Update to use HOSR

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2023-04-24 18:13:58 -04:00
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commit aafcfe893c
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title: Automaton
description: TBD
date_pub: 2023-02-15T00:26:00-05:00
date_upd: 2023-02-15T00:26:00-05:00
section: races
content_type: feature
short_code: ra1
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
@@ -17,46 +20,45 @@ short_code: ra1
</div>
Automatons are magically-powered, fully sentient beings composed of metal and wood. Although some are believed to have been built for a long forgotton war, most were built as arcane experiments by powerful wizards (or to serve as slaves in decadent, high-magic socities). Despite their origins, many are driven to find a purpose beyond their original design.
[[toc]]
Automatons are magically-powered, fully sentient beings composed of metal and wood.
### Available Classes and Max Level
- **Acrobat**: 10th
- **Assassin**: 10th
- **Bard**: 8th
- **Cleric**[^1]: 7th
- **Cleric**: 7th
- **Corsair**: 10th
- **Druid**: 7th
- **Fighter**: 12th
- **Knight**: 10th
- **Magic-user**: 9th
- **Mystic**: 7th
- **Paladin**: 8th
- **Priest**: 7th
- **Ranger**: 7th
- **Sorcerer**: 9th
- **Thief**: 10th
- **Warlock**: 9th
- **Wizard**: 9th
[^1] At the referees option, automaton clerics may only exist as NPCs.
### Artificial Resilience
### Combat
Possess remarkable fortitude:
An automaton can wield any weapon, and can use any armour that has been integrated with their body (see below).
- No need to eat, drink, or breathe.
- Immune to disease.
- No need to sleep and can't be put to sleep by magic (see [Sentry Mode](#sentry-mode)).
- +2 on saving throws vs. poison
### Integrated Armor
The body of an automaton has built-in defensive layers, which may be enhanced with armor.
Body has built=in defensive layers which may be enhanced with armor.
- Automatons gain a +1 bonus to Armor Class.
- Automatons can don any armour. To don armour, it must be incorporated into an automaton's body over the course of 1 hour, during which they must remain in contact with the armour. To doff armour, an automaton must spend 1 hour removing it. A foregling can rest while donning or doffing armour in this way.
- While an automaton lives, worn armour can't be removed from their body against their will.
- +1 to Armor Class.
- Takes one hour to don or doff armor, must remain in contact with armor for duration.
- Worn armor can't be removed while living.
### Resilience
### Sentry Mode
Automatons have remarkable fortitude, represented as follows:
To gain benefits of long rest, must spend at least six hours in an inactive, motionless state (rather than sleeping).
- Automatons 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 still need to rest, see below).
- Automatons get +2 on saving throws vs. poison
### Sentry
When an automaton takes a rest, they must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, the automaton appears inert, but is still concious and can see and hear as normal.
- While in this state, can see and hear as normal despite appearing inert.

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---
title: Dracokin
title: Dracokin race
description: TBD
date_pub: 2023-02-15T00:26:00-05:00
date_upd: 2023-04-01T21:18:00-04:00
section: races
content_type: feature
short_code: rd1
short_code: rda
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
@@ -17,31 +20,50 @@ short_code: rd1
</div>
[[toc]]
Scaled lizard-people with an apparent (if distant) ancestry to dragons.
### Available Classes and Max Level
- **Assassin**: 10th
- **Bard**: 7th
- **Cleric**: 7th
- **Corsair**: 9th
- **Druid**: 7th
- **Fighter**: 12th
- **Knight**: 11th
- **Magic-user**: 9th
- **Mystic**: 7th
- **Paladin**: 11th
- **Priest**: 7th
- **Ranger**: 12th
- **Sorcerer**: 9th
- **Thief**: 9th
- **Warlock**: 9th
- **Wizard**: 9th
### Breath Weapon
Dracokin use the power of their draconic ancestory to exhale destructive energy. When a dracokin uses their breath weapon, all creatures in the area must make a saving throw vs. Breath Attacks. A creature takes 2d4 damage on a failed save, half as much on a successful one. The damage increase to 3d4 at 6th level, and 4d4 at 12th. Dracokin may use their breath weapons a number of times per day equal to 1/2 their level, rounded up.
Exhale destructive energy.
### Breath Resistance
- May be used a number of times per day equal to 1/2 level, rounded up.
- All creatures in area must **Save vs Blasts**, taking listed damage on a fail and half-damage on a success:
Dracokin get a +2 to all Saving Throws vs. Breath Attacks of the same type that they can produce.
<div class="dividedTableWrapper">
| Level | HP Damage |
| :---: | :-------: |
| 1-5 | 2d4 |
| 6-11 | 3d4 |
| 12+ | 4d4 |
[Dracokin Breath Weapon Damage]
</div>
### Draconic Ancestry
Dracokin are are distantly related to a particular kind of dragon. Choose a type of dragon from the below list; this determines the damage and area of your breath weapon.
Choose (or roll) a type of dragon to determine breath weapon damage and area.
- +2 to all saves vs Blasts of the same type as breath weapon.
<div class="dividedTableWrapper">
@@ -63,8 +85,8 @@ Dracokin are are distantly related to a particular kind of dragon. Choose a type
| 18 | Topaz | 10' Cloud of Sleep Gas[^1] |
| 19-20 | White | 20' Cone of Cold |
[Draconic Ancestry]
[Dracokin Draconic Ancestry]
[^1]: Rather than dealing damage, targets in area must _save versus breath_ or fall asleep for 1d4 turns
[^1]: Rather than dealing damage, targets in area must **Save vs Blasts** or fall asleep for 1d4 turns.
</div>

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---
title: Drow (Race)
description: The Drow race for DAGGR / OSR gaming.
date_pub: 2023-04-01T21:06:00-04:00
section: races
content_type: feature
short_code: rdw
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
| --------------------- | ---------------------------------------------- |
| **Requirements** | Minimum INT 9 |
| **Ability modifiers** | -1 CON, +1 DEX |
| **Languages** | Alignment, Common, Deepcommon, Elvish, Gnomish |
</div>
Dark-skinned, slender demihumans, possibly related to elves, who dwell deep underground.
### Available Classes and Max Level
- **Assassin**: 10th
- **Bard**: 7th
- **Bloodmage**: 9th
- **Cleric**: 11th
- **Corsair**: 11th
- **Druid**: 9th
- **Fighter**: 7th
- **Knight**: 9th
- **Mystic**: 7th
- **Paladin**: 7th
- **Priest**: 11th
- **Ranger**: 9th
- **Sorcerer**: 9th
- **Thief**: 11th
- **Warlock**: 11th
- **Wizard**: 9th
### Detect Secrets
2-in-6 chance of detecting secret doors, panels, etc. while underground.
### Hear Noises
2-in-6 chance (ex: when listening at a door).
### Immune to Ghoul Paralysis
Unaffected by the paralysis inflicted by ghouls.
### Infravision
Sees heat signatures up to 60', even in total darkness.
### Innate Magic
- From 2nd level, can cast [darkness](/spells/light.html#darkness) once per day.
- From 4th level, can cast [detect magic](/spells/detect-magic.html) once per day.
### Light Sensitivity
-2 to attack rolls and -1 to AC when in bright light (daylight, _continual light_, etc.).

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---
title: Drow (Race)
description: The Drow race for DAGGR / OSR gaming.
date_pub: 2023-04-01T21:06:00-04:00
section: races
content_type: feature
short_code: rdw
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
| --------------------- | ---------------------------------------------------- |
| **Requirements** | Minimum CON 9 |
| **Ability modifiers** | -1 CHA, +1 CON |
| **Languages** | Alignment, Common, Dwarvish, Gnomish, Goblin, Kobold |
</div>
Stout, bearded demihumans, about 4' tall, who usually live underground and love gold, crafting, fine food, and strong drink.
### Available Classes and Max Level
- **Assassin**: 7th
- **Bard**: 9th
- **Cleric**: 10th
- **Corsair**: 7th
- **Druid**: 10th
- **Fighter**: 8th
- **Knight**: 8th
- **Mystic**: 10th
- **Paladin**: 8th
- **Priest**: 10th
- **Ranger**: 9th
- **Sorcerer**: 8th
- **Thief**: 7th
- **Warlock**: 8th
- **Wizard**: 8th
### Detect Secrets & Traps
2-in-6 chance of detecting construction tricks (secret doors, panels, etc.) or non-magical room traps while underground.
### Infravision
Can see heat signatures up to 60', even in total darkness.
### Hear Noises
2-in-6 chance (ex: when listening at a door).
### Resiliance
Natural constitution and resistance to magic grants bonus to saves vs poison, spells, and wielded items:
<div class="dividedTableWrapper">
| CON | Bonus |
| :--------: | :---: |
| 6 or lower | 0 |
| 7-10 | +2 |
| 11-14 | +3 |
| 15-17 | +4 |
| 18+ | +5 |
[Dwarf Save Bonus]
</div>
### Small Stature
- Can only use small or normal sized-weapons.
- Cannot use longbows or 2-handed swords.

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---
title: Elefolk
description: TBD
date_pub: 2023-04-09T14:38:00-04:00
section: races
content_type: feature
short_code: rek
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
| --------------------- | ------------------------------- |
| **Requirements** | STR 9 |
| **Ability modifiers** | +1 CON, -1 WIS |
| **Languages** | Alignment, Common, Elespeak[^1] |
</div>
Large, elephant-like humanoids with four digits and long trunks.
### Available Classes and Max Level
- **Assassin**: 6th
- **Bard**: 8th
- **Cleric**: 10th
- **Corsair**: 8th
- **Druid**: 11th
- **Fighter**: 8th
- **Knight**: 7th
- **Mystic**: 10th
- **Paladin**: 7th
- **Priest**: 9th
- **Ranger**: 11th
- **Sorcerer**: 10th
- **Thief**: 8th
- **Warlock**: 10th
- **Wizard**: 10th
### Large Size
- Armor and weapons must be tailored to size.
- Can wield any two-handed melee weapon with only one hand.
- Open doors as next highest STR category.
### Natural Armor
Grants +2 AC while not wearing armor. Can be combined with a shield.
### Trunk
- 5' long
- Can carry weight equivalent to 10 x STR score in coins.
- Can be used for simple tasks (ex: hold, lift, drop, push, or pull an object or a creature; open or close a container or door; swing for an unarmed attack, etc).
- Can't hold weapons or shields.
- Can't make precision movements (for castings spells or using tools).
- Can be used as a snorkel.
[^1]: The native language of the elekin.

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---
title: Elf (Race)
description:
date_pub: 2023-04-02T00:22:00-04:00
section: races
content_type: feature
short_code: ref
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
| --------------------- | --------------------------------------------------- |
| **Requirements** | Minimum INT 9 |
| **Ability modifiers** | -1 CON, +1 DEX |
| **Languages** | Alignment, Common, Elvish, Gnoll, Hobgoblin, Orcish |
</div>
Thin, fey demihumans with sharp features.
### Available Classes and Max Level
- **Assassin**: 10th
- **Bard**: 7th
- **Bloodmage**: 11th
- **Cleric**: 7th
- **Corsair**: 10th
- **Druid**: 8th
- **Fighter**: 7th
- **Knight**: 11th
- **Mystic**: 8th
- **Paladin**: 9th
- **Priest**: 7th
- **Ranger**: 11th
- **Sorcerer**: 11th
- **Thief**: 10th
- **Warlock**: 12th
- **Wizard**: 11th
### Detect Secrets
2-in-6 chance of detecting secret doors, panels, etc. while underground.
### Hear Noises
2-in-6 chance (ex: when listening at a door).
### Immune to Ghoul Paralysis
Unaffected by the paralysis inflicted by ghouls.
### Infravision
Sees heat signatures up to 60', even in total darkness.
### Innate Magic
- From 2nd level, can cast [light](/spells/light.html) once per day.
- From 4th level, can cast [detect magic](/spells/detect-magic.html) once per day.
### Sensitive to Evil
-2 to attack rolls and -1 to AC when near powerful "evil" force (relic or sentient creature of level+3 HD or greater).

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title: Felinar
description: TBD
date_pub: 2023-02-15T00:26:00-05:00
date_upd: 2023-04-01T22:05:00-04:00
section: races
content_type: feature
short_code: rf1
short_code: rfr
---
<div class='headlessTableWrapper'>
| | |
| --------------------- | ----------------- |
| **Requirements** | None |
| **Ability modifiers** | +DEX, -WIS |
| **Languages** | Alignment, Common |
</div>
_INTRO_
[[toc]]
## Available Classes and Max Level
<div class='headlessTableWrapper'>
- **Acrobat**: 10th
- **Assassin**: 10th
- **Cleric**[^1]: 6th
- **Fighter**: 8th
- **Knight**: 7th
- **Magic-user**: 9th
- **Ranger**: 9th
- **Thief**: 10th
| | |
| --------------------- | --------------------------------------- |
| **Requirements** | None |
| **Ability modifiers** | +DEX, -WIS |
| **Languages** | Alignment, Common, any 1 other language |
[^1]: At the referees option, felinar clerics may only exist as NPCs.
</div>
## Claw Attack
Tall, thin cat-people, covered in thick fur.
Felinar have natural claws that can be used to make an attack, dealing 1d4 damage on a successful hit.
### Available Classes and Max Level
## Infravision
- **Assassin**: 11th
- **Bard**: 8th
- **Cleric**: 7th
- **Corsair**: 11th
- **Druid**: 7th
- **Fighter**: 9th
- **Knight**: 8th
- **Mystic**: 7th
- **Paladin**: 8th
- **Priest**: 7th
- **Ranger**: 10th
- **Sorcerer**: 10th
- **Thief**: 11th
- **Warlock**: 11th
- **Wizard**: 10th
Felinar have infravision to 60 (see _Darkness_ under [Hazards and Challenges](https://oldschoolessentials.necroticgnome.com/srd/index.php/Hazards_and_Challenges#Darkness_)).
### Claw Attack
Natural claws give +1d2 damage to unarmed attacks.
### Infravision
Can see heat signatures to 60', even in total darkness.
### Languages
Know Common, their alignment language, and at least 1 other language.

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---
title: Firfolk
title: Firfolk (Race)
description: TBD
date_pub: 2023-02-15T00:26:00-05:00
date_upd: 2023-04-01T22:31:00-04:00
section: races
content_type: feature
short_code: rf2
short_code: rfk
---
<div class='headlessTableWrapper'>
| | |
| --------------------- | --------------------------- |
| **Requirements** | Minimum CON 9 |
| **Ability modifiers** | -1 INT, +1 WIS |
| **Languages** | Alignment, Common, Firspeak |
</div>
_INTRO_
[[toc]]
<div class='headlessTableWrapper'>
| | |
| --------------------- | ------------------------------- |
| **Requirements** | Minimum CON 9 |
| **Ability modifiers** | -1 INT, +1 WIS |
| **Languages** | Alignment, Common, Firspeak[^1] |
</div>
Large, grey-skinned demihumans, usually found in the forest, with a distant relation to the fey.
### Available Classes and Max Level
- Assassin: 6th
- Druid[^1]: 10th
- Fighter: 8th
- Knight: 7th
- Ranger: 9th
- Thief: 8th
[^1]: At the referees option, firfolk druids may only exist as NPCs.
### Combat
Firfolk can use all types of weapons and armour, but it must be tailored to their large size.
**Two-handed melee weapons**: A firfolk can wield any two-handed melee weapon, such as a battle axe, with only one hand.
- **Assassin**: 6th
- **Bard**: 8th
- **Cleric**: 10th
- **Corsair**: 8th
- **Druid**: 11th
- **Fighter**: 8th
- **Knight**: 7th
- **Mystic**: 10th
- **Paladin**: 7th
- **Priest**: 9th
- **Ranger**: 11th
- **Sorcerer**: 10th
- **Thief**: 8th
- **Warlock**: 10th
- **Wizard**: 10th
### Innate Magic
At 2nd level, a firfolk is able to cast the _glamour_ spell once per day and, at 4th level, _invisibility_ once per day.
- From 2nd level, can cast [glamour](./spells/glamour.html) once per day.
- From 4th level, can cast [invisibility](./spells/invisibility.html) once per day.
### Languages
### Innate Resilience
Firfolk know Common, their alignment language, and Firspeak (the native language of the firfolk race).
- +2 bonus to saves vs poison, spells, and wielded items.
### Open Doors
### Large Size
Firfolk open even barred doors with ease. They are treated as the next highest STR category when it comes to determining their chance of opening doors (see
[Ability Scores](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores) in Old-School Essentials). For example, a firfolk with STR 12 is treated as if their STR were in the 1315 category instead.
- Armor and weapons must be tailored to size.
- Can wield any two-handed melee weapon with only one hand.
- Open doors as next highest STR category.
### Resilience
Firfolk's natural constitution and resistance to magic grants them a +2 bonus to saving throws versus poison, spells, and magic wands, rods, and staves.
[^1]: The native language of the firfolk.

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title: Custom Character Races
description: TBD
date_pub: 2023-02-17T00:15:00-05:00
date_upd: 2023-04-24T17:18:00-05:00
section: races
content_type: feature
short_code: r1
---
Enjoy these custom character races in your Old-School Essentials Advanced Fantasy games.
- [Automaton](./automaton.html) - Mechanical beings powered by ancient, arcane magicks.
- [Dracokin](./dracokin.html) - Lizardfolk with distant relations to dragons.
- [Felinar](./felinar.html) - A race of anthropomorphic, catlike beings.
- [Firfolk](./firfolk.html) - Magical, gray half-giants that live in harmony with nature.
- [Mimikin](./mimikin.html) - A race of demihumans able to shift their physical forms at will.
- [Tortokin](./tortokin.html) - Anthropomorphic, upright turtles.
- [Automaton](./automaton.html): Mechanical beings powered by ancient, arcane magicks.
- [Dracokin](./dracokin.html): Lizardfolk with distant relations to dragons.
- [Drow](./drow.html): Dark-skinned, slender demihumans, possibly related to elves, who dwell deep underground.
- [Felinar](./felinar.html): A race of anthropomorphic, catlike beings.
- [Firfolk](./firfolk.html): Magical, gray half-giants that live in harmony with nature.
- [Mimikin](./mimikin.html): A race of demihumans able to shift their physical forms at will.
- [Tortokin](./tortokin.html): Anthropomorphic, upright turtles.

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---
title: Lah'dri (Race)
description:
date_pub: 2023-04-21T21:07:00-04:00
section: races
content_type: feature
short_code: rla
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
| --------------------- | ---------------------------------------------- |
| **Requirements** | Minimum INT 9 |
| **Ability modifiers** | -1 WIS, +1 CHA |
| **Languages** | Alignment, Common, Elvish, Faespeak, Hobgoblin |
</div>
Thin, fey demihumans, related to elves, with the ability to project their seasonal temperaments.
### Available Classes and Max Level
- **Assassin**: 10th
- **Bard**: 7th
- **Bloodmage**: 11th
- **Cleric**: 7th
- **Corsair**: 10th
- **Druid**: 8th
- **Fighter**: 7th
- **Knight**: 11th
- **Mystic**: 8th
- **Paladin**: 9th
- **Priest**: 7th
- **Ranger**: 11th
- **Sorcerer**: 11th
- **Thief**: 10th
- **Warlock**: 12th
- **Wizard**: 11th
### Detect Secrets
2-in-6 chance of detecting secret doors, panels, etc. while underground.
### Hear Noises
2-in-6 chance (ex: when listening at a door).
### Immune to Ghoul Paralysis
Unaffected by the paralysis inflicted by ghouls.
### Innate Magic
- From 2nd level, can cast [hidden step](/spells/hidden-step.html) once per day.
- From 6th level, can cast [hidden step](/spells/hidden-step.html) twice per day, plus an additional effect occurs when cast, based on caster's current [seasonal affinity](#seasonal-affinity):
- **Eve / Twilight**: Immediately after using [hidden step](/spells/hidden-step.html), up to two target creatures within 10 feet must **Save vs Spells** or be charmed for 1 minute (or until damage is dealt to them).
- **Night**: When using [hidden step](/spells/hidden-step.html), up to one target creature within 10' of where the caster started must **Save vs Spells** or be frightened of the caster (as per the _fear_ spell).
- **Morn**: When using [hidden step](/spells/hidden-step.html), the caster may touch one target willing creature who is teleported instead.
- **Day**: Immediately after using [hidden step](/spells/hidden-step.html), any number of target creatures within 10 feet take 1d4 damage (**Save vs Spells** for half).
### Infravision
Can see heat signatures up to 60', even in total darkness.
### Seasonal Affinity
Each day, choose which of the following Fae-seasons influences your physical and emotional being.
- **Eve / Twilight**: Goodwill and harmony, when all share in the harvest of the day.
- **Night**: Quiet and contemplative, as the dynamic energy of the world sleeps, and only the dark remains...
- **Morn**: Joy and celebration, a phase of rejuvenation and hope as the sorrows of the night pass.
- **Day**: Courage and determination, channelling aggressive energy and desires for action.
### Sensitive to Evil
-2 to attack rolls and -1 to AC when near powerful "evil" force (relic or sentient creature of level+3 HD or greater).

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title: Mimikin
description: TBD
date_pub: 2023-02-15T00:26:00-05:00
date_upd: 2023-04-21T23:52:00-04:00
section: races
content_type: feature
short_code: rm1
---
[[toc]]
<div class='headlessTableWrapper'>
| | |
@@ -17,30 +20,37 @@ short_code: rm1
</div>
Mimikin are a rarely-seen type of demihuman, able to shift their physical forms at will. Human-like in stature, their true forms usually have naturally pale, grey skin, unnervingly blank facial features, and silvery hair. However, because of their shapeshifting nature, they usuallly pass as humans or other similarly-sized demihumans, only returning to their true forms on death.
Many mimikin use their gifts as a form of artistic or emotional expression, but some see them as invaluable tools for grifting, spying, and general deception, leading to their distrust by the other races.
[[toc]]
Tall (5.5') demihumans with naturally pale, grey skin, unnervingly blank facial features, and silvery hair, who are able to shift their physical form to that of other similarly-sized humans and demihumans.
### Available Classes and Max Level
- **Acrobat**: 10th
- **Assassin**: 10th
- **Bard**: 10th
- **Cleric**[^1]: 5th
- **Druid**[^1]: 8th
- **Cleric**: 5th
- **Corsair**: 10th
- **Druid**: 8th
- **Fighter**: 6th
- **Magic-user**: 8th
- **Knight**: 6th
- **Mystic**: 6th
- **Paladin**: 6th
- **Priest**: 6th
- **Ranger**: 8th
- **Sorcerer**: 8th
- **Thief**: 10th
[^1]: At the referees option, mimikin clerics and druids may only exist as NPCs.
- **Warlock**: 8th
- **Wizard**: 8th
### Languages
Changelings know Common, their alignment language, and 2 other langauges of the referee's choice.
Know Common, their alignment language, and at least 2 other languages.
### Shapechanger
Mimikin can change their appearance and voice on demand. This includes choosing specific colorations of eyes, skin, and hair, along with hair length, sex, and even height and weight (the latter two within human standards). This ability even allows them to pass as a member of another (human-sized) race, although their game statistics do not change. They can only duplicate the appearance of a creature that they have seen, and are limited to forms with the same basic arrangement of limbs. The change process takes 1 round, and has no affect on their clothing or equipment. Once the change is complete, it can be maintained until the mimikin either changes again or they die (at which point they revert to their true forms).
Can change appearance and voice on demand.
- Includes choosing specific colorations of eyes, skin, and hair, along with hair length, and sex
- Height and weight can be adjusted within human standards.
- Can duplicate the appearance of any human-sized creature seen that has the same basic arrangement of limbs.
- Change process takes 1 round.
- Does not effect clothing or equipment.
- New form can be maintained until changing again or dying.

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title: Tortokin
description: TBD
date_pub: 2023-02-15T00:26:00-05:00
date_upd: 2023-04-01T23:35:00-04:00
section: races
content_type: feature
short_code: rt1
short_code: rtn
---
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| **Requirements** | Minimum WIS 9 |
| **Ability modifiers** | 1 DEX, +1 STR |
| **Languages** | Alignment, Common, Uquan |
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Tortokin are a race of relatively tall (5.5') reptilian-looking humanoids with leathery, earth-toned skin and large, dark, tortoise-like shells on their backs capable of containing their entire bodies. They rarely wear any clothing, preferring instead to use belts and harnesses to carry their belongings. As most tortokin feel as though they have their houses on their backs, they rarely feel homesick and tend to avoid laying roots in any single place, preferring instead to travel and wander. Although they typically aren't good swimmers, their natural buoyancy and ability to hold their breath for extended periods of time helps them traverse swamps and bodies of water with ease.
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| --------------------- | ---------------------------- |
| **Requirements** | Minimum WIS 9 |
| **Ability modifiers** | 1 DEX, +1 STR |
| **Languages** | Alignment, Common, Aquon[^1] |
</div>
Tortokin are a race of relatively tall (5.5') reptilian-looking humanoids with leathery, earth-toned skin and large, dark, tortoise-like shells on their backs capable of containing their entire bodies. They rarely wear any clothing, preferring instead to use belts and harnesses to carry their belongings.
### Available Classes and Max Level
- **Cleric**[^1]: 10th
- **Druid**[^1]: 10th
- **Fighter**: 7th
- **Assassin**: 7th
- **Bard**: 9th
- **Cleric**: 10th
- **Corsair**: 7th
- **Druid**: 10th
- **Fighter**: 8th
- **Knight**: 8th
- **Magic-user**: 8th
- **Mystic**: 10th
- **Paladin**: 8th
- **Priest**: 10th
- **Ranger**: 9th
- **Sorcerer**: 8th
- **Thief**: 7th
- **Warlock**: 8th
- **Wizard**: 8th
[^1]: At the referees option, tortokin clerics and druids may only exist as NPCs.
### Protective Shell
### Armour Class
- Shell provides protection as indicated.
- Cannot wear other armor.
Tortokin have hard shells that serve as natural armor, providing a base Armour Class of 6[13] which improves to 4[15] at 5th level, and 2[17] at 9th level.
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| Level | Armor Class |
| :---: | :---------: |
| 1-4 | 13 |
| 5-8 | 15 |
| 9+ | 17 |
[Tortokin Armor Class]
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### Claw Attack
Tortokin have natural claws that can be used to make an attack, dealing 1d4 damage on a successful hit.
### Combat
Tortokin can use all weapons and shields, but cannot use armour, instead relying on their hard shells for defence in battle.
Natural claws that can be used to make an attack, dealing an additional 1d2 damage on a successful hit.
### Hold Breath
Tortokin can hold their breath for up to 1 hour.
Can hold their breath for up to 1 hour.
[^1]: The language of water elementals.