Chance of Success]
|
||||
|
||||
</div>
|
||||
|
||||
### Rolling Skill Checks
|
||||
|
||||
All skills are rolled on d%, with a result of less than or equal to the listed percentage indicating success.
|
||||
|
||||
#### Player Knowledge
|
||||
|
||||
The referee should roll for hide in shadows and move silently on the player’s behalf, as the mimikin does not immediately know if the attempt was successful. If a hide in shadows or move silently roll fails, the referee knows that the mimikin has been noticed and should determine enemies’ actions appropriately.
|
||||
|
||||
### After Reaching 8th Level
|
||||
|
||||
A mimikin may form a new tribe, attracting 2d4 other mimikin of first level.
|
||||
|
||||
#### Mimikin Level Progression
|
||||
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
| |||| Saving Throws |||||
|
||||
| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
|
||||
| :---: | :-----: | :-------: | :-----: | :---: | :---: | :---: | :---: | :---: |
|
||||
| 1 | 0 | 1d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
|
||||
| 2 | 1,800 | 2d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
|
||||
| 3 | 3,600 | 3d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
|
||||
| 4 | 7,000 | 4d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 |
|
||||
| 5 | 14,600 | 5d6 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
|
||||
| 6 | 28,000 | 6d6 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
|
||||
| 7 | 60,000 | 7d6 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
|
||||
| 8 | 120,000 | 8d6 | 17 [+2] | 12 | 13 | 11 | 14 | 13 |
|
||||
| 9 | 250,000 | 9d6 | 14 [+5] | 10 | 11 | 9 | 12 | 10 |
|
||||
| 10 | 500,000 | 9d6+2[^2] | 14 [+5] | 10 | 11 | 9 | 12 | 10 |
|
||||
|
||||
[Mimikin Level Progression]
|
||||
|
||||
[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
|
||||
[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply.
|
||||
|
||||
</div>
|
72
ose_backup/classes/tortokin.md
Normal file
72
ose_backup/classes/tortokin.md
Normal file
@@ -0,0 +1,72 @@
|
||||
---
|
||||
title: Tortokin
|
||||
description: TBD
|
||||
date_pub: 2023-02-15T00:26:00-05:00
|
||||
section: classes
|
||||
content_type: feature
|
||||
short_code: ct1
|
||||
---
|
||||
|
||||
<div class="nonHumanClassTableWrapper">
|
||||
|
||||
| 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 |
|
||||
|
||||
</div>
|
||||
|
||||
Tortokin are a race of relatively tall (5.5') reptilian-looking humanoids with leathery, earth-toned skin and large, dark, tortoise-like shells on their backs capable of holding their entire bodies. They rarely wear any clothing, preferring instead to use belts and harnesses to carry their belongings. As most tortokin feel as though they have their houses on their backs, they rarely feel homesick and tend to avoid laying roots in any single place, preferring instead to travel and wander. Although they typically aren't good swimmers, their natural buoyancy and ability to hold their breath for extended periods of time helps them traverse swamps and bodies of water with ease.
|
||||
|
||||
[[toc]]
|
||||
|
||||
### Armour Class
|
||||
|
||||
Tortokin have hard shells that serve as natural armor, providing a base Armour Class of 6[13] which improves to 4[15] at 5th level, and 2[17] at 9th level.
|
||||
|
||||
### Claw Attack
|
||||
|
||||
Tortokin have natural claws that can be used to make an attack, dealing 1d4 damage on a successful hit.
|
||||
|
||||
### Combat
|
||||
|
||||
Tortokin can use all weapons and shields, but cannot use armour, instead relying on their hard shells for defence in battle.
|
||||
|
||||
### Hold Breath
|
||||
|
||||
Tortokin can hold their breath for up to 1 hour.
|
||||
|
||||
### After Reaching 9th Level
|
||||
|
||||
A tortokin has the option of creating a stronghold that will form the basis of a new community of tortokin. Tortokin communities can be located either near those of humans or in the wilderness (typically a coastal or swampy area).
|
||||
|
||||
### Tortokin Level Progression
|
||||
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
| |||| Saving Throws |||||
|
||||
| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
|
||||
| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: |
|
||||
| 1 | 0 | 1d6 | 19 [0] | 12 | 13 | 13 | 15 | 12 |
|
||||
| 2 | 2,000 | 2d6 | 19 [0] | 12 | 13 | 13 | 15 | 12 |
|
||||
| 3 | 4,000 | 3d6 | 19 [0] | 12 | 13 | 13 | 15 | 12 |
|
||||
| 4 | 8,000 | 4d6 | 17 [+2] | 10 | 11 | 11 | 13 | 10 |
|
||||
| 5 | 16,000 | 5d6 | 17 [+2] | 10 | 11 | 11 | 13 | 10 |
|
||||
| 6 | 32,000 | 6d6 | 17 [+2] | 10 | 11 | 11 | 13 | 10 |
|
||||
| 7 | 64,000 | 7d6 | 14 [+5] | 8 | 9 | 9 | 10 | 8 |
|
||||
| 8 | 120,000 | 8d6 | 14 [+5] | 8 | 9 | 9 | 10 | 8 |
|
||||
| 9 | 250,000 | 9d6 | 14 [+5] | 8 | 9 | 9 | 10 | 8 |
|
||||
| 10 | 400,000 | 9d6+2[^2] | 12 [+7] | 6 | 7 | 8 | 8 | 6 |
|
||||
|
||||
[Tortokin Level Progression]
|
||||
|
||||
</div>
|
||||
|
||||
[^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.
|
145
ose_backup/classes/warlock.md
Executable file
145
ose_backup/classes/warlock.md
Executable file
@@ -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
|
||||
---
|
||||
|
||||
<div class='headlessTableWrapper'>
|
||||
|
||||
| | |
|
||||
| ------------------- | -------------------------------- |
|
||||
| **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 |
|
||||
|
||||
</div>
|
||||
|
||||
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)](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Remove_Fear_(Cause_Fear)>)
|
||||
- [Charm Person (MU/1)](https://oldschoolessentials.necroticgnome.com/srd/index.php/Charm_Person)
|
||||
- [Darkness (MU/1)](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Light_(Darkness)_(MU)>)
|
||||
- [Detect Magic (MU/1)](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Detect_Magic_(MU)>)
|
||||
- [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)](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Remove_Curse_(Curse)_(MU)>)
|
||||
- [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)](<https://oldschoolessentials.necroticgnome.com/srd/index.php/Raise_Dead_(Finger_of_Death)>)
|
||||
- [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
|
||||
|
||||
<div class="dividedTableWrapper levelTable">
|
||||
|
||||
| |||| 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]
|
||||
|
||||
</div>
|
||||
|
||||
[^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).
|
Reference in New Issue
Block a user