Update to use HOSR

This commit is contained in:
2023-04-24 18:13:58 -04:00
parent ce4d2e27b5
commit aafcfe893c
191 changed files with 8147 additions and 691 deletions

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@@ -0,0 +1,3 @@
### Astral Gliding
While on astral plane, can use currents to move as fast as an astral vessel.

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@@ -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.

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@@ -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.

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@@ -0,0 +1,11 @@
<div class="rulesMenu">
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)
</div>

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@@ -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;
}
}

View File

@@ -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",
},

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@@ -31,7 +31,7 @@
property="cc:attributionName"
rel="cc:attributionURL">
<%=site.author.name%></a>,
and is licensed under a
and is released under a
<a
rel="license"
href="/licenses/cc-by-sa.html">Creative Commons Attribution-ShareAlike 4.0 International License</a>.

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@@ -32,25 +32,71 @@
<nav class="navMenu" role="navigation">
<ul>
<li><a href="/bestiary/index.html">Bestiary</a></li>
<li><a href="/classes/index.html">Classes</a></li>
<!--
<li><a href="/gods/index.html">Gods</a></li>
<li class="hasSubMenu"><a href="/equipment/index.html" aria-haspopup="true">Equipment</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/weapons/index.html">Weapons</a></li>
</ul>
</li>
-->
<li class="hasSubMenu"><a href="/magic/index.html" aria-haspopup="true">Magic</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/magic-items/index.html">Items</a></li>
<li><a href="/spells/index.html">Spells</a></li>
</ul>
</li>
<li class="hasSubMenu"><a href="/planes/index.html" aria-haspopup="true">The Planes</a>
<ul class="dropdown" aria-label="submenu">
<li class="hasSubMenu"><a href="/astral/index.html" aria-haspopup="true">Astral Plane</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/astral/adventuring.html">Adventuring</a></li>
<li><a href="/astral/factions.html">Factions</a></li>
<li><a href="/monsters/index.html">Monsters</a></li>
<li><a href="/bestiary/index.html">Monsters</a></li>
<li><a href="/astral/timeline.html">Timeline</a></li>
<li><a href="/astral/vessels.html">Vessels</a></li>
<!-- <li><a href="/astral/zenopus-cove.html">Zenopus Cove</a></li> -->
</ul>
</li>
<li><a href="/planes/elemental/index.html">Elemental Planes</a></li>
<li><a href="/planes/material/index.html">Material Planes</a></li>
<li><a href="/planes/near/index.html">Near Planes</a></li>
<li><a href="/planes/transcendental/index.html">Transcendental Planes</a></li>
<!--<li><a href="/planes/infernus.html">Infernus</a></li>-->
</ul>
</li>
<li><a href="/races/index.html">Races</a></li>
<li class="hasSubMenu"><a href="/rules/index.html" aria-haspopup="true">Rules</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/rules/basics.html">Basics</a></li>
<li><a href="/rules/combat.html">Combat</a></li>
<li><a href="/rules/adventuring.html">Adventuring</a></li>
<li><a href="/rules/magic.html">Magic</a></li>
<li><a href="/rules/referee.html">Referees Only</a></li>
</ul>
</li>
<li class="hasSubMenu"><a href="/planes/index.html" aria-haspopup="true">About</a>
<ul class="dropdown" aria-label="submenu">
<li class="hasSubMenu"><a href="/astral/index.html" aria-haspopup="true">Campaign</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/npcs/index.html">NPCs</a></li>
<li><a href="/campaign/ravager.html">The Ravager</a></li>
<li><a href="/campaign/shazz-journals.html">Shazzograx's Journals</a></li>
<li><a href="/campaign/timeline.html">Timeline</a></li>
</ul>
</li>
<li><a href="/license/index.html">Licenses</a></li>
</ul>
</li>
<!--
<li class="hasSubMenu"><a href="/classes/index.html" aria-haspopup="true">Classes</a>
<ul class="dropdown" aria-label="submenu">
<li><a href="/classes/automaton.html">Automaton</a></li>
@@ -77,10 +123,8 @@
<li class="hasSubMenu"><a href="/" aria-haspopup="true">Miscellanea</a>
<ul class="dropdown" aria-label="submenu">
<!--<li><a href="/gods/index.html">Gods</a></li>-->
<!--<li><a href="/groups/index.html">Groups</a></li>-->
<li><a href="/magic-items/index.html">Magic Items</a></li>
<li><a href="/monsters/index.html">Monsters</a></li>
<li><a href="/bestiary/index.html">Monsters</a></li>
<li><a href="/weapons/index.html">Weapons</a></li>
</ul>
</li>
@@ -102,6 +146,7 @@
</ul>
</li>
-->
</ul>
</nav>

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@@ -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) { -%>
<h2 class="pageTitle">
<a
@@ -10,4 +15,5 @@
name="<%= snakeCase(page.title) %>"
><%= page.title %></a>
</h2>
<% } -%>
<% } -%>

View File

@@ -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",
};
%>
<h2 class="pageTitle rulesTitle">
<a
class="pageTitle-link"
href="/<%= page.path %>"
>Heroic Old-School Roleplaying</a>
<% if (!page.path.endsWith(`${page.subsection}/index.html`)) { -%>
<br />
<a
class="pageTitle-link pageTitle-sublink"
href="/<%= page.path %>"
id="<%= snakeCase(page.title) %>"
name="<%= snakeCase(page.title) %>"
><%= page.title %></a>
<% } -%>
</h2>
<div class="rulesMenu">
<div class="rulesVersion">
Version 0.9.1 / 2023-04-22
</div>
<ul>
<% Object.keys(menuLinksByOption).forEach((key) => { -%>
<li>
<a
class="<%=page.path.endsWith(menuLinksByOption[key]) ? 'isCurrent' : '' %>"
href="<%=menuLinksByOption[key]%>"
><%= key %></a>
</li>
<% }); -%>
</ul>
</div>

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@@ -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.
<div class="dividedTableWrapper">
@@ -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.

View File

@@ -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.
<!--
### Relations
#### Astral Trade Union
- Are on good (trading) terms with both the _Drahki Federation_ and the _Ghyffan Armada_ (with some members of each also holding Union membership).
- Are on good (trading) terms with both the _Drahki Federation_ and the _Zhyffan Armada_ (with some members of each also holding Union membership).
- Think most of the _Society of Wanderers_ are hopeless layabouts, inadequately interested in commerce (although few ship captains will refuse their payment for passage).
- Are on tenuous terms with the _Stral Empire_ (they've had some trade, but also some border skirmishes).
- Actively seek the destruction of the _Pirates of Ataxia_ (even though some Union members occasionally double as pirates).
@@ -59,37 +76,38 @@ short_code: af1
#### Drahki Federation
- Are on good (trading) terms with _Astral Trade Union_ (with some Drahki captains also being Union members).
- Are on decent (trading) terms with the _Ghyffan Armada_ (there have been a few isolated incidents of fighting between the groups, but they generally continue to trade).
- Are on decent (trading) terms with the _Zhyffan Armada_ (there have been a few isolated incidents of fighting between the groups, but they generally continue to trade).
- Don't understand the _Society of Wanderers_, but generally allow them to book passage on their ships.
- Are on deteriorating terms with the _Stral Empire_ (they've had an increasing number of border skirmishes).
- Try to avoid engaging with ships from the _Pirates of Ataxia_, who generally return the favor (although there are some Drahki pirates who try to only attack ships from the other factions).
#### Ghyffan Armada
#### Zhyffan Armada
- Are on good (trading) terms with _Astral Trade Union_ (with some Ghyffan captains also being Union members).
- Are on good (trading) terms with _Astral Trade Union_ (with some Zhyffan captains also being Union members).
- Are on decent (trading) terms with the _Drahki Federation_ (there have been a few isolated incidents of fighting between the groups, but they generally continue to trade).
- Don't understand (or like) the _Society of Wanderers_, and don't allow them on their ships.
- Are on deteriorating terms with the _Stral Empire_ (they've had an increasing number of border skirmishes).
- Actively seek the destruction of the _Pirates of Ataxia_ (although some Ghyffan ships have been known to turn pirate, abandoning the Armada and working for the Pirate Lords).
- Actively seek the destruction of the _Pirates of Ataxia_ (although some Zhyffan ships have been known to turn pirate, abandoning the Armada and working for the Pirate Lords).
#### Society of Wanderers
- Don't care for the leadership of the _Astral Trade Union_, but try to stay friendly with the ship captains.
- Don't understand most of the _Drahki Federation_, but are generally happy to book passage on their ships.
- Don't get along with the _Ghyffan Armada_, and generally avoid them.
- Don't get along with the _Zhyffan Armada_, and generally avoid them.
- Don't understand (or like) the _Stral Empire_, although a few Travellers have tried to engage with Stral crews (which hasn't ended well)
- Have many members who also work as _Pirates of Ataxia_, and don't generally preclude pirates from their ranks (although the pirate captains aren't always thrilled to have Wanderers on their ships).
#### Stral Empire
- Are on tenuous terms with the _Astral Trade Union_ (they've had some trade, but also some border skirmishes).
- Are on deteriorating terms with both the _Drahki Federation_ and the _Ghyffan Armada_ (they've had an increasing number of border skirmishes with each of them).
- Are on deteriorating terms with both the _Drahki Federation_ and the _Zhyffan Armada_ (they've had an increasing number of border skirmishes with each of them).
- Don't understand (or like) the _Society of Wanderers_, and don't allow them on their ships.
- Try to avoid engaging with ships from the _Pirates of Ataxia_, who generally return the favor (although they have had engagements in Stral territory).
#### Pirates of Ataxia
- Actively attack (and raid) the ships of the _Astral Trade Union_ and the _Ghyffan Armada_, occasionally even looting their ports.
- Actively attack (and raid) the ships of the _Astral Trade Union_ and the _Zhyffan Armada_, occasionally even looting their ports.
- Try to avoid engaging with ships working for the _Drahki Federation_, who generally return the favor (although there are some Drahki pirates who try to only attack ships from the other factions).
- Have many members who also identify as members of the _Society of Wanderers_, usually pirates of lower ranks (the ship captains aren't fond of having members in their crew because of the high number of stowe-aways).
- Try to avoid engaging with ships of the _Stral Empire_, who generally return the favor (although they have had a few engagements in within Stral territory).
-->

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@@ -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)

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@@ -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:

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@@ -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.

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@@ -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.
<div class='headlessTableWrapper'>
| | |
| --------------- | --------------------------------------------- |
| **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 |
</div>
**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.

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---
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.
<div class='headlessTableWrapper'>
| | |
| --------------- | ---------------------------------------------- |
| **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 |
</div>
**Riders** - 50% chance to have 1d20 riders.

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---
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.
<div class='headlessTableWrapper'>
| | |
| ------------------- | ------------------------------------------ |
| **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 |
</div>
- **Leader**: Groups of 4+ are led by a higher level priest or cleric (1d4 HD higher). Roll or determine spells as needed.
<div class="dividedTableWrapper">
| 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]
</div>
#### 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
```

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---
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.).
<div class='headlessTableWrapper'>
| | |
| ------------------- | ---------------------- |
| **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 |
</div>

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---
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.
<div class='headlessTableWrapper'>
| | |
| ------------------- | -------------------------------------------- |
| **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 |
</div>
- **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).
<div class="dividedTableWrapper">
| 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]
</div>
#### 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
```

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---
title: Black Dragon
description: TBD
date_pub: 2023-04-09T23:12:00-04:00
section: bestiary
content_type: feature
short_code: bdcb
status: draft
---

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---
title: Blue Dragon
description: TBD
date_pub: 2023-04-09T23:12:00-04:00
section: bestiary
content_type: feature
short_code: bdcu
status: draft
---

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---
title: Green Dragon
description: TBD
date_pub: 2023-04-10T21:15:00-04:00
section: bestiary
content_type: feature
short_code: bdcg
status: draft
---

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---
title: Red Dragon
description: TBD
date_pub: 2023-04-10T21:15:00-04:00
section: bestiary
content_type: feature
short_code: bdcr
status: draft
---

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---
title: White Dragon
description: TBD
date_pub: 2023-04-10T21:15:00-04:00
section: bestiary
content_type: feature
short_code: bdcw
status: draft
---

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---
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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | -------------------------------------------------- |
| **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 |
</div>
- Has multiple [breath weapons](../index.html#breath-weapon):
- 90 long line of cold (damage equal to dragons 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)!!!

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---
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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | -------------------------------------------------- |
| **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 |
</div>
- Has multiple [breath weapons](../index.html#breath-weapon):
- 60 long cone of acid (damage equal to dragons 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)!!!

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---
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)

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---
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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | -------------------------------------------------- |
| **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 |
</div>
- Has multiple [breath weapons](../index.html#breath-weapon):
- cloud of chlorine gas (damage equal to dragons 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)!!!

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---
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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | -------------------------------------------------- |
| **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 |
</div>
- Has multiple [breath weapons](../index.html#breath-weapon):
- 100 long line of fire (damage equal to dragons 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)!!!

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---
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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ---------------------------------------------------- |
| **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 |
</div>
- Has multiple [breath weapons](../index.html#breath-weapon):
- 70 long cone of lightning (damage equal to dragons 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)!!!

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---
title: Diamond Dragon
description: TBD
date_pub: 2023-04-10T21:15:00-04:00
section: bestiary
content_type: feature
short_code: bdd
status: draft
---

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---
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.

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---
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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ---------------------------------------------------- |
| **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 |
</div>
- 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.

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---
title: Bronze Dragon
description: TBD
date_pub: 2023-04-10T21:15:00-04:00
section: bestiary
content_type: feature
short_code: bdmz
status: draft
---

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---
title: Copper Dragon
description: TBD
date_pub: 2023-04-10T21:15:00-04:00
section: bestiary
content_type: feature
short_code: bdmc
status: draft
---

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---
title: Gold Dragon
description: TBD
date_pub: 2023-04-10T21:15:00-04:00
section: bestiary
content_type: feature
short_code: bdmg
status: draft
---

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---
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)

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---
title: Silver Dragon
description: TBD
date_pub: 2023-04-10T21:15:00-04:00
section: bestiary
content_type: feature
short_code: bdms
status: draft
---

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---
title: Multichromatic Dragon
description: TBD
date_pub: 2023-04-10T21:15:00-04:00
section: bestiary
content_type: feature
short_code: bdl
status: draft
---

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---
title: Platinum Dragon
description: TBD
date_pub: 2023-04-10T21:15:00-04:00
section: bestiary
content_type: feature
short_code: bdp
status: draft
---

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---
title: Sea Dragon
description: TBD
date_pub: 2023-04-10T21:15:00-04:00
section: bestiary
content_type: feature
short_code: bds
status: draft
---

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---
title: Void Dragon
description: TBD
date_pub: 2023-04-10T21:15:00-04:00
section: bestiary
content_type: feature
short_code: bdv
status: draft
---

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@@ -2,11 +2,14 @@
title: Drahki (Dracokin)
description: TBD
date_pub: 2023-02-17T00:26:00-05:00
section: monsters
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.
<div class='headlessTableWrapper'>

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---
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.
<div class='headlessTableWrapper'>
| | |
| ------------------- | -------------------------------------------- |
| **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 |
</div>
**Leader**: 50% chance groups of 4+ are led by a higher level fighter (1d4 HD higher).
<div class="dividedTableWrapper">
| 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]
</div>
#### 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
```

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---
title: Dog, Flicker
description: TBD
date_pub: 2023-02-17T00:26:00-05:00
section: bestiary
content_type: feature
short_code: bfd
status: draft
---

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---
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.

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---
title: Knight (Creature)
description: TBD
date_pub: 2023-02-17T00:26:00-05:00
section: bestiary
content_type: feature
short_code: bkn
status: draft
---

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@@ -1,21 +1,22 @@
---
title: Ghyffan (Hippokin)
title: Lyffan (Elekin)
description: TBD
date_pub: 2023-02-17T00:26:00-05:00
section: monsters
section: bestiary
content_type: feature
short_code: mg1
short_code: mly
status: draft
---
### Ghyffan (Hippokin)
### Lyffan Crewperson (Elekin Corsair)
<div class='headlessTableWrapper'>
| | |
| -------------------- | ----------------------------- |
| **Armour Class** | 7 [12] or 5 [14] |
| **Armour Class** | 12 or 5 [14] |
| **Hit Dice** | 1 (4hp) |
| **Attacks** | 1 x weapon (1d6 or by weapon) |
| **Attacks** | 1 x musket (1d6 or by weapon) |
| **THAC0** | 19[0] |
| **Movement** | 120 (40) |
| **Saving Throws** | D12 W13 P14 B15 S16 (1) |

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---
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.
<div class='headlessTableWrapper'>
| | |
| --------------- | ----------------------------------- |
| **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 |
</div>
**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 targets 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.

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---
title: Mystic (Creature)
description: TBD
date_pub: 2023-02-17T00:26:00-05:00
section: bestiary
content_type: feature
short_code: bmy
status: draft
---

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---
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.
<div class='headlessTableWrapper'>
| | |
| ------------------- | -------------------------------------------- |
| **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 |
</div>
- **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).
<div class="dividedTableWrapper">
| 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]
</div>
#### 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
```

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---
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.
<div class='headlessTableWrapper'>
| | |
| ------------------- | ------------------------------------------ |
| **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 |
</div>
- **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.
<div class="dividedTableWrapper">
| 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]
</div>
#### 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
```

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@@ -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:
<div class="dividedTableWrapper">
| HD | Armor Class |
| :-: | :---------: |
| 1-4 | 13 |
| 5-8 | 15 |
| 9+ | 17 |
[Tortokin Armor Class]
</div>

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---
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.
<div class='headlessTableWrapper'>
| | |
| ------------------- | ---------------------------------------- |
| **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 |
</div>
- **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.
<div class="dividedTableWrapper">
| 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]
</div>
#### 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
```

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@@ -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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **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 |
</div>
- **Warping effect** - Appear 3 from actual location, -2 to hit them.
- **Hate flicker dogs** - Attack on sight.

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@@ -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
---
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **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 |
</div>
- **Lairs** - Usually guarded by 1d4 Warp Cats
- **Warping effect** - Appear 3 from actual location, -2 to hit them.
- **Hate flicker dogs** - Attack on sight.

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@@ -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.
<div class='headlessTableWrapper'>
| | |
| --------------- | -------------------------------------------- |
| **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 |
</div>
- **Tentacles**: 1d8+4 tentacles; 1 HD (8hp) per tentacle.
- **Destroying tentacles**: For every 8hp damage taken, one tentacle is destroyed (cannot attack).

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@@ -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.
<div class='headlessTableWrapper'>
| | |
| ------------------- | ------------------------------------------ |
| **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 |
</div>
- **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).
<div class="dividedTableWrapper">
| 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]
</div>
#### 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
```

View File

@@ -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.

View File

@@ -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

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@@ -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).

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@@ -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
---
<div class='headlessTableWrapper'>
| | |
| ------------------- | ------------------- |
| **Requirements** | None |
| **Prime requisite** | DEX |
| **Hit Dice** | 1d4 |
| **Maximum Level** | 14 |
| **Armour** | Leather, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
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]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------- |
| **Requirements** | None |
| **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armour** | Leather, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
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).
<div class="dividedTableWrapper">
| 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]
</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 players 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
<div class="dividedTableWrapper levelTable">
| |||| 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
</div>

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@@ -1,76 +0,0 @@
---
title: Automaton
description: The Automaton nonhuman class for Old School Essentials.
date_pub: 2023-02-16T23:36:00-05:00
section: classes
content_type: feature
short_code: ca1
---
| Nonhuman Class | |
| ------------------- | ---------------------- |
| **Requirements** | None |
| **Prime requisite** | CON |
| **Hit Dice** | 1d8 |
| **Maximum Level** | 10 |
| **Armour** | Any, including shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
Automatons are magically-powered, fully sentient beings composed of metal and wood. Although some are believed to have been built for a long forgotton war, most were built as arcane experiments by powerful wizards, or to serve as slaves in decadent, high-magic socities. Despite their origins, many are driven to find a purpose beyond their original design.
[[toc]]
### Combat
An automaton can wield any weapon, and can use any armour that has been integrated with their body (see below).
### Integrated Armor
The body of an automaton has built-in defensive layers, which may be enhanced with armour.
- Automatons gain a +1 bonus to Armour Class.
- Automatons can don any armour. To don armour, it must be incorporated into an automaton's body over the course of 1 hour, during which they must remain in contact with the armour. To doff armour, an automaton must spend 1 hour removing it. An automaton can rest while donning or doffing armour in this way.
- While an automaton lives, worn armour can't be removed from their body against their will.
### Resilience
Automatons have remarkable fortitude, represented as follows:
- Automatons dont need to eat, drink, or breathe.
- Automatons are immune to disease.
- Automatons don't need to sleep, and magic can't put them to sleep (although they do need to rest, see below).
- Automatons get +2 on saving throws vs. poison
### Sentry
When an automaton takes a rest, they must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, the automaton appears inert, but is still conscious and can see and hear as normal.
### After Reaching 8th Level
An automaton has the option of creating a stronghold, usually a secluded tower, although it may take another form based on the desires and goals of the automaton. This will often attract other automatons and/or friendly humanoids.
<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] | 8 | 9 | 10 | 13 | 12 |
| 2 | 2,200 | 2d8 | 19 [0] | 8 | 9 | 10 | 13 | 12 |
| 3 | 4,400 | 3d8 | 19 [0] | 8 | 9 | 10 | 13 | 12 |
| 4 | 8,800 | 4d8 | 17 [+2] | 6 | 7 | 8 | 10 | 10 |
| 5 | 17,000 | 5d8 | 17 [+2] | 6 | 7 | 8 | 10 | 10 |
| 6 | 35,000 | 6d8 | 17 [+2] | 6 | 7 | 8 | 10 | 10 |
| 7 | 70,000 | 7d8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 |
| 8 | 140,000 | 8d8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 |
| 9 | 270,000 | 9d8 | 14 [+5] | 4 | 5 | 6 | 7 | 8 |
| 10 | 400,000 | 9d8+3[^2] | 12 [+7] | 2 | 3 | 4 | 4 | 6 |
| 11 | 530,000 | 9d8+6[^2] | 12 [+7] | 2 | 3 | 4 | 4 | 6 |
| 12 | 660,000 | 9d8+9[^2] | 12 [+7] | 2 | 3 | 4 | 4 | 6 |
[Automaton Level Progression]
[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply.
</div>

View File

@@ -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
---
<div class='headlessTableWrapper'>
| | |
| ------------------- | --------------------------------------------- |
| **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 |
</div>
@@ -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 bloodmages spell book is equal to the characters 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 13 will then arrive to study under the bloodmage.
- After 9th level, may construct a stronghold (usually, a tower).
- 1d6 apprentices of levels 13 will then arrive to study under them.
### Bloodmage Level Progression
### Advancement
<div class="dividedTableWrapper levelTable">
| |||| 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
</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.
### 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/)

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100
src/pages/classes/cleric.md Normal file
View File

@@ -0,0 +1,100 @@
---
title: Cleric
description:
date_pub: 2023-03-26T23:18:00-04:00
section: classes
content_type: feature
short_code: ccc
---
<div class='headlessTableWrapper'>
| | |
| ----------------- | --------------------------------------------------------------- |
| **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | Any (including shields) |
| **Weapons** | Blunt weapons only (club, mace, sling, staff, war hammer, etc.) |
| **Languages** | Alignment, Common |
</div>
### 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 12), who never check morale.
### Turn Undead
Roll 2d6 and consult table below:
<div class="dividedTableWrapper">
| | 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]
</div>
#### 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
<div class="dividedTableWrapper levelTable">
| |||| 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
</div>

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@@ -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
---
<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]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------- |
| **Requirements** | None |
| **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armor** | Leather, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
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).
<div class="dividedTableWrapper">
| 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]
</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 players 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
<div class="dividedTableWrapper levelTable">
| |||| 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
</div>

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@@ -1,103 +0,0 @@
---
title: Dracokin
description: The Dracokin class for Old School Essentials.
date_pub: 2023-02-15T00:26:00-05:00
section: classes
content_type: feature
short_code: cd1
---
- Needs Intro
| Demihuman Class | |
| ------------------- | --------------------------- |
| **Requirements** | Minimum CON 9 |
| **Prime requisite** | STR |
| **Hit Dice** | 1d8 |
| **Maximum Level** | 12 |
| **Armour** | Any, including shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common, Draconic |
_INTRO_
[[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.

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@@ -1,117 +0,0 @@
---
title: Felinar
description: The Felinar (anthromorphic cat) class for Old School Essentials.
date_pub: 2023-02-15T00:26:00-05:00
section: classes
content_type: feature
short_code: cf1
---
- Needs intro
| Demihuman Class | |
| ------------------- | ------------------------------------------------------------------ |
| **Requirements** | None |
| **Prime requisite** | DEX |
| **Hit Dice** | 1d4 |
| **Maximum Level** | 10 |
| **Armour** | Leather, no shields |
| **Weapons** | Missile weapons, dagger, sword, short sword, polearm, spear, staff |
| **Languages** | Alignment, Common, Felinese |
_INTRO_
[[toc]]
### Claw Attack
Felinar have natural claws that can be used to make an attack, dealing 1d4 damage on a successful hit.
### Combat
Felinar cannot wear armour bulkier than leather and cannot use shields. They are able to use all missile weapons. Their use of melee weapons is restricted to light blades and staff weapons.
### Evasion
When retreating from melee, a felinars ability to tumble negates the opponents 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 players 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.

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@@ -0,0 +1,65 @@
---
title: Fighter
description:
date_pub: 2023-03-27T23:04:00-04:00
section: classes
content_type: feature
short_code: cfr
---
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **Hit Dice** | 1d10 |
| **Maximum Level** | 14 |
| **Armor** | Any (including shields) |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
[[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
<div class="dividedTableWrapper levelTable">
| | | | | 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
</div>

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@@ -1,85 +0,0 @@
---
title: Firfolk
description: The Firfolk class for Old School Essentials.
date_pub: 2023-02-15T00:26:00-05:00
section: classes
content_type: feature
short_code: cf2
---
- **Needs Intro**
| Demihuman Class | |
| ------------------- | ------------------------------------------ |
| **Requirements** | Minimum WIS 9 |
| **Prime requisite** | STR and WIS |
| **Hit Dice** | 1d8 |
| **Maximum Level** | 10 |
| **Armour** | Any appropriate to size, including shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common, Firspeak |
_INTRO_
**Prime requisites**: A firfolk with at least 13 STR and WIS gains a 5% bonus to experience. A firfolk with at least 13 STR and at least 16 WIS gains a 10% bonus.
[[toc]]
### Combat
Firfolk can use all types of weapons and armour, but it must be tailored to their large size.
**Two-handed melee weapons**: A firfolk can wield any two-handed melee weapon, such as a battle axe, with only one hand.
### Divine Magic
See [Spells](https://oldschoolessentials.necroticgnome.com/srd/index.php/Spells) for full details on divine magic.
**Holy symbol**: A firfolk must carry a holy symbol: a sprig of mistletoe which the character must harvest.
**Deity disfavour**: Firfolk must be faithful to the tenets of their alignment and religion. Firfolk who fall from favour with their deity may incur penalties.
**Magical research**: A firfolk of any level may spend time and money on magical research. This allows them to create new spells or other magical effects associated with their deity. When a firfolk reaches 9th level, they are also able to create magic items.
**Spell casting**: A firfolk may pray to receive spells from nature. The power and number of spells available to a firfolk are determined by the characters 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 1315 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.

View File

@@ -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.

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@@ -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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | -------------------------- |
| **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 |
</div>
### 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.

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@@ -1,103 +0,0 @@
---
title: Mimikin
description: The Mimikin (changeling) class for Old School Essentials.
date_pub: 2023-02-17T22:44:00-05:00
section: classes
content_type: feature
short_code: cm1
---
| Demihuman Class | |
| ------------------- | ---------------------------------------- |
| **Requirements** | Minimum CHA 9 |
| **Prime requisite** | CHA and DEX |
| **Hit Dice** | 1d6 |
| **Maximum Level** | 10 |
| **Armour** | Leather or chainmail, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common, any 2 other languages |
Mimikin are a rarely-seen type of demihuman, able to shift their physical forms at will. Usually human-like in stature, their true forms usually have naturally pale, grey skin, unnervingly blank facial features, and silvery hair. However, because of their shapeshifting nature, they usuallly pass as humans or other similarly-sized demihumans, only returning to their true forms on death.
Many mimikin use their gifts as a form of artistic or emotional expression, but some see them as invaluable tools for grifting, spying, and general deception, leading to their distrust by the other races.
**Prime requisites**: A mimikin with at least 13 CHA and DEX gains a 5% bonus to experience. A mimikin with at least 16 CHA and DEX gains a 10% bonus.
[[toc]]
### Back-stab
When attacking an unaware opponent from behind, a mimikin receives a +4 bonus to hit and doubles any damage dealt.
### Combat
Mimikin can use all types of weapons and can use leather armour and chainmail. Because of their need for freedom of movement, they cannot use plate mail or shields.
### Languages
Mimikin know Common, their alignment language, and 2 other langauges of the referee's choice.
### Shapechanger
Mimikin can change their appearance and voice on demand. This includes choosing specific colorations of eyes, skin, and hair, along with hair length, sex, and even height and weight (the latter two within human standards). This ability even allows them to pass as a member of another (human-sized) race, although their game statistics do not change. They can only duplicate the appearance of a creature that they have seen, and are limited to forms with the same basic arrangement of limbs. The change process takes about 10 seconds, and has no affect on their clothing or equipment. Once the change is complete, in can be maintained until the mimikin either changes again or they die (at which point they revert to their true forms).
### Mimikin Skills
Mimikin can use the following skills, with the chance of success shown opposite:
- **Hide in shadows (HS)**: Requires the mimikin to be motionless - attacking or moving while hiding is not possible.
- **Move silently (MS)**: A mimikin may attempt to sneak past enemies unnoticed.
| Level | HS | MS |
| :---: | :-: | :-: |
| 1 | 10 | 20 |
| 2 | 15 | 25 |
| 3 | 20 | 30 |
| 4 | 25 | 35 |
| 5 | 30 | 40 |
| 6 | 35 | 45 |
| 7 | 40 | 50 |
| 8 | 45 | 55 |
| 9 | 55 | 65 |
| 10 | 65 | 75 |
[Mimikin Skills Chance of Success]
</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 players 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>

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@@ -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:
<div class="dividedTableWrapper">
| Level | Attacks per Round |
| :---: | :---------------: |
| 1-4 | 2 |
| 5-8 | 3 |
| 9-12 | 4 |
| 13+ | 5 |
[Boost Speed Effect]
</div>
### 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:
<div class="dividedTableWrapper">
| Level | Unarmed Damage |
| :---: | :------------: |
| 1-4 | 2d4 |
| 5-8 | 2d6 |
| 9-12 | 2d8 |
| 13+ | 2d12 |
[Power Fists Effect]
</div>
### 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:
<div class="dividedTableWrapper">
| Object's Weight (Coins) | Damage |
| :---------------------: | :----: |
| Up to 200 | 2d4 |
| 201-400 | 2d6 |
| 401-800 | 3d6 |
| 801-1500 | 4d6 |
| 1501+ | 5d6 |
[Hurl Effect]
</div>
### 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.
<!--
### 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 / 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.
<!--
### 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: Self**
Enter a meditative state for the duration.
- While in trance, completely unaware of surroundings, and can neither attack nor defend.
- Healing effect:
<div class="dividedTableWrapper">
| Level | HP Healed |
| :---: | :-------: |
| 1-6 | 1d6+1 |
| 7-12 | 2d6+2 |
| 13+ | 3d6+3 |
[Healing Trance Effect]
</div>
### 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.
<!--
### Terrify
-->

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@@ -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".
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------- |
| **Requirement** | Minimum WIS 9 |
| **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | None |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
### 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
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | AC | Saving Throws ||||| Mystical<br />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
</div>

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---
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.
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------------- |
| **Requirement** | Minimum CHA 9 |
| **Hit Dice** | 1d10 |
| **Maximum Level** | 14 |
| **Armor** | Any (including shields) |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
### 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 12), who never check morale.
### Turn Undead
Roll 2d6 and consult table below:
<div class="dividedTableWrapper">
| | 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]
</div>
#### 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
<div class="dividedTableWrapper levelTable">
| |||| 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
</div>

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---
title: Priest
description:
date_pub: 2023-03-27T23:04:00-04:00
section: classes
content_type: feature
short_code: cpr
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------- |
| **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armor** | None |
| **Weapons** | Dagger, staff, 1-handed magic weapons |
| **Languages** | Alignment, Common |
</div>
### 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 12), who never check morale.
### Turn Undead
Roll 2d6 and consult table below:
<div class="dividedTableWrapper">
| | 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]
</div>
#### 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
<div class="dividedTableWrapper levelTable">
| | | | | 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
</div>

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---
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]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------ |
| **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armor** | Leather or Studded, no shields |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
### 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).
<div class="dividedTableWrapper">
| 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]
</div>
- **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.
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | Saving Throws ||||||
| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] |
| :---: | :-----: | :-----: | :-----: | :---: | :---: | :---: | :---: | :---: |
| 1 | 0 | 1d6 | 0 | 13 | 14 | 13 | 16 | 15 |
| 2 | 1,200 | 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
</div>

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@@ -1,67 +0,0 @@
---
title: Tortokin
description: TBD
date_pub: 2023-02-15T00:26:00-05:00
section: classes
content_type: feature
short_code: ct1
---
| Demihuman Class | |
| ------------------- | -------------------------- |
| **Requirements** | Minimum WIS 9 |
| **Prime requisite** | STR |
| **Hit Dice** | 1d6 |
| **Maximum Level** | 10 |
| **Armour** | None (natural armour only) |
| **Weapons** | Any |
| **Languages** | Alignment, Common, Uquan |
Tortokin are a race of relatively tall (5.5') reptilian-looking humanoids with leathery, earth-toned skin and large, dark, tortoise-like shells on their backs capable of holding their entire bodies. They rarely wear any clothing, preferring instead to use belts and harnesses to carry their belongings. As most tortokin feel as though they have their houses on their backs, they rarely feel homesick and tend to avoid laying roots in any single place, preferring instead to travel and wander. Although they typically aren't good swimmers, their natural buoyancy and ability to hold their breath for extended periods of time helps them traverse swamps and bodies of water with ease.
[[toc]]
### Armour Class
Tortokin have hard shells that serve as natural armor, providing a base Armour Class of 6[13] which improves to 4[15] at 5th level, and 2[17] at 9th level.
### Claw Attack
Tortokin have natural claws that can be used to make an attack, dealing 1d4 damage on a successful hit.
### Combat
Tortokin can use all weapons and shields, but cannot use armour, instead relying on their hard shells for defence in battle.
### Hold Breath
Tortokin can hold their breath for up to 1 hour.
### After Reaching 9th Level
A tortokin has the option of creating a stronghold that will form the basis of a new community of tortokin. Tortokin communities can be located either near those of humans or in the wilderness (typically a coastal or swampy area).
### Tortokin Level Progression
<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.

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@@ -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
---
<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
<div class='headlessTableWrapper'>
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 |
</div>
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 characters 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 13 (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 13 (who are also bound to the warlock's patron) will then arrive to study under them.
### Warlock Level Progression
### Advancement
<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 |
| 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]
</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).
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells

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@@ -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]]
<div class='headlessTableWrapper'>
| | |
| ----------------- | ------------------------------------- |
| **Hit Dice** | 1d6 |
| **Maximum Level** | 14 |
| **Armor** | None |
| **Weapons** | Dagger, staff, 1-handed magic weapons |
| **Languages** | Alignment, Common |
</div>
### 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 13 will then arrive to study under them.
### Advancement
<div class="dividedTableWrapper levelTable">
| 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
</div>

View File

@@ -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
<div class="dividedTableWrapper">
| 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]
</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.

View File

@@ -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

View File

@@ -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!

View File

@@ -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
---
<div class="imgWrapper">
@@ -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?)

View File

@@ -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
---
<div class="imgWrapper">

View File

@@ -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.

View File

@@ -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.

View File

@@ -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
---

View File

@@ -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
---
<div class="imgWrapper">
@@ -23,7 +23,7 @@ A polished silver helmet adorned with etchings of archaic runes of blessing and
>
> <cite>--- PV</cite>
**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**

View File

@@ -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.
<!--
- [Mirror of Meeting](./mirror-of-meeting.html)
- [Mirror of Meeting](./mirror-of-meeting.html): A magical mirror that allows its user to meet with other remotely.
-->

View File

@@ -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

View File

@@ -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
---
<div class="imgWrapper">

View File

@@ -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
---
<div class="imgWrapper">

View File

@@ -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
---
<div class="imgWrapper">

View File

@@ -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
-

View File

@@ -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
---
<div class="imgWrapper">

View File

@@ -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)

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