Update to use HOSR

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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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---
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>

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@@ -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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src/pages/classes/cleric.md Normal file
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---
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>