update rules, classes, magic-items.... a bunch of stuff
update tp v0.22.0 of rules and code add "Vessels" to rules add restriction on "super" attack usage for martial classes remove minimum ability requirements from races
This commit is contained in:
8
.editorconfig
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.editorconfig
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# EditorConfig is awesome: https://editorconfig.org
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[*]
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charset = utf-8
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end_of_line = lf
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indent_size = 4
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indent_style = space
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insert_final_newline = true
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@@ -3,6 +3,8 @@
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- **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking.
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- **Charge**: While mounted, damage may be doubled by moving at least 60' before attacking.
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- **Entangle**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
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- **Entangle**: On successful hit, target must **Save** or become [Entangled](/rules/adventuring.html#entangled).
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- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
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- **Light**: May be used in offhand when [dual-wielding](#dual-wielding).
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- <strong id="weapon-property-loud">Loud</strong>: The first use of a [missile attack](/rules/combat.html#missile-attacks) triggers a [complication check](/rules/adventuring.html#complication-check) and causes untrained animals (and some smaller humanoids of 2HD or less) to make a morale check or flee.
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- **One-shot**: Missile attack may only be used once per combat for the damage listed.
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- **Reach**: Grants extra 5' reach for determining melee range.
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- **Reach**: Grants extra 5' reach for determining melee range.
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- **Reload**: After being used the indicated number of times, it takes one full round to reload.
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- **Reload**: After being used the indicated number of times, it takes one full round to reload.
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- **Slow**: Always attacks last in a round.
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- **Slow**: Always attacks last in a round.
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@@ -197,11 +197,13 @@ h5 {
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color: #e94e5c;
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color: #e94e5c;
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font-size: 1.06em;
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font-size: 1.06em;
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line-height: 1.2em;
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line-height: 1.2em;
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margin: 1.2em 0;
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}
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}
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h6 {
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h6 {
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color: #e94e5c;
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color: #e94e5c;
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font-size: 1em;
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font-size: 1em;
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margin: 1em 0;
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}
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}
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h1,
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h1,
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@@ -1052,6 +1054,7 @@ a.pageTitle-sublink {
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display: flex;
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display: flex;
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flex-direction: column;
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flex-direction: column;
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margin-top: 0;
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margin-top: 0;
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text-align: center;
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}
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}
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.rulesVersion {
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.rulesVersion {
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@@ -93,10 +93,12 @@
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</summary>
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</summary>
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<ul class="dropdown" aria-label="submenu">
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<ul class="dropdown" aria-label="submenu">
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<li><a href="/rules/basics.html">Basics</a></li>
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<li><a href="/rules/basics.html">Basics</a></li>
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<li><a href="/rules/combat.html">Combat</a></li>
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<li><a href="/rules/adventuring.html">Adventuring</a></li>
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<li><a href="/rules/adventuring.html">Adventuring</a></li>
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<li><a href="/rules/combat.html">Combat</a></li>
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<li><a href="/rules/equipment/fantasy.html">Equipment</a></li>
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<li><a href="/rules/magic.html">Magic</a></li>
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<li><a href="/rules/magic.html">Magic</a></li>
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<li><a href="/rules/referees.html">Referees Only</a></li>
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<li><a href="/rules/vessels/">Vessels</a></li>
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<li><a href="/rules/gm-notes.html">GMs Only</a></li>
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</ul>
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</ul>
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</details>
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</details>
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</li>
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</li>
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@@ -2,10 +2,11 @@
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<%
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<%
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var menuLinksByOption = {
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var menuLinksByOption = {
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Basics: "/rules/basics.html",
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Basics: "/rules/basics.html",
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Combat: "/rules/combat.html",
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Adventuring: "/rules/adventuring.html",
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Adventuring: "/rules/adventuring.html",
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Combat: "/rules/combat.html",
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Equipment: "/rules/equipment/fantasy.html",
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Equipment: "/rules/equipment/fantasy.html",
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Magic: "/rules/magic.html",
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Magic: "/rules/magic.html",
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Vessels: "/rules/vessels/index.html",
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"GM Notes": "/rules/gm-notes.html",
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"GM Notes": "/rules/gm-notes.html",
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};
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};
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@@ -35,7 +36,7 @@ var title = (page.title ?? '').replace('HOSR ', '');
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<div class="rulesMenu">
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<div class="rulesMenu">
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<div class="rulesVersion">
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<div class="rulesVersion">
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Version Beta-0.21.0 / 2025-05-30
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Version Beta-0.22.0 / 2025-10-19
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<!--
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<!--
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<%=site.version ?? '0.0.0' %>
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<%=site.version ?? '0.0.0' %>
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<%=site.lastUpdated ?? '0.0.0' %>
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<%=site.lastUpdated ?? '0.0.0' %>
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31
src/pages/bestiary/camel.md
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src/pages/bestiary/camel.md
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---
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title: Camel
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description: The camel creature for OSR gaming.
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date_pub: 2025-10-19T00:07:28-04:00
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section: bestiary
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content_type: feature
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short_code: bca
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hd: 2
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---
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A cantankerous beast of burden which lives in dry climates.
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<div class='headlessTableWrapper'>
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| --------------- | ------------------------------------------ |
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| **Hit Dice** | 2 (9hp) |
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| **Armor Class** | 12 (natural) |
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| **Attacks** | 1 (+1) @ 1d4 (hoof) or 1 (+1) @ 1d3 (bite) |
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| **Movement** | 50' |
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| **Save** | 12 (1) |
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| **Morale** | 7 |
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| **Alignment** | Neutral |
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</div>
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- Cannot make a charge attack while mounted on a camel.
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- Prone to biting or kicking any creature near them, including their owners.
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- After drinking, can survive up to 2 weeks without further water.
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- Moves at full speed through deserts and broken lands.
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- Can carry up to 300 lbs at full speed, or up to 600 lbs at half-speed.
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@@ -20,6 +20,7 @@ Below you'll find a small sampling of 60+ different types of humanoids and other
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- [Batikoda](./batikoda.html): A semi-intelligent, winged monkey with sharp claws that lives in small packs high in trees.
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- [Batikoda](./batikoda.html): A semi-intelligent, winged monkey with sharp claws that lives in small packs high in trees.
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- [Bloodmage](./bloodmage.html): An arcane spellcaster that uses their own life force to cast spells.
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- [Bloodmage](./bloodmage.html): An arcane spellcaster that uses their own life force to cast spells.
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- [Bugbear](./bugbear.html): A large, hairy, goblin-like creature capable of sneaking up on prey.
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- [Bugbear](./bugbear.html): A large, hairy, goblin-like creature capable of sneaking up on prey.
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- [Camel](./camel.html): A cantankerous beast of burden which lives in dry climates.
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- [Cleric](./cleric.html): A holy (or unholy) warrior-priest on a quest for their deity.
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- [Cleric](./cleric.html): A holy (or unholy) warrior-priest on a quest for their deity.
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- [Commoner](./commoner.html): One of the common people (artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves, etc.).
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- [Commoner](./commoner.html): One of the common people (artists, beggars, children, craftspeople, farmers, fishermen, housewives, scholars, slaves, etc.).
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- [Corsair](./corsair.html): A skilled sailor, be it on the seas, in the air, or on the astral plane. Usually part of a crew.
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- [Corsair](./corsair.html): A skilled sailor, be it on the seas, in the air, or on the astral plane. Usually part of a crew.
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@@ -93,7 +93,7 @@ Pick one of the following defensive item tables (D1-D2), roll twice on it, and c
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| 5-7 | +3 |
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| 5-7 | +3 |
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| 8 | [Stashing (+1)](/magic-items/armor-stashing.html) |
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| 8 | [Stashing (+1)](/magic-items/armor-stashing.html) |
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| 9 | [Hunting (+1)](/magic-items/armor-of-hunting.html) |
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| 9 | [Hunting (+1)](/magic-items/armor-of-hunting.html) |
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| 10 | [Invincibility (+1)](/magic-items/armor-of-invincibility) |
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| 10 | [Invincibility (+1)](/magic-items/armor-of-invincibility.html) |
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| 11 | [Protection from Magic (+1)](/magic-items/armor-protection-magic.html) |
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| 11 | [Protection from Magic (+1)](/magic-items/armor-protection-magic.html) |
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| 12 | Player's Choice |
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| 12 | Player's Choice |
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@@ -16,7 +16,6 @@ Corsairs are adventurers who live by their talents in the astral plane, offering
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| | |
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| ---------------- | ------------------- |
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| ---------------- | ------------------- |
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| **Requirements** | None |
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| **Hit Dice** | 1d6 |
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| **Hit Dice** | 1d6 |
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| **Armour** | Leather, no shields |
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| **Armour** | Leather, no shields |
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| **Weapons** | Any |
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| **Weapons** | Any |
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@@ -77,6 +77,7 @@ Immediately after taking or inflicting damage, can use a free action to try and
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complicated success, the attack roll is made as normal.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- May only be used successfully once per 10 minutes (1 turn).
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **Sense Magic**: Make a skilled WIS check to sense nearby magic.
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- **Sense Magic**: Make a skilled WIS check to sense nearby magic.
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- Usually takes the form of an odor, with more powerful magic smelling more foul.
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- Usually takes the form of an odor, with more powerful magic smelling more foul.
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@@ -82,6 +82,7 @@ If the performance lasts for at least one turn and ends without interruption:
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- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
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- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
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- **Ritual Casting**: Some rituals require a skilled check.
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- **Ritual Casting**: Some rituals require a skilled check.
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- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM.
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- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM.
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- May only be used successfully once per 10 minutes (1 turn).
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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### Divine Magic
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### Divine Magic
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@@ -70,6 +70,7 @@ An adventurer who possesses a special bond with one (or more) animal companions.
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complicated success, the attack roll is made as normal.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- May only be used successfully once per 10 minutes (1 turn).
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
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- **Tracking**: Make a skilled INT check to correctly identify and follow tracks, modified by environmental and other conditions (ex: weather, ground hardness, or age of tracks).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, recalling animal knowledge, stabilizing wounds).
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@@ -54,6 +54,7 @@ An adventurer that specializes in battle and combat.
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
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- On a complicated success, the attack roll is made as normal.
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
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- May only be used successfully once per 10 minutes (1 turn).
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
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@@ -51,6 +51,23 @@ A holy (or unholy) warrior-priest who serves one or more deities.
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- +1 to **Save vs Spells** (-3 overall)
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- +1 to **Save vs Spells** (-3 overall)
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### Class Skills
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- **Divine Intervention**: After reaching level 9, may request deity to intervene directly.
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- Describe intended outcome, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) with modifier as indicated by GM.
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- Fumbling the check causes [Doubt](#doubt).
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- May only be used successfully once per day.
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- **Clerical Duties**: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
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- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
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- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
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- On a complicated success, the attack roll is made as normal.
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- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage)s.
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- May only be used successfully once per 10 minutes (1 turn).
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- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
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- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
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- **Ritual Casting**: Some rituals require a skilled check.
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- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
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### Divine Magic
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### Divine Magic
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- Must have a holy symbol
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- Must have a holy symbol
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@@ -59,6 +76,14 @@ A holy (or unholy) warrior-priest who serves one or more deities.
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- Can conduct magical research starting at level 2.
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- Can conduct magical research starting at level 2.
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- [Cleric Spell List](./spell-list.html)
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- [Cleric Spell List](./spell-list.html)
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### Doubt
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Occurs whenever a fumble occurs while turning undead or requesting divine intervention.
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- Next attempt to turn undead or request divine intervention gets -2 on roll.
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- Cleared by a successful turn undead or divine intervention roll.
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- Fumbling while already having Doubt severs connection to deity until next day (preventing spell casting, turn undead, or requesting divine intervention).
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|
|
||||||
### Stronghold
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### Stronghold
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||||||
|
|
||||||
- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
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- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
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@@ -66,41 +91,27 @@ A holy (or unholy) warrior-priest who serves one or more deities.
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|||||||
|
|
||||||
### Turn Undead
|
### Turn Undead
|
||||||
|
|
||||||
Roll 2d6 and consult table below:
|
- Can turn undead with HD up to _cleric level + 2_.
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||||||
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- After reaching level 6, can turn undead with HD up to _cleric level + 3_.
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||||||
<div class="dividedTableWrapper">
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- After reaching level 12, can turn any undead, regardless of HD.
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||||||
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- To turn undead, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks), modified based on the highest HD amongst targeted undead creatures.
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| Level | Monster Hit Dice ||||||||||||||||
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- If the undead is of a higher HD than cleric level, add -2 to the roll for each HD above cleric level, to a max of -6.
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| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 |
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- If the undead is of a lower HD than cleric level, add +2 to the roll for each HD below cleric level, to a max of +6.
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| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :--: | :---: | :---: | :---: | :---: |
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- Undead with HD of _cleric level - 3_ or less may be destroyed rather than turned.
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| 1 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- |
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| 2 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- |
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| 3 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- |
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| 4 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- |
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| 5 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- |
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| 6 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- |
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| 7 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- |
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| 8 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- |
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| 9 | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- |
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| 10 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- |
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| 11 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 |
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| 12 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 |
|
|
||||||
| 13 | D | D | D | D | D | D | D | D | D | D | T | T | 7 |
|
|
||||||
| 14 | D | D | D | D | D | D | D | D | D | D | D | T | T |
|
|
||||||
|
|
||||||
[Turn Undead Result]
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
#### Results
|
#### Results
|
||||||
|
|
||||||
- **Dash (--)**: Turn attempt fails
|
- A fumble causes [Doubt](#doubt).
|
||||||
- **_Number_**: If roll is equal or higher than this number, turn succeeds
|
- A failure has no effect.
|
||||||
- **T**: Turn succeeds
|
- A complicated success only affects up to 1d6 total HD of undead (but at least 1 creature).
|
||||||
- **D**: Turn succeeds, creatures destroyed
|
- A complete success affects up to 2d6 total HD of undead (but at least 1 creature).
|
||||||
|
- A critical success affects up to 3d6 total HD of undead (but at least 1 creature).
|
||||||
|
|
||||||
#### Successful Turn
|
On a successful turn:
|
||||||
|
|
||||||
- Roll 2d6 to determine total number of HD affected.
|
- Roll as indicated by Results, above.
|
||||||
- Turned undead move away from cleric in full retreat until attacked.
|
- Turned undead will flee at full retreat for up to 10 minute (1 turn), or until attacked or damaged, whichever comes first.
|
||||||
- Lowest HD undead are affected first.
|
- Undead with HD of _cleric level - 3_ or less are instantly turned to dust.
|
||||||
|
- Excess rolled hit dice are wasted.
|
||||||
|
- At least 1 undead creature will always be affected by a successful turn.
|
||||||
|
- If a mixed group of undead are turned, lowest HD creatures are affected first.
|
||||||
|
|||||||
@@ -13,13 +13,12 @@ An adventurer who lives by their talents sailing on the high seas.
|
|||||||
|
|
||||||
<div class='headlessTableWrapper'>
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
| | |
|
| | |
|
||||||
| ---------------- | ------------------- |
|
| ------------- | ------------------------------ |
|
||||||
| **Requirements** | None |
|
| **Hit Dice** | 1d6 |
|
||||||
| **Hit Dice** | 1d6 |
|
| **Armor** | Leather or Studded, no shields |
|
||||||
| **Armor** | Leather, no shields |
|
| **Weapons** | Any |
|
||||||
| **Weapons** | Any |
|
| **Languages** | Alignment, Common |
|
||||||
| **Languages** | Alignment, Common |
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@@ -40,12 +39,12 @@ An adventurer who lives by their talents sailing on the high seas.
|
|||||||
| 6 | 6d6 | +2 | 12 |
|
| 6 | 6d6 | +2 | 12 |
|
||||||
| 7 | 7d6 | +2 | 12 |
|
| 7 | 7d6 | +2 | 12 |
|
||||||
| 8 | 9d6 | +2 | 12 |
|
| 8 | 9d6 | +2 | 12 |
|
||||||
| 9 | 9d6 | +5 | 8 |
|
| 9 | 9d6 | +5 | 10 |
|
||||||
| 10 | 9d6+2 | +5 | 6 |
|
| 10 | 9d6+2 | +5 | 10 |
|
||||||
| 11 | 9d6+4 | +5 | 6 |
|
| 11 | 9d6+4 | +5 | 10 |
|
||||||
| 12 | 9d6+6 | +5 | 6 |
|
| 12 | 9d6+6 | +5 | 8 |
|
||||||
| 13 | 9d6+8 | +7 | 4 |
|
| 13 | 9d6+8 | +7 | 8 |
|
||||||
| 14 | 9d6+10 | +7 | 4 |
|
| 14 | 9d6+10 | +7 | 8 |
|
||||||
|
|
||||||
[Corsair Features]
|
[Corsair Features]
|
||||||
|
|
||||||
@@ -60,9 +59,14 @@ An adventurer who lives by their talents sailing on the high seas.
|
|||||||
- May be used to identify the nature and powers of sea-related magic items.
|
- May be used to identify the nature and powers of sea-related magic items.
|
||||||
- **Sneak**: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies.
|
- **Sneak**: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies.
|
||||||
- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM.
|
- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM.
|
||||||
|
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||||
|
- On a complicated success, the attack roll is made as normal.
|
||||||
|
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||||
|
- May only be used successfully once per 10 minutes (1 turn).
|
||||||
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
|
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
|
||||||
- **Walk Tightrope**: Make a skilled DEX check for every 60' walked, modified by -4 for windy conditions and/or +2 when using balance pole.
|
- **Walk Tightrope**: Make a skilled DEX check for every 60' walked, modified by -4 for windy conditions and/or +2 when using balance pole.
|
||||||
- Failure means falling (and taking fall damage).
|
- Failure means falling (and taking fall damage).
|
||||||
|
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: acrobatics).
|
||||||
|
|
||||||
### Establish Crew
|
### Establish Crew
|
||||||
|
|
||||||
@@ -85,6 +89,11 @@ An adventurer who lives by their talents sailing on the astral plane.
|
|||||||
- Failure means falling from the halfway point (and taking fall damage).
|
- Failure means falling from the halfway point (and taking fall damage).
|
||||||
- **Sneak**: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies.
|
- **Sneak**: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies.
|
||||||
- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM.
|
- **Swashbuckling**: Describe intended outcome, make a skilled check as indicated by GM.
|
||||||
|
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||||
|
- On a complicated success, the attack roll is made as normal.
|
||||||
|
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||||
|
- May only be used successfully once per 10 minutes (1 turn).
|
||||||
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
|
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
|
||||||
- **Walk Tightrope**: Make a skilled DEX check for every 60' walked, modified by -4 for windy conditions and/or +2 when using balance pole.
|
- **Walk Tightrope**: Make a skilled DEX check for every 60' walked, modified by -4 for windy conditions and/or +2 when using balance pole.
|
||||||
- Failure means falling (and taking fall damage).
|
- Failure means falling (and taking fall damage).
|
||||||
|
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: astral acrobatics).
|
||||||
|
|||||||
@@ -23,11 +23,40 @@ Holy (or unholy) warrior-priests who serve one or more deities.
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
### Core Features
|
|
||||||
|
### Saving Throw Mods
|
||||||
|
|
||||||
|
- +1 to **Save vs Spells** (-3 overall)
|
||||||
|
|
||||||
|
### Class Skills
|
||||||
|
|
||||||
|
- **Divine Intervention**: After reaching level 9, may request deity to intervene directly.
|
||||||
|
- Describe intended outcome, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) with modifier as indicated by GM.
|
||||||
|
- Fumbling the check causes [Doubt](#doubt).
|
||||||
|
- May only be used successfully once per day.
|
||||||
|
- **Ecclesiastical Duties**: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
|
||||||
|
- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
|
||||||
|
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||||
|
- On a complicated success, the attack roll is made as normal.
|
||||||
|
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage)s.
|
||||||
|
- May only be used successfully once per 10 minutes (1 turn).
|
||||||
|
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
|
||||||
|
- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
|
||||||
|
- **Ritual Casting**: Some rituals require a skilled check.
|
||||||
|
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
||||||
|
|
||||||
|
|
||||||
|
### Divine Magic
|
||||||
|
|
||||||
|
- Must have a holy symbol.
|
||||||
|
- Must remain faithful to alignment, clergy, and religion.
|
||||||
|
- At level 2, gains spell casting and learns how to conduct magical research.
|
||||||
|
- May cast a number of spells each day up to to _ecclesiastic level - 1_.
|
||||||
|
- Different deities (aligned with different elements) grant different spell lists to their ecclesiastics.
|
||||||
|
|
||||||
<div class="dividedTableWrapper levelTable">
|
<div class="dividedTableWrapper levelTable">
|
||||||
|
|
||||||
| Level | HD | Atk | Save | Spells /<br />Day |
|
| Level | HD | Atk | Save | Spells / Day |
|
||||||
| :---: | :----: | :-: | :--: | :---------------: |
|
| :---: | :----: | :-: | :--: | :---------------: |
|
||||||
| 1 | 1d8 | 0 | 12 | - |
|
| 1 | 1d8 | 0 | 12 | - |
|
||||||
| 2 | 2d8 | 0 | 12 | 1 |
|
| 2 | 2d8 | 0 | 12 | 1 |
|
||||||
@@ -48,34 +77,6 @@ Holy (or unholy) warrior-priests who serve one or more deities.
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
#### Saving Throw Mods
|
|
||||||
|
|
||||||
- +1 to **Save vs Spells** (-3 overall)
|
|
||||||
|
|
||||||
### Class Skills
|
|
||||||
|
|
||||||
- **Divine Intervention**: After reaching level 9, may request deity to intervene directly.
|
|
||||||
- Describe intended outcome, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) with modifier as indicated by GM.
|
|
||||||
- Fumbling the check causes [Doubt](#doubt).
|
|
||||||
- Can only be used successfully once per day.
|
|
||||||
- **Ecclesiastical Duties**: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
|
|
||||||
- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
|
|
||||||
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
|
||||||
- On a complicated success, the attack roll is made as normal.
|
|
||||||
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage)s.
|
|
||||||
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
|
|
||||||
- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
|
|
||||||
- **Ritual Casting**: Some rituals require a skilled check.
|
|
||||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
|
||||||
|
|
||||||
### Divine Magic
|
|
||||||
|
|
||||||
- Must have a holy symbol.
|
|
||||||
- Must remain faithful to alignment, clergy, and religion.
|
|
||||||
- At level 2, gains spell casting and learns how to conduct magical research.
|
|
||||||
- May cast a number of spells each day up to to _ecclesiastic level - 1_.
|
|
||||||
- Different deities (aligned with different elements) grant different spell lists to their ecclesiastics.
|
|
||||||
|
|
||||||
#### Casting Spells
|
#### Casting Spells
|
||||||
|
|
||||||
To cast spell, the ecclesiastic prays to (or invokes the name of) their deity.
|
To cast spell, the ecclesiastic prays to (or invokes the name of) their deity.
|
||||||
@@ -108,7 +109,7 @@ Occurs whenever a fumble occurs while casting a spell, turning undead, or reques
|
|||||||
- To turn undead, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks), modified based on the highest HD amongst targeted undead creatures.
|
- To turn undead, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks), modified based on the highest HD amongst targeted undead creatures.
|
||||||
- If the undead is of a higher HD than ecclesiastic level, add -2 to the roll for each HD above ecclesiastic level, to a max of -6.
|
- If the undead is of a higher HD than ecclesiastic level, add -2 to the roll for each HD above ecclesiastic level, to a max of -6.
|
||||||
- If the undead is of a lower HD than ecclesiastic level, add +2 to the roll for each HD below ecclesiastic level, to a max of +6.
|
- If the undead is of a lower HD than ecclesiastic level, add +2 to the roll for each HD below ecclesiastic level, to a max of +6.
|
||||||
- Undead with HD less than _ecclesiastic level - 2_ may be destroyed rather than turned.
|
- Undead with HD of _ecclesiastic level - 3_ or less may be destroyed rather than turned.
|
||||||
|
|
||||||
#### Results
|
#### Results
|
||||||
|
|
||||||
@@ -121,8 +122,8 @@ Occurs whenever a fumble occurs while casting a spell, turning undead, or reques
|
|||||||
On a successful turn:
|
On a successful turn:
|
||||||
|
|
||||||
- Roll as indicated by Results, above.
|
- Roll as indicated by Results, above.
|
||||||
- Turned undead will flee at full retreat until attacked, damaged, or 10 minutes (1 turn) has elapsed, whichever comes first.
|
- Turned undead will flee at full retreat for up to 10 minute (1 turn) or until attacked or damaged, whichever comes first.
|
||||||
- Destroyed undead are instantly turned to dust.
|
- Undead with HD of _ecclesiastic level - 3_ or less are instantly turned to dust.
|
||||||
- Excess rolled hit dice are wasted.
|
- Excess rolled hit dice are wasted.
|
||||||
- At least 1 undead creature will always be affected by a successful turn.
|
- At least 1 undead creature will always be affected by a successful turn.
|
||||||
- If a mixed group of undead are turned, lowest HD creatures are affected first.
|
- If a mixed group of undead are turned, lowest HD creatures are affected first.
|
||||||
|
|||||||
@@ -5,6 +5,7 @@ date_pub: 2023-03-27T23:04:00-04:00
|
|||||||
section: classes
|
section: classes
|
||||||
content_type: feature
|
content_type: feature
|
||||||
short_code: cfr
|
short_code: cfr
|
||||||
|
status: hidden
|
||||||
---
|
---
|
||||||
|
|
||||||
An adventurer that specializes in combat.
|
An adventurer that specializes in combat.
|
||||||
|
|||||||
@@ -14,21 +14,21 @@ short_code: c1
|
|||||||
- [Beast Walker](./beast-walker.html): Adventurers possessing special bonds with one (or more) animal companions.
|
- [Beast Walker](./beast-walker.html): Adventurers possessing special bonds with one (or more) animal companions.
|
||||||
- [Bloodmage](./bloodmage.html): Magic users who cast spells with their own blood.
|
- [Bloodmage](./bloodmage.html): Magic users who cast spells with their own blood.
|
||||||
- [Champion](./champion.html): Adventurers that specialize in battle and combat.
|
- [Champion](./champion.html): Adventurers that specialize in battle and combat.
|
||||||
|
- [Cleric](./cleric/): Holy (or unholy) warrior-priests who serve one (or more) deities.
|
||||||
- [Corsair](./corsair.html): Sailors living lives of adventure on the high seas or the astral plane.
|
- [Corsair](./corsair.html): Sailors living lives of adventure on the high seas or the astral plane.
|
||||||
- [Druid](./druid/): Nature-focused magic users and guardians of the forest.
|
- [Druid](./druid/): Nature-focused magic users and guardians of the forest.
|
||||||
- [Ecclesiastic](./ecclesiastic.html): Holy (or unholy) warrior-priests who serve one (or more) deities.
|
- [Ecclesiastic](./ecclesiastic.html): Holy (or unholy) warrior-priests who serve one (or more) deities.
|
||||||
- [Knight](./knight.html): Honor-bound warriors that excel at mounted combat.
|
- [Knight](./knight.html): Honor-bound warriors that excel at mounted combat.
|
||||||
|
- [Magus](./magus.html): Magic users who cast spells from spellbooks.
|
||||||
- [Mystic](./mystic/): Adventurers that can channel their life energy into special [mystic powers](./mystic/powers.html).
|
- [Mystic](./mystic/): Adventurers that can channel their life energy into special [mystic powers](./mystic/powers.html).
|
||||||
|
- [Paladin](./paladin/): Holy (or unholy) knights questing for one or more deities.
|
||||||
|
- [Priest](./priest/): Holy (or unholy) magic users who serve one or more deities.
|
||||||
- [Rogue](./rogue.html): Adventurers possessing various stealth-based skills.
|
- [Rogue](./rogue.html): Adventurers possessing various stealth-based skills.
|
||||||
- [Sorcerer](./sorcerer.html): Magic users who cast spells from memory.
|
- [Sorcerer](./sorcerer.html): Magic users who cast spells from memory.
|
||||||
- [Wizard](./wizard.html): Magic users who cast spells from their spellbooks.
|
- [Thief](./thief.html): Those skilled at stealth-based retrieval.
|
||||||
|
- [Wizard](./wizard.html): Magic users who cast spells from spellbooks.
|
||||||
|
|
||||||
### Original (Alpha) Classes
|
### Original (Alpha) Classes
|
||||||
|
|
||||||
- [Assassin](./assassin.html): Those skilled at stealth-based eliminations.
|
- [Assassin](./assassin.html): Those skilled at stealth-based eliminations.
|
||||||
- [Cleric](./cleric/): Holy (or unholy) warrior-priests who serve one (or more) deities.
|
|
||||||
- [Fighter](./fighter.html): Adventurers that specializes in battle and combat.
|
|
||||||
- [Paladin](./paladin/): Holy (or unholy) knights questing for one or more deities.
|
|
||||||
- [Priest](./priest/): Holy (or unholy) magic users who serve one or more deities.
|
|
||||||
- [Thief](./thief.html): Those skilled at stealth-based retrieval.
|
|
||||||
- [Warlock](./warlock/): Magic users who have pacts with a powerful, otherworldly being.
|
- [Warlock](./warlock/): Magic users who have pacts with a powerful, otherworldly being.
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ An honor-bound warrior that excels at mounted combat.
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| ---------------- | -------------------------- |
|
| ---------------- | -------------------------- |
|
||||||
| **Requirements** | Minimum CON 9, DEX 9 |
|
|
||||||
| **Hit Dice** | 1d10 |
|
| **Hit Dice** | 1d10 |
|
||||||
| **Armor** | Any metal armor or shields |
|
| **Armor** | Any metal armor or shields |
|
||||||
| **Weapons** | Any melee weapons |
|
| **Weapons** | Any melee weapons |
|
||||||
@@ -63,6 +62,7 @@ An honor-bound warrior that excels at mounted combat.
|
|||||||
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||||
- On a complicated success, the attack roll is made as normal.
|
- On a complicated success, the attack roll is made as normal.
|
||||||
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||||
|
- May only be used successfully once per 10 minutes (1 turn).
|
||||||
- ex: grab fair maiden, jump over table, set her down safely, and strike nearest opponent.
|
- ex: grab fair maiden, jump over table, set her down safely, and strike nearest opponent.
|
||||||
- **Heraldic Lore**: Make a skilled INT check to recognize standards, symbols, or names associated with liege, their allies, or their enemies.
|
- **Heraldic Lore**: Make a skilled INT check to recognize standards, symbols, or names associated with liege, their allies, or their enemies.
|
||||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
|
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: intimidation, stabilizing wounds).
|
||||||
|
|||||||
73
src/pages/classes/magus.md
Normal file
73
src/pages/classes/magus.md
Normal file
@@ -0,0 +1,73 @@
|
|||||||
|
---
|
||||||
|
title: Magus
|
||||||
|
description: The Magus class for OSR gaming.
|
||||||
|
date_pub: 2025-10-17 23:11:15
|
||||||
|
section: classes
|
||||||
|
content_type: feature
|
||||||
|
short_code: cmu
|
||||||
|
---
|
||||||
|
|
||||||
|
A magic user who casts spells they've memorized from their spellbook.
|
||||||
|
|
||||||
|
[[toc]]
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| ------------- | ------------------------------------- |
|
||||||
|
| **Hit Dice** | 1d6 |
|
||||||
|
| **Armor** | None |
|
||||||
|
| **Weapons** | Dagger, staff, 1-handed magic weapons |
|
||||||
|
| **Languages** | Alignment, Common |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
### Core Features
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper levelTable">
|
||||||
|
|
||||||
|
| Level | HD | Atk | Save | Spells Per Day ||||||
|
||||||
|
| ^^ | ^^ | ^^ | ^^ | 1 | 2 | 3 | 4 | 5 | 6 |
|
||||||
|
| :-: | :---: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: |
|
||||||
|
| 1 | 1d6 | 0 | 13 | 1 | - | - | - | - | - |
|
||||||
|
| 2 | 2d6 | 0 | 13 | 2 | - | - | - | - | - |
|
||||||
|
| 3 | 3d6 | 0 | 13 | 2 | 1 | - | - | - | - |
|
||||||
|
| 4 | 4d6 | 0 | 13 | 2 | 2 | - | - | - | - |
|
||||||
|
| 5 | 5d6 | 0 | 13 | 2 | 2 | 1 | - | - | - |
|
||||||
|
| 6 | 6d6 | +2 | 11 | 3 | 2 | 2 | - | - | - |
|
||||||
|
| 7 | 7d6 | +2 | 11 | 3 | 3 | 2 | 1 | - | - |
|
||||||
|
| 8 | 9d6 | +2 | 11 | 3 | 3 | 2 | 2 | - | - |
|
||||||
|
| 9 | 9d6 | +2 | 11 | 3 | 3 | 3 | 2 | 1 | - |
|
||||||
|
| 10 | 9d6+1 | +2 | 11 | 3 | 3 | 3 | 3 | 2 | - |
|
||||||
|
| 11 | 9d6+2 | +5 | 8 | 4 | 3 | 3 | 3 | 2 | 1 |
|
||||||
|
| 12 | 9d6+3 | +5 | 8 | 4 | 4 | 3 | 3 | 3 | 2 |
|
||||||
|
| 13 | 9d6+4 | +5 | 8 | 4 | 4 | 4 | 3 | 3 | 3 |
|
||||||
|
| 14 | 9d6+5 | +5 | 8 | 4 | 4 | 4 | 4 | 3 | 3 |
|
||||||
|
|
||||||
|
[Magus Features]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
#### Saving Throw Mods
|
||||||
|
|
||||||
|
- +2 to **Save vs Spells** (-2 overall)
|
||||||
|
|
||||||
|
### Arcane Magic
|
||||||
|
|
||||||
|
- Carries a spell book (or equivalent) with known spells in it.
|
||||||
|
- Can cast any spell in book.
|
||||||
|
- Number of spells of each level that can be cast per day shown on [Core Features table](#core-features).
|
||||||
|
- Can conduct magical research.
|
||||||
|
- [Known arcane spells](./arcane-spellcasters/known-arcane-spells.html)
|
||||||
|
|
||||||
|
### Class Skills
|
||||||
|
|
||||||
|
- **Arcane Lore**: Can make a skilled INT check to recall information about arcane magic or recognize a spell or magic item.
|
||||||
|
- **Prestidigitation**: Can use a combat action to make a skilled INT check to create a small, instant, illusory effect that inflicts no damage.
|
||||||
|
- **Ritual Casting**: Some rituals require a skilled check.
|
||||||
|
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks.
|
||||||
|
|
||||||
|
### Stronghold
|
||||||
|
|
||||||
|
- After 9th level, may construct a stronghold (usually a tower).
|
||||||
|
- 1d6 apprentices of levels 1–3 will then arrive to study under them.
|
||||||
@@ -55,6 +55,7 @@ Mystics are warriors that spend their lives rigorously training both their minds
|
|||||||
|
|
||||||
- **Martial Lore**: Make a [skilled INT check](/rules/adventuring.html#skilled-ability-checks) to recognize names of major figures, magic items, and other symbols of importance to different martial or mystical groups.
|
- **Martial Lore**: Make a [skilled INT check](/rules/adventuring.html#skilled-ability-checks) to recognize names of major figures, magic items, and other symbols of importance to different martial or mystical groups.
|
||||||
- **Mystical Acts**: Describe intended outcome and make a skilled check as indicated by GM.
|
- **Mystical Acts**: Describe intended outcome and make a skilled check as indicated by GM.
|
||||||
|
- May only be used successfully once per 10 minutes (1 turn).
|
||||||
- ex: making a running leap from a table to a balcony before landing and striking the nearest opponent.
|
- ex: making a running leap from a table to a balcony before landing and striking the nearest opponent.
|
||||||
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
||||||
|
|
||||||
|
|||||||
@@ -60,6 +60,22 @@ Holy (or unholy) knights on a quest for their deity.
|
|||||||
- Can only keep one magical weapon, one magical shield, and one magical suit of armor
|
- 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
|
- Must give at least 10% of income to religious order
|
||||||
|
|
||||||
|
### Class Skills
|
||||||
|
|
||||||
|
- **Divine Intervention**: After reaching level 9, may request deity to intervene directly.
|
||||||
|
- Describe intended outcome, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) with modifier as indicated by GM.
|
||||||
|
- Fumbling the check causes [Doubt](#doubt).
|
||||||
|
- May only be used successfully once per day.
|
||||||
|
- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
|
||||||
|
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||||
|
- On a complicated success, the attack roll is made as normal.
|
||||||
|
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage)s.
|
||||||
|
- May only be used successfully once per 10 minutes (1 turn).
|
||||||
|
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
|
||||||
|
- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
|
||||||
|
- **Ritual Casting**: Some rituals require a skilled check.
|
||||||
|
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
||||||
|
|
||||||
### Divine Magic
|
### Divine Magic
|
||||||
|
|
||||||
- Gains spell casting at level 9, can pray to cast spells.
|
- Gains spell casting at level 9, can pray to cast spells.
|
||||||
@@ -79,42 +95,30 @@ Holy (or unholy) knights on a quest for their deity.
|
|||||||
|
|
||||||
### Turn Undead
|
### Turn Undead
|
||||||
|
|
||||||
Roll 2d6 and consult table below:
|
- Can turn undead with HD up to paladin level.
|
||||||
|
- After reaching level 6, can turn undead with HD up to _paladin level + 2_.
|
||||||
<div class="dividedTableWrapper">
|
- After reaching level 12, can turn any undead, regardless of HD.
|
||||||
|
- To turn undead, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks), modified based on the highest HD amongst targeted undead creatures.
|
||||||
| Level | Monster Hit Dice ||||||||||||||||
|
- If the undead is of a higher HD than _paladin level - 2_, add -2 to the roll for each HD above that value, to a max of -6.
|
||||||
| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 |
|
- If the undead is of a lower HD than _paladin level - 2_, add +2 to the roll for each HD below that value, to a max of +6.
|
||||||
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :--: | :---: | :---: | :---: | :---: |
|
- Undead with HD of _paladin level - 5_ or less may be destroyed rather than turned.
|
||||||
| 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 |
|
|
||||||
|
|
||||||
[Turn Undead Result]
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
#### Results
|
#### Results
|
||||||
|
|
||||||
- **Dash (--)**: Turn attempt fails
|
- A fumble causes [Doubt](#doubt).
|
||||||
- **_Number_**: If roll is equal or higher than this number, turn succeeds
|
- A failure has no effect.
|
||||||
- **T**: Turn succeeds
|
- A complicated success only affects up to 1d6 total HD of undead (but at least 1 creature).
|
||||||
- **D**: Turn succeeds, monsters destroyed
|
- A complete success affects up to 2d6 total HD of undead (but at least 1 creature).
|
||||||
|
- A critical success affects up to 3d6 total HD of undead (but at least 1 creature).
|
||||||
|
|
||||||
#### Successful Turn
|
On a successful turn:
|
||||||
|
|
||||||
- Roll 2d6 to determine total number of HD affected.
|
- Roll as indicated by Results, above.
|
||||||
- Turned undead move away from cleric in full retreat until attacked.
|
- Turned undead will flee at full retreat for up to 10 minute (1 turn), or until attacked or damaged, whichever comes first.
|
||||||
- Lowest HD undead are affected first.
|
- Undead with HD of _paladin level - 5_ or less are instantly turned to dust.
|
||||||
|
- Excess rolled hit dice are wasted.
|
||||||
|
- At least 1 undead creature will always be affected by a successful turn.
|
||||||
|
- If a mixed group of undead are turned, lowest HD creatures are affected first.
|
||||||
|
|
||||||
### Warhorse
|
### Warhorse
|
||||||
|
|
||||||
|
|||||||
@@ -54,6 +54,23 @@ Unlike clerics, these "divine wizards" can't wear armor or use most weapons, but
|
|||||||
|
|
||||||
- +2 to **Save vs Spells** (-2 overall)
|
- +2 to **Save vs Spells** (-2 overall)
|
||||||
|
|
||||||
|
### Class Skills
|
||||||
|
|
||||||
|
- **Divine Intervention**: After reaching level 9, may request deity to intervene directly.
|
||||||
|
- Describe intended outcome, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks) with modifier as indicated by GM.
|
||||||
|
- Fumbling the check causes [Doubt](#doubt).
|
||||||
|
- May only be used successfully once per day.
|
||||||
|
- **Priestly Duties**: Make a skilled WIS check to perform rites and religious services for those with similar alignments and devotions.
|
||||||
|
- **Inspired Attack**: Describe intended outcome and make a skilled check as indicated by GM.
|
||||||
|
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||||
|
- On a complicated success, the attack roll is made as normal.
|
||||||
|
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage)s.
|
||||||
|
- May only be used successfully once per 10 minutes (1 turn).
|
||||||
|
- ex: grab child, jump over table, set it down safely, and strike nearest opponent.
|
||||||
|
- **Religious Lore**: Make a skilled INT check to recognize names of major figures, magic items, and other symbols of importance to different religious groups (including cults).
|
||||||
|
- **Ritual Casting**: Some rituals require a skilled check.
|
||||||
|
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: stabilizing wounds).
|
||||||
|
|
||||||
### Divine Magic
|
### Divine Magic
|
||||||
|
|
||||||
- Can pray to receive spells every day.
|
- Can pray to receive spells every day.
|
||||||
@@ -62,6 +79,14 @@ Unlike clerics, these "divine wizards" can't wear armor or use most weapons, but
|
|||||||
- Must remain faithful to alignment, clergy, and religion.
|
- Must remain faithful to alignment, clergy, and religion.
|
||||||
- [Priest Spell List](./spell-list.html)
|
- [Priest Spell List](./spell-list.html)
|
||||||
|
|
||||||
|
### Doubt
|
||||||
|
|
||||||
|
Occurs whenever a fumble occurs while turning undead or requesting divine intervention.
|
||||||
|
|
||||||
|
- Next attempt to turn undead or request divine intervention gets -2 on roll.
|
||||||
|
- Cleared by a successful turn undead or divine intervention roll.
|
||||||
|
- Fumbling while already having Doubt severs connection to deity until next day (preventing spell casting, turn undead, or requesting divine intervention).
|
||||||
|
|
||||||
### Stronghold
|
### Stronghold
|
||||||
|
|
||||||
- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
|
- After 9th level, can establish or build a stronghold (at half price, if in good favor with deity).
|
||||||
@@ -69,41 +94,27 @@ Unlike clerics, these "divine wizards" can't wear armor or use most weapons, but
|
|||||||
|
|
||||||
### Turn Undead
|
### Turn Undead
|
||||||
|
|
||||||
Roll 2d6 and consult table below:
|
- Can turn undead with HD up to _priest level + 2_.
|
||||||
|
- After reaching level 6, can turn undead with HD up to _priest level + 3_.
|
||||||
<div class="dividedTableWrapper">
|
- After reaching level 12, can turn any undead, regardless of HD.
|
||||||
|
- To turn undead, make a [skilled WIS check](/rules/adventuring.html#skilled-ability-checks), modified based on the highest HD amongst targeted undead creatures.
|
||||||
| Level | Monster Hit Dice ||||||||||||||||
|
- If the undead is of a higher HD than priest level, add -2 to the roll for each HD above priest level, to a max of -6.
|
||||||
| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 |
|
- If the undead is of a lower HD than priest level, add +2 to the roll for each HD below priest level, to a max of +6.
|
||||||
| :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :-: | :--: | :---: | :---: | :---: | :---: |
|
- Undead with HD of _priest level - 3_ or less may be destroyed rather than turned.
|
||||||
| 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 |
|
|
||||||
| 13 | D | D | D | D | D | D | D | D | D | D | T | T | 7 |
|
|
||||||
| 14 | D | D | D | D | D | D | D | D | D | D | D | T | T |
|
|
||||||
|
|
||||||
[Turn Undead Result]
|
|
||||||
|
|
||||||
</div>
|
|
||||||
|
|
||||||
#### Results
|
#### Results
|
||||||
|
|
||||||
- **Dash (--)**: Turn attempt fails
|
- A fumble causes [Doubt](#doubt).
|
||||||
- **_Number_**: If roll is equal or higher than this number, turn succeeds
|
- A failure has no effect.
|
||||||
- **T**: Turn succeeds
|
- A complicated success only affects up to 1d6 total HD of undead (but at least 1 creature).
|
||||||
- **D**: Turn succeeds, creatures destroyed
|
- A complete success affects up to 2d6 total HD of undead (but at least 1 creature).
|
||||||
|
- A critical success affects up to 3d6 total HD of undead (but at least 1 creature).
|
||||||
|
|
||||||
#### Successful Turn
|
On a successful turn:
|
||||||
|
|
||||||
- Roll 2d6 to determine total number of HD affected.
|
- Roll as indicated by Results, above.
|
||||||
- Turned undead move away from cleric in full retreat until attacked.
|
- Turned undead will flee at full retreat for up to 10 minute (1 turn), or until attacked or damaged, whichever comes first.
|
||||||
- Lowest HD undead are affected first.### Core Features
|
- Undead with HD of _priest level - 3_ or less are instantly turned to dust.
|
||||||
|
- Excess rolled hit dice are wasted.
|
||||||
|
- At least 1 undead creature will always be affected by a successful turn.
|
||||||
|
- If a mixed group of undead are turned, lowest HD creatures are affected first.
|
||||||
|
|||||||
@@ -76,12 +76,14 @@ Start with two of the following skills at level 1, then gain an additional skill
|
|||||||
- **Disguise Self**: Make a skilled CHA check to make use of a disguise.
|
- **Disguise Self**: Make a skilled CHA check to make use of a disguise.
|
||||||
- May alter apparent height (from up to 5" taller to 3" shorter) or weight (from slightly thinner to much bulkier).
|
- May alter apparent height (from up to 5" taller to 3" shorter) or weight (from slightly thinner to much bulkier).
|
||||||
- **Evade**: Make a skilled DEX check to negate attacker bonus when retreating.
|
- **Evade**: Make a skilled DEX check to negate attacker bonus when retreating.
|
||||||
- **Hear Noise**: Make a skilled WIS check to use improved listening (at doors, etc.) in quiet areas (not in combat).
|
- **Hear Noise**: Make a skilled WIS check to use improved listening (at doors, etc.).
|
||||||
|
- Only works in quiet areas (not in combat).
|
||||||
- **Leap**: Make a skilled DEX check to jump a great distance.
|
- **Leap**: Make a skilled DEX check to jump a great distance.
|
||||||
- With 20' run up, can leap 10' wide pit; with pole, can leap 20' wide pit, over 10' wall, or up to 10' ledge.
|
- With 20' run up, can leap 10' wide pit; with pole, can leap 20' wide pit, over 10' wall, or up to 10' ledge.
|
||||||
- **Open Locks**: Make a skilled DEX check with thieves' tools, can only be tried once per lock.
|
- **Open Locks**: Make a skilled DEX check with thieves' tools, can only be tried once per lock.
|
||||||
- On a fail, can't try again until next Rogue level.
|
- On a fail, can't try again until next Rogue level.
|
||||||
- **Pick Pockets**: Make a skilled DEX check modified by -1 for each level target is above 5th.
|
- **Pick Pockets**: Make a skilled DEX check modified by -1 for each level target is above 5th.
|
||||||
|
- On a fumble, the attempt is noticed.
|
||||||
- **Manipulate Traps**: Make a skilled DEX check to manipulate a trap.
|
- **Manipulate Traps**: Make a skilled DEX check to manipulate a trap.
|
||||||
- Roll once to find and again to remove or avoid (leaving it in place for others), each may only be attempted once per trap.
|
- Roll once to find and again to remove or avoid (leaving it in place for others), each may only be attempted once per trap.
|
||||||
- **Master Poisons**: When using poisons, target gets -2 on save.
|
- **Master Poisons**: When using poisons, target gets -2 on save.
|
||||||
|
|||||||
@@ -13,12 +13,12 @@ Someone skilled at stealth-based retrieval.
|
|||||||
|
|
||||||
<div class='headlessTableWrapper'>
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
| | |
|
| | |
|
||||||
| ------------- | -------------------------------- |
|
| ---------------- | -------------------------------- |
|
||||||
| **Hit Dice** | 1d6 |
|
| **Hit Dice** | 1d6 |
|
||||||
| **Armor** | Leather or Studded, no shields |
|
| **Armor** | Leather or Studded, no shields |
|
||||||
| **Weapons** | Any |
|
| **Weapons** | Any |
|
||||||
| **Languages** | Alignment, Common, Thieves' Cant |
|
| **Languages** | Alignment, Common, Thieves' Cant |
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
@@ -41,7 +41,7 @@ Someone skilled at stealth-based retrieval.
|
|||||||
| 9 | 9d6 | +5 | 10 |
|
| 9 | 9d6 | +5 | 10 |
|
||||||
| 10 | 9d6+2 | +5 | 10 |
|
| 10 | 9d6+2 | +5 | 10 |
|
||||||
| 11 | 9d6+4 | +5 | 10 |
|
| 11 | 9d6+4 | +5 | 10 |
|
||||||
| 12 | 9d6+6 | +5 | 10 |
|
| 12 | 9d6+6 | +5 | 8 |
|
||||||
| 13 | 9d6+8 | +7 | 8 |
|
| 13 | 9d6+8 | +7 | 8 |
|
||||||
| 14 | 9d6+10 | +7 | 8 |
|
| 14 | 9d6+10 | +7 | 8 |
|
||||||
|
|
||||||
@@ -53,11 +53,33 @@ Someone skilled at stealth-based retrieval.
|
|||||||
|
|
||||||
- +2 to **Save vs Spells** (-2 overall)
|
- +2 to **Save vs Spells** (-2 overall)
|
||||||
|
|
||||||
### Read Languages
|
### Class Skills
|
||||||
|
|
||||||
From 4th level, 80% chance to read non-magical text in any language (including dead languages and basic codes).
|
- **Climb Sheer Surfaces**: Make a skilled DEX check at +4 for every 100' climbed.
|
||||||
|
- Failure means falling from the halfway point (and taking fall damage).
|
||||||
|
- **Cunning Attack**: Describe intended outcome, make a skilled check as indicated by GM.
|
||||||
|
- On a complete success, the attack roll gains [advantage](/rules/basics.html#advantage-and-disadvantage).
|
||||||
|
- On a complicated success, the attack roll is made as normal.
|
||||||
|
- On a failure, the attack roll gains [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||||
|
- May only be used successfully once per 10 minutes (1 turn).
|
||||||
|
- ex: jump on a banquet table, kicking the drinks over the stunned guards, before making a leaping strike at the nearest opponent.
|
||||||
|
- **Hear Noise**: Make a skilled WIS check to use improved listening (at doors, etc.).
|
||||||
|
- Only works in quiet areas (not in combat).
|
||||||
|
- **Manipulate Traps**: Make a skilled DEX check to manipulate a trap.
|
||||||
|
- Roll once to find and again to remove or avoid (leaving it in place for others).
|
||||||
|
- On a fail, can't try again until next Thief level.
|
||||||
|
- **Open Locks**: Make a skilled DEX check with thieves' tools.
|
||||||
|
- On a fail, can't try again until next Thief level.
|
||||||
|
- **Pick Pockets**: Make a skilled DEX check modified by -1 for each level target is above 5th.
|
||||||
|
- On a fumble, the attempt is noticed.
|
||||||
|
- **Read Languages**: After reaching 4th level, make a skilled INT or WIS check to read non-magical text in any language (including dead languages and basic codes).
|
||||||
|
- On fail, can't try again until next Thief level.
|
||||||
|
- **Read Scroll**: After reaching 10th level, make a skilled INT or WIS check to read and cast a spell from an arcane scroll.
|
||||||
|
- On a fumble, a [blunder](/rules/magic.html#blunders) occurs.
|
||||||
|
- **Sneak**: Make a skilled DEX check to hide in shadows or move silently, avoiding enemies.
|
||||||
|
- **Thief Lore**: After reaching 3rd level, make a skilled INT check to recall lore pertaining to valuable items, security setups, and famous thieves or heists.
|
||||||
|
- **Advanced Skills**: After reaching level 4, may add skills modifier to appropriate non-skilled checks (ex: sleight of hand).
|
||||||
|
|
||||||
- On fail, can't try again until next XP level.
|
|
||||||
|
|
||||||
### Stronghold
|
### Stronghold
|
||||||
|
|
||||||
@@ -65,45 +87,3 @@ 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).
|
- Attracts 2d6 (mostly loyal) apprentice thieves of 1st level (not automatically replaced if killed).
|
||||||
- May be used to start a Thieves’ Guild.
|
- 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.
|
|
||||||
- GM 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)**: Must 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.
|
|
||||||
|
|||||||
12
src/pages/magic-items/amulet-cloaking.md
Normal file
12
src/pages/magic-items/amulet-cloaking.md
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
---
|
||||||
|
title: Amulet of Cloaking and Hiding
|
||||||
|
description: An amulet that hides its wearer from divination and scrying magic.
|
||||||
|
date_pub: 2025-06-08T20:17:51.000-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m1ach
|
||||||
|
---
|
||||||
|
|
||||||
|
A black amulet, inlaid with gold, and shaped like a closed eye.
|
||||||
|
|
||||||
|
- Wearer is hidden from divination magic, and can't be perceived or targeted by scrying magic.
|
||||||
@@ -1,13 +1,13 @@
|
|||||||
---
|
---
|
||||||
title: Amulet of Al-Shakk
|
title: Amulet of Al-Shakk
|
||||||
description: A magical amulet that grants its wearer tha ability to control any creature (intelligent or otherwise).
|
description: A legendary amulet that grants its wearer the ability to control any creature (intelligent or otherwise).
|
||||||
date_pub: 2024-07-14T16:24:45.000-04:00
|
date_pub: 2024-07-14T16:24:45.000-04:00
|
||||||
section: magic items
|
section: magic items
|
||||||
content_type: feature
|
content_type: feature
|
||||||
short_code: macc
|
short_code: macc
|
||||||
---
|
---
|
||||||
|
|
||||||
A gold amulet with a small blue gem in the center, encircled with ancient runes of control.
|
A legendary gold amulet with a small blue gem in the center, encircled with ancient runes of control.
|
||||||
|
|
||||||
[[toc]]
|
[[toc]]
|
||||||
|
|
||||||
|
|||||||
38
src/pages/magic-items/bag-of-fuzzballs.md
Normal file
38
src/pages/magic-items/bag-of-fuzzballs.md
Normal file
@@ -0,0 +1,38 @@
|
|||||||
|
---
|
||||||
|
title: Bag of Fuzzballs
|
||||||
|
description: A small silken bag that holds fuzzy objects that turn into creatures when thrown.
|
||||||
|
date_pub: 2025-06-08T20:17:51.000-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m1b0f
|
||||||
|
status: hidden
|
||||||
|
---
|
||||||
|
|
||||||
|
A small silken bag which appears empty and weighs 1/2 lbs.
|
||||||
|
|
||||||
|
- When reaching into bag, a small fuzzy object ("fuzzball") can be felt.
|
||||||
|
- The fuzzy object in the bag can be removed and thrown up to 20' as a combat action.
|
||||||
|
- When fuzzball lands, it instantly turns into a creature as indicated by the table below.
|
||||||
|
- Any creature created with this bag:
|
||||||
|
- Vanishes when killed (or the next day, whichever comes first),
|
||||||
|
- Is friendly towards its creator and their companions,
|
||||||
|
- Can by commanded by its creator as a free action once per round, and
|
||||||
|
- Will behave naturally in the absence of orders from its creator.
|
||||||
|
- Once 3 fuzzballs have been pulled, the bag is empty until the next day.
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper">
|
||||||
|
|
||||||
|
| 1d8 | Gray | Rust | Tan |
|
||||||
|
| :-: | :----------: | :--------: | :----------: |
|
||||||
|
| 1 | Weasel | Rat | Jackal |
|
||||||
|
| 2 | Giant Rat | Owl | Ape |
|
||||||
|
| 3 | Badger | Mastiff | Baboon |
|
||||||
|
| 4 | Boar | Goat | Axe Beak |
|
||||||
|
| 5 | Panther | Giant Goat | Black Bear |
|
||||||
|
| 6 | Giant Badger | Giant Boar | Giant Weasel |
|
||||||
|
| 7 | Dire Wolf | Lion | Giant Hyena |
|
||||||
|
| 8 | Giant Elk | Brown Bear | Tiger |
|
||||||
|
|
||||||
|
[Created Creature by Bag Color]
|
||||||
|
|
||||||
|
</div>
|
||||||
14
src/pages/magic-items/boots-of-squirrel-power.md
Normal file
14
src/pages/magic-items/boots-of-squirrel-power.md
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
---
|
||||||
|
title: Boots of Squirrel Power
|
||||||
|
description: A pair of finely crafted leather boots which improve their wearer's ability to climb.
|
||||||
|
date_pub: 2025-06-08T21:49:56.000-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m1bsp
|
||||||
|
---
|
||||||
|
|
||||||
|
A pair of finely crafted boots made of brown leather and gray fur, with the image of a squirrel stamped on the side.
|
||||||
|
|
||||||
|
- Wearer's movement speed is increased by 5'.
|
||||||
|
- Wearer can move normal movement distance while climbing.
|
||||||
|
- Wearer gains advantage on skill checks involving climbing.
|
||||||
12
src/pages/magic-items/cloak-of-good-fortune.md
Normal file
12
src/pages/magic-items/cloak-of-good-fortune.md
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
---
|
||||||
|
title: Cloak of Good Fortune
|
||||||
|
description: A cloak of exceptional quality that grants its wearer a bonus on AC, checks, and saving throws.
|
||||||
|
date_pub: 2025-06-08T22:12:09.000-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m1cgf
|
||||||
|
---
|
||||||
|
|
||||||
|
A cloak of exceptional quality, lined on the inside with symbols of good luck.
|
||||||
|
|
||||||
|
- Wearer gains a +1 bonus to AC, ability checks, skill checks, and saving throws.
|
||||||
12
src/pages/magic-items/eye-of-edor.md
Normal file
12
src/pages/magic-items/eye-of-edor.md
Normal file
@@ -0,0 +1,12 @@
|
|||||||
|
---
|
||||||
|
title: Eye of Edor
|
||||||
|
description: A glass orb shaped like an eye which shows an aura around any magical creatures or objects.
|
||||||
|
date_pub: 2025-06-08T22:24:55.000-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m1e0e
|
||||||
|
---
|
||||||
|
|
||||||
|
A transparent glass orb made to resemble an eye.
|
||||||
|
|
||||||
|
- Wielder can use a combat action to look through, seeing a faint aura around any visible creature or object within 30' that bears magic.
|
||||||
@@ -8,9 +8,10 @@ short_code: m1ahs
|
|||||||
status: hidden
|
status: hidden
|
||||||
---
|
---
|
||||||
|
|
||||||
A gem, covered in an invisible substance, which can be gazed through to reveal secret, invisible, or enchanted things within 30'.
|
A gem, covered in a substance which renders it invisible, which can be clean and gazed through to reveal secret, invisible, or enchanted things within 30'.
|
||||||
|
|
||||||
- Invisible substance must be removed (by wiping or rubbing the gem) before it can be used.
|
- Invisible substance must be removed (by wiping or rubbing the gem) before it can be used.
|
||||||
|
- Once clean, it appears as an exceptionally clear, oval diamond with 2 flat, polished sides, 1" diameter and 1/2" thick.
|
||||||
- Reveals secret doors and traps.
|
- Reveals secret doors and traps.
|
||||||
- Invisible creatures and objects can be perceived.
|
- Invisible creatures and objects can be perceived.
|
||||||
- Illusions can be seen through.
|
- Illusions can be seen through.
|
||||||
@@ -25,14 +25,15 @@ Below you'll find a growing list of 90+ magic items that can be found across the
|
|||||||
2. [Flaming Sword (+1)](./flaming-sword.html): A high-quality longsword, exquisitely decorated with fire and dragon iconography, capable of bursting into flames on command.
|
2. [Flaming Sword (+1)](./flaming-sword.html): A high-quality longsword, exquisitely decorated with fire and dragon iconography, capable of bursting into flames on command.
|
||||||
3. [Limbcleaver, Greatsword of Sharpness (+1)](./limbcleaver-greatsword-of-sharpness.html): An absolutely enormous broadsword etched with various arcane symbols which glow a dull purple, and with a black, bejeweled pommel.
|
3. [Limbcleaver, Greatsword of Sharpness (+1)](./limbcleaver-greatsword-of-sharpness.html): An absolutely enormous broadsword etched with various arcane symbols which glow a dull purple, and with a black, bejeweled pommel.
|
||||||
4. [Lumye, Hope's Defender (+4)](./sword-lumye-hopes-defender.html): A golden longsword, edged and crusted in diamonds, that glows when readied or attacking, and which is capable of improving its wielder's AC.
|
4. [Lumye, Hope's Defender (+4)](./sword-lumye-hopes-defender.html): A golden longsword, edged and crusted in diamonds, that glows when readied or attacking, and which is capable of improving its wielder's AC.
|
||||||
5. [Nemesys, the Enforcer (+2)](./sword-nemesys-the-enforcer.html): A blackened metal longsword, etched with eldritch runes that glow faintly green, which counter-attacks anyone who attacks its wielder.
|
5. [The Mangler (+5)](./shortsword-mangler.html): A legendary black-and-silver short sword forged from an unknown metal and covered in strange runes.
|
||||||
6. [Ryssa, Misery's Edge (+3)](./sword-ryssa-vorpal.html): A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, arcane symbols.
|
6. [Nemesys, the Enforcer (+2)](./sword-nemesys-the-enforcer.html): A blackened metal longsword, etched with eldritch runes that glow faintly green, which counter-attacks anyone who attacks its wielder.
|
||||||
7. [Sayka, Sword of Charming (+2)](./sword-of-charming-sayka.html): A finely-honed silver short sword with golden adornments and a large, glowing, purple gem in its ornate hilt which is capable of casting [Charm Person](/spells/charm-person.html).
|
7. [Ryssa, Misery's Edge (+3)](./sword-ryssa-vorpal.html): A blackened, vorpal longsword edged in diamond and inlaid with ornate, golden, arcane symbols.
|
||||||
8. [Sai'ju, Blade of Quickness (+2)](./sword-of-quickness-saiju.html): A straight-edged short sword which allows its wielder to attack first in a combat round.
|
8. [Sayka, Sword of Charming (+2)](./sword-of-charming-sayka.html): A finely-honed silver short sword with golden adornments and a large, glowing, purple gem in its ornate hilt which is capable of casting [Charm Person](/spells/charm-person.html).
|
||||||
9. [Tyrhung, Wolf Hunter (+2)](./tyrhung-wolf-hunter.html): A longsword that specializes in identifying and killing werewolves.
|
9. [Sai'ju, Blade of Quickness (+2)](./sword-of-quickness-saiju.html): A straight-edged short sword which allows its wielder to attack first in a combat round.
|
||||||
10. [Vah'ki, Flametongue of Dulara (+1)](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
|
10. [Tyrhung, Wolf Hunter (+2)](./tyrhung-wolf-hunter.html): A longsword that specializes in identifying and killing werewolves.
|
||||||
11. [Vozath, the Wizard's Wail (+1)](./sword-vozath-the-wizards-wail.html): A sentient longsword devoted to killing arcane spellcasters.
|
11. [Vah'ki, Flametongue of Dulara (+1)](./flaming-sword-vahki.html): A legendary longsword with a fire elemental bound to it.
|
||||||
12. [Zyshak, Unholy Avenger (+4)](./sword-zyshak-unholy-avenger.html): A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law.
|
12. [Vozath, the Wizard's Wail (+1)](./sword-vozath-the-wizards-wail.html): A sentient longsword devoted to killing arcane spellcasters.
|
||||||
|
13. [Zyshak, Unholy Avenger (+4)](./sword-zyshak-unholy-avenger.html): A sentient, black, demonic longsword, inscribed with pulsating, blood-red runes of chaos, and obsessed with destroying the forces of Law.
|
||||||
|
|
||||||
<div class="clearBoth" />
|
<div class="clearBoth" />
|
||||||
|
|
||||||
@@ -57,12 +58,13 @@ Below you'll find a growing list of 90+ magic items that can be found across the
|
|||||||
7. [Lor'nath, Breaker of Darkness (+1)](./lornath-breaker-of-darkness.html): A sentient mace dedicated to stopping the [Kho'pru invasion](https://www.planarvagabond.com/campaigns/mini-campaigns/isle-of-dread.html).
|
7. [Lor'nath, Breaker of Darkness (+1)](./lornath-breaker-of-darkness.html): A sentient mace dedicated to stopping the [Kho'pru invasion](https://www.planarvagabond.com/campaigns/mini-campaigns/isle-of-dread.html).
|
||||||
8. [Melaydius, Spear of Backstabbing (+2)](./spear-melaydius-backstabbing.html): An well-crafted spear made of shiny red wood and a large, slightly-hooked tip which is known for flying out of the hands of its wielder and stabbing them in the back.
|
8. [Melaydius, Spear of Backstabbing (+2)](./spear-melaydius-backstabbing.html): An well-crafted spear made of shiny red wood and a large, slightly-hooked tip which is known for flying out of the hands of its wielder and stabbing them in the back.
|
||||||
9. [Parguk, Trident of Submission (+1)](./trident-of-submission-parguk.html): A trident capable of demoralizing opponents.
|
9. [Parguk, Trident of Submission (+1)](./trident-of-submission-parguk.html): A trident capable of demoralizing opponents.
|
||||||
10. [Scalehunter (+2)](./spear-scalehunter.html): A sentient spear with a hatred of dragons.
|
10. [Rockcrusher (+4)](./warhammer-rockcrusher.html): A legendary magical war hammer of exceptional quality, trimmed in gold and silver.
|
||||||
11. [Staff of Adani (+2)](./staff-of-adani.html): A lightweight, platinum quarterstaff etched with arcane symbols and set with 2 small gems towards the center, which can change to being anywhere between 5' and 15' in length.
|
11. [Scalehunter (+2)](./spear-scalehunter.html): A sentient spear with a hatred of dragons.
|
||||||
12. [Tharruum, Hammer of Torzen (+4)](./warhammer-tharruum.html): A massive, silver war hammer trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung.
|
12. [Staff of Adani (+2)](./staff-of-adani.html): A lightweight, platinum quarterstaff etched with arcane symbols and set with 2 small gems towards the center, which can change to being anywhere between 5' and 15' in length.
|
||||||
13. [Thune, Rod of Parrying (+2)](./thune-rod-of-parrying.html): A 5' long, 2" diameter, cobalt-blue metal rod inscribed with cryptic runes which may be used to parry incoming attacks.
|
13. [Tharruum, Hammer of Torzen (+4)](./warhammer-tharruum.html): A massive, silver war hammer trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung.
|
||||||
14. [Vokdec Giantspike (+4)](./polearm-vokdec-giantspike.html): A lightweight wooden pole, nearly 10' in length, carved with arcane runes which pulse slowly with a dull green glow, and tipped with a large spiked spearhead.
|
14. [Thune, Rod of Parrying (+2)](./thune-rod-of-parrying.html): A 5' long, 2" diameter, cobalt-blue metal rod inscribed with cryptic runes which may be used to parry incoming attacks.
|
||||||
15. [Zormut, Gnomish Warscepter of Lordly Might (+2)](./rod-of-lordly-might-zormut.html): A powerful rod capable of multiple unique features.
|
15. [Vokdec Giantspike (+4)](./polearm-vokdec-giantspike.html): A 10' long wooden pole, carved with glowing arcane runes, and tipped with a large spiked spearhead.
|
||||||
|
16. [Zormut, Gnomish Warscepter of Lordly Might (+2)](./rod-of-lordly-might-zormut.html): A powerful rod capable of multiple unique features.
|
||||||
|
|
||||||
<div class="clearBoth" />
|
<div class="clearBoth" />
|
||||||
|
|
||||||
@@ -108,28 +110,31 @@ Below you'll find a growing list of 90+ magic items that can be found across the
|
|||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
1. [The Amulet of Al-Shakk](./amulet-of-al-shakk.html): A magical amulet that grants its wearer tha ability to control any creature (intelligent or otherwise).
|
1. [The Amulet of Al-Shakk](./amulet-of-al-shakk.html): A legendary amulet that grants its wearer tha ability to control any creature (intelligent or otherwise).
|
||||||
2. [Amulet of Reading Thoughts](./amulet-of-reading-thoughts.html): An amulet on a chain that grants its wearer tha ability to read the thoughts of a creature.
|
2. [Amulet of Cloaking and Hiding](./amulet-cloaking.html): An amulet that hides its wearer from divination and scrying magic.
|
||||||
3. [Armor of Hunting (+1)](./armor-of-hunting.html): A suit of well-crafted armor adorned with the hide of a monster which improves stealth in the wilderness.
|
3. [Amulet of Reading Thoughts](./amulet-of-reading-thoughts.html): An amulet on a chain that grants its wearer tha ability to read the thoughts of a creature.
|
||||||
4. [Armor of Invincibility (+1)](./armor-of-invincibility.html): A suit of shiny, well-crafted metal armor etched with arcane symbols which protect from non-magical attacks.
|
4. [Armor of Hunting (+1)](./armor-of-hunting.html): A suit of well-crafted armor adorned with the hide of a monster which improves stealth in the wilderness.
|
||||||
5. [Armor of Protection from Magic (+1)](./armor-protection-magic.html): A suit of shiny, well-crafted metal armor etched with runes which protect against magic spells.
|
5. [Armor of Invincibility (+1)](./armor-of-invincibility.html): A suit of shiny, well-crafted metal armor etched with arcane symbols which protect from non-magical attacks.
|
||||||
6. [Armor of Stashing (+1)](./armor-stashing.html): A suit of well-made armor with 6 hidden extra-dimensional pockets.
|
6. [Armor of Protection from Magic (+1)](./armor-protection-magic.html): A suit of shiny, well-crafted metal armor etched with runes which protect against magic spells.
|
||||||
7. [Astral Compass](./astral-compass.html): A device for navigating to a desired location on the astral plane.
|
7. [Armor of Stashing (+1)](./armor-stashing.html): A suit of well-made armor with 6 hidden extra-dimensional pockets.
|
||||||
8. [Belt of Giant Strength](./belt-of-giant-strength.html): A wide brown leather belt engraved with various arcane runes of strength and fastened with a large, simple gold clasp which grants the strength of a hill giant to its wearer.
|
8. [Astral Compass](./astral-compass.html): A device for navigating to a desired location on the astral plane.
|
||||||
9. [Boots of Leaping and Bounding](./boots-of-leaping-and-bounding.html): A finely-crafted pair of leather boots that allow unfettered movement and occasional leaps.
|
9. [Belt of Giant Strength](./belt-of-giant-strength.html): A wide brown leather belt engraved with various arcane runes of strength and fastened with a large, simple gold clasp which grants the strength of a hill giant to its wearer.
|
||||||
10. [Boots of Sky Walking](./boots-of-sky-walking.html): A pair of boots that enable their wearer to "walk" in the air..
|
10. [Boots of Leaping and Bounding](./boots-of-leaping-and-bounding.html): A finely-crafted pair of leather boots that allow unfettered movement and occasional leaps.
|
||||||
11. [Bracers of Bulwark](./bracers-of-bulwark.html): A pair of ornate, finely-crafted metal wrist-guards, enchanted to provide armor-like protection to their wielder.
|
11. [Boots of Sky Walking](./boots-of-sky-walking.html): A pair of boots that enable their wearer to "walk" in the air..
|
||||||
12. [Bracers of Redoubt](./bracers-of-redoubt.html): A pair of metal wrist-guards enchanted to help protect their wielder.
|
12. [Boots of Squirrel Power](./boots-of-squirrel-power.html): A pair of finely crafted leather boots which improve their wearer's ability to climb.
|
||||||
13. [Cape of Muun'teh'bahn'k](./cape-of-muuntehbahnk.html): A black and red cape decorated with gold arcane symbols which can teleport its wearer once per day.
|
13. [Bracers of Bulwark](./bracers-of-bulwark.html): A pair of ornate, finely-crafted metal wrist-guards, enchanted to provide armor-like protection to their wielder.
|
||||||
14. [Cloak of Displacement](./cloak-of-displacement.html): An enchanted cloak that bends light, making wearer difficult to hit.
|
14. [Bracers of Redoubt](./bracers-of-redoubt.html): A pair of metal wrist-guards enchanted to help protect their wielder.
|
||||||
15. [Cloak of Invisibility](./cloak-of-invisibility.html): An enchanted cloak that can render its wearer invisible.
|
15. [Cape of Muun'teh'bahn'k](./cape-of-muuntehbahnk.html): A black and red cape decorated with gold arcane symbols which can teleport its wearer once per day.
|
||||||
16. [Elven Boots](./elven-boots.html): A pair of enchanted leather boots of elven origin, intricately decorated and exceptionally crafted.
|
16. [Cloak of Displacement](./cloak-of-displacement.html): An enchanted cloak that bends light, making wearer difficult to hit.
|
||||||
17. [Elven Cloak](./elven-cloak.html): An enchanted cloak of elven origin, intricately decorated and exceptionally woven.
|
17. [Cloak of Good Fortune](./cloak-of-good-fortune.html): A cloak of exceptional quality that grants its wearer a bonus on AC, checks, and saving throws.
|
||||||
18. [The Helm of Immaculate Conservation](./helm-of-halos.html): A helmet that grants an aura of divine protection to nearby allies.
|
18. [Cloak of Invisibility](./cloak-of-invisibility.html): An enchanted cloak that can render its wearer invisible.
|
||||||
19. [Lenses of Necroscopy](./lenses-of-necroscopy.html): A set of lenses that allow their wearer to view and [speak with the dead](/spells/speak-with-dead.html).
|
19. [Elven Boots](./elven-boots.html): A pair of enchanted leather boots of elven origin, intricately decorated and exceptionally crafted.
|
||||||
20. [Robe of Protection](./robe-of-protection.html): An enchanted robe that protects its wearer.
|
20. [Elven Cloak](./elven-cloak.html): An enchanted cloak of elven origin, intricately decorated and exceptionally woven.
|
||||||
21. [Robe of the Archmage](./robe-of-the-archmage.html): An enchanted robe that grants special powers to the arcane spellcaster who wears it.
|
21. [The Helm of Immaculate Conservation](./helm-of-halos.html): A helmet that grants an aura of divine protection to nearby allies.
|
||||||
22. [Scarab of Protection](./scarab-of-protection.html): A small, golden medallion shaped like a beetle and inlaid with a single round, glowing, white gem, which can protect its wielder against various effects.
|
22. [Lenses of Necroscopy](./lenses-of-necroscopy.html): A set of lenses that allow their wearer to view and [speak with the dead](/spells/speak-with-dead.html).
|
||||||
|
23. [Robe of Protection](./robe-of-protection.html): An enchanted robe that protects its wearer.
|
||||||
|
24. [Robe of the Archmage](./robe-of-the-archmage.html): An enchanted robe that grants special powers to the arcane spellcaster who wears it.
|
||||||
|
25. [Scarab of Protection](./scarab-of-protection.html): A small, golden medallion shaped like a beetle and inlaid with a single round, glowing, white gem, which can protect its wielder against various effects.
|
||||||
|
|
||||||
<div class="clearBoth" />
|
<div class="clearBoth" />
|
||||||
|
|
||||||
@@ -155,25 +160,26 @@ Below you'll find a growing list of 90+ magic items that can be found across the
|
|||||||
6. [Disc of Flying](./disc-of-flying.html): A flat, circular disc, 10' in diameter and made of a super-thin, flexible substance with a silvery, pearlescent color, and which can carry up to 5 passengers through the air.
|
6. [Disc of Flying](./disc-of-flying.html): A flat, circular disc, 10' in diameter and made of a super-thin, flexible substance with a silvery, pearlescent color, and which can carry up to 5 passengers through the air.
|
||||||
7. [Drum of Panic](./drum-of-panic.html): A large, ornately-carved war-drum that causes those hearing it to flee in panic.
|
7. [Drum of Panic](./drum-of-panic.html): A large, ornately-carved war-drum that causes those hearing it to flee in panic.
|
||||||
8. [Dwarven Unitool](./dwarven-unitool.html): A device that appears to be a 1'-long iron bar lined with small plates, spikes, and joints, and which can be folded, twisted, and hinged to function as one of several different tools.
|
8. [Dwarven Unitool](./dwarven-unitool.html): A device that appears to be a 1'-long iron bar lined with small plates, spikes, and joints, and which can be folded, twisted, and hinged to function as one of several different tools.
|
||||||
9. [Fay-Zur's Stone of Blasting](./fay-zurs-stone-of-blasting.html): A smoothed, palm-sized red gem, framed in ornate platinum and gold metalwork carved-through with ancient runes and adorned with two small rounded stones.
|
9. [Eye of Edor](./eye-of-edor.html): A glass orb shaped like an eye which shows an aura around any magical creatures or objects.
|
||||||
10. [Feather of Falling](./feather-of-falling.html): A 4" long feather of blue and white which may be held or worn, and whih .
|
10. [Fay-Zur's Stone of Blasting](./fay-zurs-stone-of-blasting.html): A smoothed, palm-sized red gem, framed in ornate platinum and gold metalwork carved-through with ancient runes and adorned with two small rounded stones.
|
||||||
11. [Feathers of Ferr'nym](./feathers-of-ferrnym/): Small feathers which trigger an effect when tossed into the air.
|
11. [Feather of Falling](./feather-of-falling.html): A 4" long feather of blue and white which may be held or worn, and whih .
|
||||||
12. [Haversack of Handiness](./sack-of-storing.html#haversack-of-handiness): A backpack with several small pocket dimensions useful for storing things.
|
12. [Feathers of Ferr'nym](./feathers-of-ferrnym/): Small feathers which trigger an effect when tossed into the air.
|
||||||
13. [Horn of Blasting](./horn-of-blasting.html): An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruction when blown.
|
13. [Haversack of Handiness](./sack-of-storing.html#haversack-of-handiness): A backpack with several small pocket dimensions useful for storing things.
|
||||||
14. [Immovable Rod](./immovable-rod.html): An iron rod with a rune at one end, capable of becoming magically fixed in place.
|
14. [Horn of Blasting](./horn-of-blasting.html): An ancient horn that creates a 100'-long cone (20' wide at end) of sonic destruction when blown.
|
||||||
15. [Jar of Preserving](./jar-of-preserving.html): A device for capturing and preserving creatures indefinitely.
|
15. [Immovable Rod](./immovable-rod.html): An iron rod with a rune at one end, capable of becoming magically fixed in place.
|
||||||
16. [Kheldor's Eye of Revelation](./kheldors-eye-of-revelation.html): A smoothly-polished clear gem, shaped like an eyeball, which can be gazed through to reveal secret, invisible, or enchanted things within 30'.
|
16. [Jar of Preserving](./jar-of-preserving.html): A device for capturing and preserving creatures indefinitely.
|
||||||
17. [Lantern of Revealing](./lantern-of-revealing.html): A lantern which casts light that can reveal invisible creatures and objects.
|
17. [Kheldor's Eye of Revelation](./kheldors-eye-of-revelation.html): A smoothly-polished clear gem, shaped like an eyeball, which can be gazed through to reveal secret, invisible, or enchanted things within 30'.
|
||||||
18. [Light Globe](./light-globe.html): A palm-sized round stone magically enchanted to produce light and wrapped in a sliding metal cover. Often seen on the astral plane.
|
18. [Lantern of Revealing](./lantern-of-revealing.html): A lantern which casts light that can reveal invisible creatures and objects.
|
||||||
19. [Mirror of Telepresence](./mirror-of-telepresence.html): A mirror that allows its user to view and speak with others remotely.
|
19. [Light Globe](./light-globe.html): A palm-sized round stone magically enchanted to produce light and wrapped in a sliding metal cover. Often seen on the astral plane.
|
||||||
20. [Pet Rock](./pet-rock.html): A rock that obeys its owner's commands.
|
20. [Mirror of Telepresence](./mirror-of-telepresence.html): A mirror that allows its user to view and speak with others remotely.
|
||||||
21. [Portable Pole](./portable-pole.html): A remarkably strong but lightweight metal rod, 1' long and 1/2" in diameter, consisting of 2 shafts side-by-side, both etched with gnomish symbols.
|
21. [Pet Rock](./pet-rock.html): A rock that obeys its owner's commands.
|
||||||
22. [Pouch of Stashing](./sack-of-storing.html#pouch-of-stashing): A tiny pouch with its own pocket dimension useful for storing things.
|
22. [Portable Pole](./portable-pole.html): A remarkably strong but lightweight metal rod, 1' long and 1/2" in diameter, consisting of 2 shafts side-by-side, both etched with gnomish symbols.
|
||||||
23. [Rug of Flying](./rug-of-flying.html): An elegantly-woven, enchanted rug, capable of flying while carrying passengers.
|
23. [Pouch of Stashing](./sack-of-storing.html#pouch-of-stashing): A tiny pouch with its own pocket dimension useful for storing things.
|
||||||
24. [Sack of Storing](./sack-of-storing.html): A bag with its own pocket dimension useful for storing things.
|
24. [Rug of Flying](./rug-of-flying.html): An elegantly-woven, enchanted rug, capable of flying while carrying passengers.
|
||||||
25. [Shield of Dancing](./shield-dancing.html): An enchanted shield that can hover around its wielder.
|
25. [Sack of Storing](./sack-of-storing.html): A bag with its own pocket dimension useful for storing things.
|
||||||
26. [Shield of Missile Ensnaring](./shield-missile-ensnaring.html): An enchanted shield that protects from ranged attacks.
|
26. [Shield of Dancing](./shield-dancing.html): An enchanted shield that can hover around its wielder.
|
||||||
27. [Sphere of Annihilation](./sphere-of-annihilation.html): A tear in the multiverse manifesting as a pitch-black, 2' diameter globe of absolutely nothing, which destroys anything it touches.
|
27. [Shield of Missile Ensnaring](./shield-missile-ensnaring.html): An enchanted shield that protects from ranged attacks.
|
||||||
28. [Stone of Blinding](./stone-of-blinding.html): A piece of pumice with rounded edges, about the size of a human fist, that can emit a blinding flash on command once per day. Typically wielded by [Face Thieves](/bestiary/face-thief.html).
|
28. [Sphere of Annihilation](./sphere-of-annihilation.html): A tear in the multiverse manifesting as a pitch-black, 2' diameter globe of absolutely nothing, which destroys anything it touches.
|
||||||
29. [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock.
|
29. [Stone of Blinding](./stone-of-blinding.html): A piece of pumice with rounded edges, about the size of a human fist, that can emit a blinding flash on command once per day. Typically wielded by [Face Thieves](/bestiary/face-thief.html).
|
||||||
30. [Whispering Stones](./whispering-stones.html): A pair of stones that allow their holders to cast [Whisper](/spells/whisper.html) between them.
|
30. [The Tome of Forbidden Whispers](./tome-of-forbidden-whispers.html): A cursed book about the Great Old Ones, written by a mad warlock.
|
||||||
|
31. [Whispering Stones](./whispering-stones.html): A pair of stones that allow their holders to cast [Whisper](/spells/whisper.html) between them.
|
||||||
|
|||||||
@@ -7,7 +7,9 @@ content_type: feature
|
|||||||
short_code: m1r0a
|
short_code: m1r0a
|
||||||
---
|
---
|
||||||
|
|
||||||
An exquisite robe of enchanted silken cloth. When worn by an arcane spellcaster:
|
An exquisite robe of enchanted silken cloth.
|
||||||
|
|
||||||
|
When worn by an arcane spellcaster:
|
||||||
|
|
||||||
- Their AC becomes 14 + DEX modifier.
|
- Their AC becomes 14 + DEX modifier.
|
||||||
- They have [advantage](/rules/basics.html#advantage-and-disadvantage) on saving throws against spells and other magical effects.
|
- They have [advantage](/rules/basics.html#advantage-and-disadvantage) on saving throws against spells and other magical effects.
|
||||||
|
|||||||
14
src/pages/magic-items/shortsword-mangler.md
Normal file
14
src/pages/magic-items/shortsword-mangler.md
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
---
|
||||||
|
title: The Mangler, Shortsword +5
|
||||||
|
description: A legendary black-and-silver short sword forged from an unknown metal and covered in strange runes.
|
||||||
|
date_pub: 2024-07-14T22:26:34.000-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m1ms
|
||||||
|
---
|
||||||
|
|
||||||
|
A legendary black-and-silver short sword forged from an unknown metal and covered in strange runes.
|
||||||
|
|
||||||
|
### Abilities
|
||||||
|
|
||||||
|
- +5 to attack and damage rolls (1d6+5).
|
||||||
14
src/pages/magic-items/warhammer-rockcrusher.md
Normal file
14
src/pages/magic-items/warhammer-rockcrusher.md
Normal file
@@ -0,0 +1,14 @@
|
|||||||
|
---
|
||||||
|
title: Rockcrusher, Warhammer +4
|
||||||
|
description: A legendary magical war hammer of exceptional quality, trimmed in gold and silver.
|
||||||
|
date_pub: 2025-06-08T00:04:41.000-04:00
|
||||||
|
section: magic items
|
||||||
|
content_type: feature
|
||||||
|
short_code: m1wr
|
||||||
|
---
|
||||||
|
|
||||||
|
A legendary war hammer of exceptional quality, trimmed in gold and silver and inlaid with small runes which glow when the weapon is readied or swung.
|
||||||
|
|
||||||
|
- +4 to attack and damage rolls (1d6+4 / 1d8+4).
|
||||||
|
|
||||||
|
!!!include(weapons/warhammer-properties.md)!!!
|
||||||
@@ -7,7 +7,7 @@ content_type: feature
|
|||||||
short_code: m1th0t
|
short_code: m1th0t
|
||||||
---
|
---
|
||||||
|
|
||||||
A massive, silver war hammer of remarkable construction, trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung.
|
A legendarily-massive silver war hammer of remarkable construction, trimmed in gold and inlaid with dozens of small runes which glow when the weapon is readied or swung.
|
||||||
|
|
||||||
[[toc]]
|
[[toc]]
|
||||||
|
|
||||||
|
|||||||
@@ -7,9 +7,11 @@ content_type: feature
|
|||||||
short_code: p1
|
short_code: p1
|
||||||
---
|
---
|
||||||
|
|
||||||
|
<!--
|
||||||
> Before you can learn how to get to the other planes, you probably need to learn a thing-or-two about what (and where) they are.
|
> Before you can learn how to get to the other planes, you probably need to learn a thing-or-two about what (and where) they are.
|
||||||
>
|
>
|
||||||
> <cite>--- PV</cite>
|
> <cite>--- PV</cite>
|
||||||
|
-->
|
||||||
|
|
||||||
The various planes can be thought of as being laid out in a series of concentric circles, like a great wheel that spins throughout the cosmos:
|
The various planes can be thought of as being laid out in a series of concentric circles, like a great wheel that spins throughout the cosmos:
|
||||||
|
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A magically-powered, sentient being composed of metal and wood.
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | ----------------- |
|
| --------------------- | ----------------- |
|
||||||
| **Requirements** | Minimum CON 9 |
|
|
||||||
| **Ability modifiers** | None |
|
| **Ability modifiers** | None |
|
||||||
| **Languages** | Alignment, Common |
|
| **Languages** | Alignment, Common |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
|
|||||||
@@ -8,13 +8,14 @@ short_code: rbe
|
|||||||
status: hidden
|
status: hidden
|
||||||
---
|
---
|
||||||
|
|
||||||
|
_needs intro_
|
||||||
|
|
||||||
[[toc]]
|
[[toc]]
|
||||||
|
|
||||||
<div class='headlessTableWrapper'>
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | --------------------------- |
|
| --------------------- | --------------------------- |
|
||||||
| **Requirements** | None |
|
|
||||||
| **Ability modifiers** | None (Unless Specified) |
|
| **Ability modifiers** | None (Unless Specified) |
|
||||||
| **Languages** | Alignment, Common, Beaspeak |
|
| **Languages** | Alignment, Common, Beaspeak |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A 7'-tall, hairy, goblin-like humanoid, typically known for being aggressive and
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | ---------------------------- |
|
| --------------------- | ---------------------------- |
|
||||||
| **Requirements** | CON 9+ |
|
|
||||||
| **Ability modifiers** | +1 STR, -1 INT |
|
| **Ability modifiers** | +1 STR, -1 INT |
|
||||||
| **Languages** | Alignment, Common, Goblinoid |
|
| **Languages** | Alignment, Common, Goblinoid |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A creature possessing a humanoid upper body and a horse-like lower body.
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | ----------------- |
|
| --------------------- | ----------------- |
|
||||||
| **Requirements** | CON 9 |
|
|
||||||
| **Ability modifiers** | +1 STR, -1 INT |
|
| **Ability modifiers** | +1 STR, -1 INT |
|
||||||
| **Languages** | Alignment, Common |
|
| **Languages** | Alignment, Common |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A scaled lizard-like humanoid with an apparent (if distant) ancestry to dragons.
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | --------------------------- |
|
| --------------------- | --------------------------- |
|
||||||
| **Requirements** | Minimum CON 9 |
|
|
||||||
| **Ability modifiers** | +1 STR, -1 WIS |
|
| **Ability modifiers** | +1 STR, -1 WIS |
|
||||||
| **Languages** | Alignment, Common, Draconic |
|
| **Languages** | Alignment, Common, Draconic |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A dark-skinned, slender, fey-like demihuman who can typically be found living de
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | --------------------------------------------- |
|
| --------------------- | --------------------------------------------- |
|
||||||
| **Requirements** | Minimum INT 9 |
|
|
||||||
| **Ability modifiers** | -1 CON, +1 DEX |
|
| **Ability modifiers** | -1 CON, +1 DEX |
|
||||||
| **Languages** | Alignment, Common, Duncommon, Elvish, Gnomish |
|
| **Languages** | Alignment, Common, Duncommon, Elvish, Gnomish |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
@@ -28,7 +27,7 @@ A dark-skinned, slender, fey-like demihuman who can typically be found living de
|
|||||||
|
|
||||||
- 90' [infravision](/rules/adventuring.html#infravision)
|
- 90' [infravision](/rules/adventuring.html#infravision)
|
||||||
- +3 when searching for secret doors, panels, etc. while underground.
|
- +3 when searching for secret doors, panels, etc. while underground.
|
||||||
- +3 when listening for noises.
|
- +3 when [listening for noises](/rules/adventuring.html#listening-for-noises).
|
||||||
|
|
||||||
### Innate Magic
|
### Innate Magic
|
||||||
|
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A stout, bearded demihuman, about 4' tall, who typically lives underground and l
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | ----------------------------------------------- |
|
| --------------------- | ----------------------------------------------- |
|
||||||
| **Requirements** | Minimum CON 9 |
|
|
||||||
| **Ability modifiers** | -1 CHA, +1 CON |
|
| **Ability modifiers** | -1 CHA, +1 CON |
|
||||||
| **Languages** | Alignment, Common, Dwarvish, Gnomish, Goblinoid |
|
| **Languages** | Alignment, Common, Dwarvish, Gnomish, Goblinoid |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
@@ -34,7 +33,7 @@ Gains a bonus to all saves vs poison, spells, and wielded items equal to CON bon
|
|||||||
|
|
||||||
- 60' [infravision](/rules/adventuring.html#infravision)
|
- 60' [infravision](/rules/adventuring.html#infravision)
|
||||||
- +3 when searching for construction tricks (secret doors, panels, etc.) or non-magical room traps while underground.
|
- +3 when searching for construction tricks (secret doors, panels, etc.) or non-magical room traps while underground.
|
||||||
- +3 when listening for noises.
|
- +3 when [listening for noises](/rules/adventuring.html#listening-for-noises).
|
||||||
|
|
||||||
### Small Stature
|
### Small Stature
|
||||||
|
|
||||||
|
|||||||
@@ -267,7 +267,7 @@ Has a 1d3 melee attack that also inflicts poison.
|
|||||||
|
|
||||||
### Prehensile Feet
|
### Prehensile Feet
|
||||||
|
|
||||||
+2 to climbing checks and saves, can be used as a hand, but all rolls to use it this way are at disadvantage.
|
+2 to climbing checks and saves, can be used as a hand, but all rolls to use it this way are at [disadvantage](/rules/basics.html#advantage-and-disadvantage).
|
||||||
|
|
||||||
### Prehensile Tail
|
### Prehensile Tail
|
||||||
|
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A large, elephant-like humanoid with four digits and 5' long trunks.
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | ------------------------- |
|
| --------------------- | ------------------------- |
|
||||||
| **Requirements** | STR 9 |
|
|
||||||
| **Ability modifiers** | +1 CON, -1 WIS |
|
| **Ability modifiers** | +1 CON, -1 WIS |
|
||||||
| **Languages** | Alignment, Common, Greyok |
|
| **Languages** | Alignment, Common, Greyok |
|
||||||
| **Size** | Medium or Large |
|
| **Size** | Medium or Large |
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A thin, fey demihuman with sharp features and an innate magical ability.
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | ------------------------------------------------------ |
|
| --------------------- | ------------------------------------------------------ |
|
||||||
| **Requirements** | Minimum INT 9 |
|
|
||||||
| **Ability modifiers** | -1 CON, +1 DEX |
|
| **Ability modifiers** | -1 CON, +1 DEX |
|
||||||
| **Languages** | Alignment, Common, Elvish, Gnollish, Goblinoid, Orcish |
|
| **Languages** | Alignment, Common, Elvish, Gnollish, Goblinoid, Orcish |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
@@ -26,7 +25,7 @@ A thin, fey demihuman with sharp features and an innate magical ability.
|
|||||||
|
|
||||||
- 60' [infravision](/rules/adventuring.html#infravision)
|
- 60' [infravision](/rules/adventuring.html#infravision)
|
||||||
- +3 when searching for secret doors, panels, etc. while underground.
|
- +3 when searching for secret doors, panels, etc. while underground.
|
||||||
- +3 when listening for noises.
|
- +3 when [listening for noises](/rules/adventuring.html#listening-for-noises).
|
||||||
|
|
||||||
### Innate Magic
|
### Innate Magic
|
||||||
|
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A thin, fey demihuman, related to [elves](./elf.html) and native to the Faewolde
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | ------------------------------------------------ |
|
| --------------------- | ------------------------------------------------ |
|
||||||
| **Requirements** | Minimum WIS 9 |
|
|
||||||
| **Ability modifiers** | -1 INT, +1 CHA |
|
| **Ability modifiers** | -1 INT, +1 CHA |
|
||||||
| **Languages** | Alignment, Common, Elvish, Faerie (High and Low) |
|
| **Languages** | Alignment, Common, Elvish, Faerie (High and Low) |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
@@ -26,7 +25,7 @@ A thin, fey demihuman, related to [elves](./elf.html) and native to the Faewolde
|
|||||||
|
|
||||||
- 60' [infravision](/rules/adventuring.html#infravision)
|
- 60' [infravision](/rules/adventuring.html#infravision)
|
||||||
- +3 when searching for secret doors, panels, etc. while underground.
|
- +3 when searching for secret doors, panels, etc. while underground.
|
||||||
- +3 when listening for noises.
|
- +3 when [listening for noises](/rules/adventuring.html#listening-for-noises).
|
||||||
|
|
||||||
### Innate Magic
|
### Innate Magic
|
||||||
|
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A tall, thin, cat-like humanoid covered in thick fur.
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | --------------------------------------- |
|
| --------------------- | --------------------------------------- |
|
||||||
| **Requirements** | None |
|
|
||||||
| **Ability modifiers** | +1 DEX, -1 WIS |
|
| **Ability modifiers** | +1 DEX, -1 WIS |
|
||||||
| **Languages** | Alignment, Common, any 1 other language |
|
| **Languages** | Alignment, Common, any 1 other language |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A grey-skinned demihuman, up to 8' tall, typically found in the forest, and dist
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | -------------------------- |
|
| --------------------- | -------------------------- |
|
||||||
| **Requirements** | Minimum CON 9 |
|
|
||||||
| **Ability modifiers** | -1 INT, +1 WIS |
|
| **Ability modifiers** | -1 INT, +1 WIS |
|
||||||
| **Languages** | Alignment, Common, Firbish |
|
| **Languages** | Alignment, Common, Firbish |
|
||||||
| **Size** | Medium or Large |
|
| **Size** | Medium or Large |
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ Large demihumans with a distant relation to giants, usually found near human set
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | ------------------------ |
|
| --------------------- | ------------------------ |
|
||||||
| **Requirements** | Minimum CON 9 and STR 9 |
|
|
||||||
| **Ability modifiers** | -1 INT, +1 STR |
|
| **Ability modifiers** | -1 INT, +1 STR |
|
||||||
| **Languages** | Alignment, Common, Giant |
|
| **Languages** | Alignment, Common, Giant |
|
||||||
| **Size** | Medium or Large |
|
| **Size** | Medium or Large |
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A tiny, stout demihuman, typically known for their fondness for burrowing mammal
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | --------------------------------------------- |
|
| --------------------- | --------------------------------------------- |
|
||||||
| **Requirements** | Minimums: CON 9, INT 9 |
|
|
||||||
| **Ability modifiers** | None |
|
| **Ability modifiers** | None |
|
||||||
| **Languages** | Alignment, Common, Dwarvish, Gnomish, Chitter |
|
| **Languages** | Alignment, Common, Dwarvish, Gnomish, Chitter |
|
||||||
| **Size** | Tiny |
|
| **Size** | Tiny |
|
||||||
@@ -37,7 +36,7 @@ Fluent in "Chitter", the secret language of burrowing mammals.
|
|||||||
|
|
||||||
- 90' [infravision](/rules/adventuring.html#infravision)
|
- 90' [infravision](/rules/adventuring.html#infravision)
|
||||||
- +3 when searching for construction tricks (secret doors, panels, etc.) or non-magical room traps while underground.
|
- +3 when searching for construction tricks (secret doors, panels, etc.) or non-magical room traps while underground.
|
||||||
- +3 when listening for noises.
|
- +3 when [listening for noises](/rules/adventuring.html#listening-for-noises).
|
||||||
|
|
||||||
### Tiny Stature
|
### Tiny Stature
|
||||||
|
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A tough, hairless humanoid, usually around 3' tall, with large, pointed ears, gl
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | ---------------------------- |
|
| --------------------- | ---------------------------- |
|
||||||
| **Requirements** | Minimums: CON 9 |
|
|
||||||
| **Ability modifiers** | +1 CON, -1 WIS |
|
| **Ability modifiers** | +1 CON, -1 WIS |
|
||||||
| **Languages** | Alignment, Common, Goblinoid |
|
| **Languages** | Alignment, Common, Goblinoid |
|
||||||
| **Size** | Small |
|
| **Size** | Small |
|
||||||
@@ -27,7 +26,7 @@ A tough, hairless humanoid, usually around 3' tall, with large, pointed ears, gl
|
|||||||
### Improved Subterranean Perception
|
### Improved Subterranean Perception
|
||||||
|
|
||||||
- 90' [infravision](/rules/adventuring.html#infravision)
|
- 90' [infravision](/rules/adventuring.html#infravision)
|
||||||
- +3 when listening for noises.
|
- +3 when [listening for noises](/rules/adventuring.html#listening-for-noises).
|
||||||
|
|
||||||
### Small Size
|
### Small Size
|
||||||
|
|
||||||
|
|||||||
@@ -15,14 +15,13 @@ A small, stout demihuman, typically possessing curly hair and furry feet, and kn
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | --------------------------- |
|
| --------------------- | --------------------------- |
|
||||||
| **Requirements** | Minimums: CON 9, DEX 9 |
|
|
||||||
| **Ability modifiers** | +1 DEX, -1 STR |
|
| **Ability modifiers** | +1 DEX, -1 STR |
|
||||||
| **Languages** | Alignment, Common, Halfling |
|
| **Languages** | Alignment, Common, Halfling |
|
||||||
| **Size** | Small |
|
| **Size** | Small |
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
- **Improved Hearing**: +3 when listening for noises.
|
- **Improved Hearing**: +3 when [listening for noises](/rules/adventuring.html#listening-for-noises).
|
||||||
|
|
||||||
### Extraordinary Luck
|
### Extraordinary Luck
|
||||||
|
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A bipedal ape descendant, as can be found on most material planes.
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | --------------------------------------- |
|
| --------------------- | --------------------------------------- |
|
||||||
| **Requirements** | None |
|
|
||||||
| **Ability modifiers** | +1 to any 2 abilities |
|
| **Ability modifiers** | +1 to any 2 abilities |
|
||||||
| **Languages** | Alignment, Common, any 1 other language |
|
| **Languages** | Alignment, Common, any 1 other language |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A pale demihuman, approximately 5.5' tall, with grey skin, silvery hair, and the
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | --------------------------------------- |
|
| --------------------- | --------------------------------------- |
|
||||||
| **Requirements** | CHA 9+ |
|
|
||||||
| **Ability modifiers** | None |
|
| **Ability modifiers** | None |
|
||||||
| **Languages** | Alignment, Common, any 1 other language |
|
| **Languages** | Alignment, Common, any 1 other language |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A massive, monstrous demihuman, 8'+ tall, and distantly related to ogres.
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | ------------------------------ |
|
| --------------------- | ------------------------------ |
|
||||||
| **Requirements** | CON 9+, STR 9+ |
|
|
||||||
| **Ability modifiers** | -1 INT, -1 CHA, +1 CON, +1 STR |
|
| **Ability modifiers** | -1 INT, -1 CHA, +1 CON, +1 STR |
|
||||||
| **Languages** | Alignment, Common, Orcish |
|
| **Languages** | Alignment, Common, Orcish |
|
||||||
| **Size** | Medium or Large |
|
| **Size** | Medium or Large |
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A creature composed of ooze-like plasma with nerve clusters spread throughout.
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | ----------------------- |
|
| --------------------- | ----------------------- |
|
||||||
| **Requirements** | None |
|
|
||||||
| **Ability modifiers** | +1 CON, -1 STR |
|
| **Ability modifiers** | +1 CON, -1 STR |
|
||||||
| **Languages** | Alignment, Common |
|
| **Languages** | Alignment, Common |
|
||||||
| **Size** | Small, Medium, or Large |
|
| **Size** | Small, Medium, or Large |
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A fey demihuman native to the [Faewolde](/planes/near/faewolde.html) possessing
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | ----------------- |
|
| --------------------- | ----------------- |
|
||||||
| **Requirements** | None |
|
|
||||||
| **Ability modifiers** | +1 CON, -1 STR |
|
| **Ability modifiers** | +1 CON, -1 STR |
|
||||||
| **Languages** | Alignment, Common |
|
| **Languages** | Alignment, Common |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A grey, rhinoceros-like humanoid with four digits and a long horn protruding upw
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | ------------------------- |
|
| --------------------- | ------------------------- |
|
||||||
| **Requirements** | CON 9+ |
|
|
||||||
| **Ability modifiers** | +1 STR, -1 WIS |
|
| **Ability modifiers** | +1 STR, -1 WIS |
|
||||||
| **Languages** | Alignment, Common, Greyok |
|
| **Languages** | Alignment, Common, Greyok |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
|
|||||||
@@ -16,7 +16,6 @@ Thin, fey demihumans with sharp features, high cheekbones, and pointed ears.
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | -------------------------------------- |
|
| --------------------- | -------------------------------------- |
|
||||||
| **Requirements** | INT 9+ |
|
|
||||||
| **Ability modifiers** | -1 WIS, +1 DEX |
|
| **Ability modifiers** | -1 WIS, +1 DEX |
|
||||||
| **Languages** | Alignment, Common, Strallan, Elemental |
|
| **Languages** | Alignment, Common, Strallan, Elemental |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
|
|||||||
@@ -15,7 +15,6 @@ A tortoise-like, amphibious humanoid, typically around 5.5' tall, with leathery,
|
|||||||
|
|
||||||
| | |
|
| | |
|
||||||
| --------------------- | ------------------------ |
|
| --------------------- | ------------------------ |
|
||||||
| **Requirements** | Minimum WIS 9 |
|
|
||||||
| **Ability modifiers** | –1 DEX, +1 STR |
|
| **Ability modifiers** | –1 DEX, +1 STR |
|
||||||
| **Languages** | Alignment, Common, Aquon |
|
| **Languages** | Alignment, Common, Aquon |
|
||||||
| **Size** | Medium |
|
| **Size** | Medium |
|
||||||
|
|||||||
@@ -349,13 +349,21 @@ While any action is possible, the following actions are the most common:
|
|||||||
|
|
||||||
Any side that wishes to avoid an encounter may attempt to flee.
|
Any side that wishes to avoid an encounter may attempt to flee.
|
||||||
|
|
||||||
- Only possible before combat begins.
|
- When on foot, only possible before combat begins.
|
||||||
|
- In other circumstances (ex: when mounted or on a vessel), may be attempted by declaring intention _before_ the start of a combat round.
|
||||||
- Each opposing side declares whether or not they want to pursue.
|
- Each opposing side declares whether or not they want to pursue.
|
||||||
- Players decide freely if they wish to pursue fleeing creatures.
|
- Players decide freely if they wish to pursue fleeing creatures.
|
||||||
- GM decides whether creatures pursue fleeing PCs (based on circumstances or roll).
|
- GM decides whether creatures pursue fleeing PCs (based on circumstances or roll).
|
||||||
- If all opposing sides decide not to pursue, the evasion attempt automatically succeeds and the encounter is avoided.
|
- If all opposing sides decide not to pursue, the evasion attempt automatically succeeds and the encounter is avoided.
|
||||||
- If an opposing side decides to pursue, the chance of evading depends on the surrounding environment.
|
- If an opposing side decides to pursue, the chance of evading depends on the surrounding environment.
|
||||||
|
|
||||||
|
##### Party Position
|
||||||
|
|
||||||
|
When rolling for an evasion or pursuit, only roll for the parties position: as the evader or pursuer.
|
||||||
|
|
||||||
|
- One of the PCs should make an appropriate skilled ability check (typically DEX), modified by their opposition's relative speed.
|
||||||
|
- Determine results appropriately to the situation.
|
||||||
|
|
||||||
### Advancement
|
### Advancement
|
||||||
|
|
||||||
As the adventures continue, the PCs will interact with their world, gaining Level Points for each session.
|
As the adventures continue, the PCs will interact with their world, gaining Level Points for each session.
|
||||||
|
|||||||
@@ -175,39 +175,63 @@ A natural 20 on an attack is a critical hit. Roll 1d20 on the Critical Hit Table
|
|||||||
|
|
||||||
<div class="dividedTableWrapper">
|
<div class="dividedTableWrapper">
|
||||||
|
|
||||||
| 1d20 | Effect |
|
| 1d20 | Effect |
|
||||||
| :--: | :--------------------------------: |
|
| :--: | :--------------------------------------------------: |
|
||||||
| 1-2 | Max Damage |
|
| 1-2 | Max Damage |
|
||||||
| 3 | Max Damage + Free Attack[^1] |
|
| 3 | Max Damage + [Free Attack](#free-attack) |
|
||||||
| 4 | Max Damage + Target Fumble[^2] |
|
| 4 | Max Damage + [Target Fumbles](#target-fumbles) |
|
||||||
| 5 | Max Damage + Target Blinded[^3] |
|
| 5 | Max Damage + [Target Blinded](#target-blinded) |
|
||||||
| 6 | Double Damage |
|
| 6 | Double Damage |
|
||||||
| 7 | Double Damage + Free Attack[^1] |
|
| 7 | Double Damage + [Free Attack](#free-attack) |
|
||||||
| 8 | Double Damage + Target Fumble[^2] |
|
| 8 | Double Damage + [Target Fumbles](#target-fumbles) |
|
||||||
| 9 | Double Damage + Target Blinded[^3] |
|
| 9 | Double Damage + [Target Blinded](#target-blinded) |
|
||||||
| 10 | Double Max Damage |
|
| 10 | Double Max Damage |
|
||||||
| 11 | Triple Damage |
|
| 11 | Triple Damage |
|
||||||
| 12 | Triple Damage + Free Attack[^1] |
|
| 12 | Triple Damage + [Free Attack](#free-attack) |
|
||||||
| 13 | Triple Damage + Target Fumble[^2] |
|
| 13 | Triple Damage + [Target Fumbles](#target-fumbles) |
|
||||||
| 14 | Triple Damage + Target Blinded[^3] |
|
| 14 | Triple Damage + [Target Blinded](#target-blinded) |
|
||||||
| 15 | Triple Max Damage |
|
| 15 | Triple Max Damage |
|
||||||
| 16 | Quadruple Max Damage |
|
| 16 | Quadruple Max Damage |
|
||||||
| 17 | Max Damage + Armor Damaged[^4] |
|
| 17 | Max Damage + [Armor Damaged](#armor-damaged) |
|
||||||
| 18 | Max Damage + Target Amputation[^5] |
|
| 18 | Max Damage + [Target Amputation](#target-amputation) |
|
||||||
| 19 | Max Damage + Target Stunned[^6] |
|
| 19 | Max Damage + [Target Stunned](#target-stunned) |
|
||||||
| 20 | Save vs. Death or die |
|
| 20 | Target Must Save vs. Death or Die |
|
||||||
|
|
||||||
[Critical Hit Table]
|
[Critical Hit Table]
|
||||||
|
|
||||||
[^1]: **Free Attack**: Attempt another hit with same weapon
|
|
||||||
[^2]: **Target Fumble**: Target must roll on fumble table
|
|
||||||
[^3]: **Target Blinded**: Blood or debris renders target [blinded](./adventuring.html#blinded) for 1d4 rounds
|
|
||||||
[^4]: **Armor Damaged**: Reduce target's AC by 1 until armor repaired / healed
|
|
||||||
[^5]: **Target Amputation**: Target loses an appendage.
|
|
||||||
[^6]: **Target Stunned**: Blow stuns target for 1d6 rounds
|
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
##### Free Attack
|
||||||
|
|
||||||
|
Attacker may attempt another hit with same weapon.
|
||||||
|
|
||||||
|
##### Target Fumbles
|
||||||
|
|
||||||
|
Target must roll on [Fumble table](#fumbles).
|
||||||
|
|
||||||
|
##### Target Blinded
|
||||||
|
|
||||||
|
Blood or debris renders target [blinded](./adventuring.html#blinded) for 1d4 rounds.
|
||||||
|
|
||||||
|
##### Armor Damaged
|
||||||
|
|
||||||
|
Target's AC is reduced by 1 until armor is repaired or healed.
|
||||||
|
|
||||||
|
##### Target Amputation
|
||||||
|
|
||||||
|
Target loses an appendage, roll 1d6 (or as appropriate) to determine which one:
|
||||||
|
|
||||||
|
1. left arm
|
||||||
|
2. right arm
|
||||||
|
3. left leg
|
||||||
|
4. right leg
|
||||||
|
5. tail / other / roll again
|
||||||
|
6. head (decapitation)
|
||||||
|
|
||||||
|
##### Target Stunned
|
||||||
|
|
||||||
|
Blow stuns target for 1d6 rounds.
|
||||||
|
|
||||||
#### Fumbles
|
#### Fumbles
|
||||||
|
|
||||||
A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs.
|
A natural 1 on an attack is a fumble. Roll 1d20 on the Fumble Table to see what additional effect occurs.
|
||||||
@@ -345,6 +369,8 @@ Engaged characters that wish to move away can either make a fighting retreat, or
|
|||||||
|
|
||||||
#### Firearms
|
#### Firearms
|
||||||
|
|
||||||
|
In a dungeon, all firearms gain the [Loud property](#weapon-property-loud) unless specifically silenced.
|
||||||
|
|
||||||
<div class="dividedTableWrapper">
|
<div class="dividedTableWrapper">
|
||||||
|
|
||||||
| Weapon | Damage | Range | [Properties](#weapon-properties) |
|
| Weapon | Damage | Range | [Properties](#weapon-properties) |
|
||||||
|
|||||||
@@ -34,38 +34,36 @@ The information below is for a standard fantasy campaign. The tables and rules m
|
|||||||
|
|
||||||
#### Uncommon Coins
|
#### Uncommon Coins
|
||||||
|
|
||||||
- Electrum Piece (ep)
|
The following archaic coins are seldom used in open trade anymore, except as noted.
|
||||||
- Worth 5 silver pieces.
|
|
||||||
- Archaic, seldom used in open trade.
|
|
||||||
- Platinum Piece (pp)
|
|
||||||
- Worth 10 gold pieces.
|
|
||||||
- Archaic, seldom used in open trade.
|
|
||||||
- Omnium piece (op)
|
|
||||||
- Worth 500 gold pieces.
|
|
||||||
- Archaic, seldom used except by [arcanists and demihuman artificers](../../magic/omnium.html#omnium-pieces).
|
|
||||||
|
|
||||||
<!--
|
|
||||||
- Bronze piece (bp)
|
|
||||||
- Worth 5 copper pieces.
|
|
||||||
- Archaic
|
|
||||||
- Iron piece (ip)
|
- Iron piece (ip)
|
||||||
- Worth 5 copper pieces.
|
- Worth 5 copper pieces.
|
||||||
- Archaic
|
- Old gnomish coinage.
|
||||||
|
- Electrum piece (ep)
|
||||||
|
- Worth 5 silver pieces.
|
||||||
|
- Old elven coinage.
|
||||||
- Steel piece (stp)
|
- Steel piece (stp)
|
||||||
- Worth 5 gold pieces.
|
- Worth 5 gold pieces.
|
||||||
- Archaic
|
- Old dwarven coinage.
|
||||||
-->
|
- Platinum piece (pp)
|
||||||
|
- Worth 10 gold pieces.
|
||||||
|
- Old dragon / dragonkin coinage.
|
||||||
|
- Omnium piece (op)
|
||||||
|
- Worth 500 gold pieces.
|
||||||
|
- Only used by [arcanists and demihuman artificers](/magic/omnium.html#omnium-pieces).
|
||||||
|
|
||||||
<div class="dividedTableWrapper">
|
<div class="dividedTableWrapper">
|
||||||
|
|
||||||
| Coin | CP | SP | EP | GP | PP | OP |
|
| Coin | CP | IP | SP | EP | GP | STP | PP | OP |
|
||||||
| :-----------: | :----: | :--: | :--: | :---: | :----: | :------: |
|
| :-----------: | :----: | :----: | :--: | :--: | :---: | :---: | :----: | :------: |
|
||||||
| Copper (cp) | 1 | 1/10 | 1/50 | 1/100 | 1/1000 | 1/50,000 |
|
| Copper (cp) | 1 | 1/5 | 1/10 | 1/50 | 1/100 | 1/500 | 1/1000 | 1/50,000 |
|
||||||
| Silver (sp) | 10 | 1 | 1/5 | 1/10 | 1/100 | 1/5000 |
|
| Iron (ip) | 5 | 1 | 1/2 | 1/10 | 1/20 | 1/100 | 1/200 | 1/10,000 |
|
||||||
| Electrum (ep) | 50 | 5 | 1 | 1/2 | 1/20 | 1/1000 |
|
| Silver (sp) | 10 | 2 | 1 | 1/5 | 1/10 | 1/50 | 1/100 | 1/5000 |
|
||||||
| Gold (gp) | 100 | 10 | 2 | 1 | 1/10 | 1/500 |
|
| Electrum (ep) | 50 | 10 | 5 | 1 | 1/2 | 1/10 | 1/20 | 1/1000 |
|
||||||
| Platinum (pp) | 1000 | 100 | 20 | 10 | 1 | 1/50 |
|
| Gold (gp) | 100 | 20 | 10 | 2 | 1 | 1/5 | 1/10 | 1/500 |
|
||||||
| Omnium (op) | 50,000 | 5000 | 1000 | 500 | 50 | 1 |
|
| Steel (stp) | 500 | 100 | 50 | 10 | 5 | 1 | 1/2 | 1/100 |
|
||||||
|
| Platinum (pp) | 1000 | 200 | 100 | 20 | 10 | 2 | 1 | 1/50 |
|
||||||
|
| Omnium (op) | 50,000 | 10,000 | 5000 | 1000 | 500 | 100 | 50 | 1 |
|
||||||
|
|
||||||
[Exchange Rates]
|
[Exchange Rates]
|
||||||
|
|
||||||
@@ -78,6 +76,7 @@ The information below is for a standard fantasy campaign. The tables and rules m
|
|||||||
| Item | Cost (gp) | [Encumbrance](/rules/adventuring.html#encumbrance) |
|
| Item | Cost (gp) | [Encumbrance](/rules/adventuring.html#encumbrance) |
|
||||||
| :-------------------------------: | :-------: | :------------------------------------------------: |
|
| :-------------------------------: | :-------: | :------------------------------------------------: |
|
||||||
| Backpack (400 coins) | 5 | Storage |
|
| Backpack (400 coins) | 5 | Storage |
|
||||||
|
| Barding | 150 | - |
|
||||||
| Barrel (40 gal / 320 pints) | 1 | 3 |
|
| Barrel (40 gal / 320 pints) | 1 | 3 |
|
||||||
| Bedroll | 2 | 1 |
|
| Bedroll | 2 | 1 |
|
||||||
| Bell (1") | 1 | 1 |
|
| Bell (1") | 1 | 1 |
|
||||||
@@ -125,6 +124,8 @@ The information below is for a standard fantasy campaign. The tables and rules m
|
|||||||
| Rope (50’) | 1 | 1 |
|
| Rope (50’) | 1 | 1 |
|
||||||
| Sack (large, 600 coins) | 2 | Storage |
|
| Sack (large, 600 coins) | 2 | Storage |
|
||||||
| Sack (small, 200 coins) | 1 | Storage |
|
| Sack (small, 200 coins) | 1 | Storage |
|
||||||
|
| Saddle and bridle | 25 | - |
|
||||||
|
| Saddle bag (300 coins) | 5 | Storage |
|
||||||
| Saw | 1 | 2 |
|
| Saw | 1 | 2 |
|
||||||
| Scroll case | 1 | 1 |
|
| Scroll case | 1 | 1 |
|
||||||
| Sledgehammer | 5 | 2 |
|
| Sledgehammer | 5 | 2 |
|
||||||
@@ -147,13 +148,20 @@ The information below is for a standard fantasy campaign. The tables and rules m
|
|||||||
|
|
||||||
#### Equipment Details
|
#### Equipment Details
|
||||||
|
|
||||||
- **Backpack**: Leather bag with shoulder straps, holds 400 coins.
|
- **Backpack**: Leather bag with shoulder straps, holds up to 400 coins (40 lbs).
|
||||||
|
- **Belt pouch**: Holds 50 coins (.5 lbs).
|
||||||
|
- **Barding**: Armor for mounts made of leather and metal.
|
||||||
|
- Grants AC 14, weighs 50 lbs.
|
||||||
- **Block and tackle**: For lifting and hauling.
|
- **Block and tackle**: For lifting and hauling.
|
||||||
- Reduces weight by 75%, uses 4x as much rope.
|
- Reduces weight by 75%, uses 4x as much rope.
|
||||||
|
- **Box, large**: Large iron box, holds up to 800 coins (80 lbs).
|
||||||
|
- **Box, small**: Small iron box, holds up to 250 coins (25 lbs).
|
||||||
- **Caltrops**: Small metal spikes, covers 5' square area.
|
- **Caltrops**: Small metal spikes, covers 5' square area.
|
||||||
- Creatures moving through have 2-in-6 chance of being wounded by spike.
|
- Creatures moving through have 2-in-6 chance of being wounded by spike.
|
||||||
- Wounded creatures move at 50% for 24 hours (or until healed).
|
- Wounded creatures move at 50% for 24 hours (or until healed).
|
||||||
- **Candle**: Casts dim light in 5' radius, burns 1 hour.
|
- **Candle**: Casts dim light in 5' radius, burns 1 hour.
|
||||||
|
- **Chest, large**: Large wooden chest, holds up to 1000 coins (100 lbs).
|
||||||
|
- **Chest, small**: Small wooden chest, holds up to 300 coins (30 lbs).
|
||||||
- **Cooking pots**: Various pots and pans useful for cooking by campfire.
|
- **Cooking pots**: Various pots and pans useful for cooking by campfire.
|
||||||
- **Firewood**: Burns 8 hours.
|
- **Firewood**: Burns 8 hours.
|
||||||
- **Holy symbol**: Carried by divine spell casters, often as a pendant or attached to their shields.
|
- **Holy symbol**: Carried by divine spell casters, often as a pendant or attached to their shields.
|
||||||
@@ -180,13 +188,17 @@ The information below is for a standard fantasy campaign. The tables and rules m
|
|||||||
- **Rations, iron**: Food preserved for traveling.
|
- **Rations, iron**: Food preserved for traveling.
|
||||||
- **Rations, standard**: Fresh food.
|
- **Rations, standard**: Fresh food.
|
||||||
- **Rope**: Can hold 3 up to 3 people.
|
- **Rope**: Can hold 3 up to 3 people.
|
||||||
|
- **Sack, large**: Large cloth sack that holds up to 600 coins (60 lbs).
|
||||||
|
- **Sack, small**: Small cloth sack that holds up to 200 coins (20 lbs).
|
||||||
|
- **Saddle and bridle**: Used to control a mount.
|
||||||
|
- **Saddle bag**: Leather bag that holds up to 300 coins (30 lbs).
|
||||||
- **Stakes and mallet**: Wooden mallet and 3x 1.5' long stakes, useful against vampires.
|
- **Stakes and mallet**: Wooden mallet and 3x 1.5' long stakes, useful against vampires.
|
||||||
- **Tent**: Can fit up to 2 adult humanoids.
|
- **Tent**: Can fit up to 2 adult humanoids.
|
||||||
- **Thieves' Tools**: Small case containing tools for picking locks.
|
- **Thieves' Tools**: Small case containing tools for picking locks.
|
||||||
- **Tinder box**: Useful for lighting fires.
|
- **Tinder box**: Useful for lighting fires.
|
||||||
- Takes 1 round, 2-in-6 chance of success.
|
- Takes 1 round, 2-in-6 chance of success.
|
||||||
- **Torch**: Burns for 1 hour, Casts light in 30' radius.
|
- **Torch**: Burns for 1 hour, Casts light in 30' radius.
|
||||||
- **Twine**: Can hold 30 lbs weight.
|
- **Twine**: Can hold up to 300 coins (30 lbs).
|
||||||
- **Vial**: Glass vial that holds up to 1/2 pint of liquid.
|
- **Vial**: Glass vial that holds up to 1/2 pint of liquid.
|
||||||
- **Waterskin**: Holds up to 2 pints of liquid.
|
- **Waterskin**: Holds up to 2 pints of liquid.
|
||||||
- **Wolfsbane**: Herb that repels lycanthropes with a successful hit in melee combat.
|
- **Wolfsbane**: Herb that repels lycanthropes with a successful hit in melee combat.
|
||||||
|
|||||||
@@ -8,8 +8,9 @@ short_code: uh1
|
|||||||
---
|
---
|
||||||
|
|
||||||
- [Basics](./basics.html): Covers How to Play, Abilities, Saving Throws, and Character Creation.
|
- [Basics](./basics.html): Covers How to Play, Abilities, Saving Throws, and Character Creation.
|
||||||
- [Combat](./combat.html): Gives detailed information about combat procedures.
|
|
||||||
- [Adventuring](./adventuring.html): Includes Health, Death, Encumbrance, Procedures for Exploration, and Advancement.
|
- [Adventuring](./adventuring.html): Includes Health, Death, Encumbrance, Procedures for Exploration, and Advancement.
|
||||||
|
- [Combat](./combat.html): Gives detailed information about combat procedures.
|
||||||
- [Equipment](./equipment/): Various equipment tables.
|
- [Equipment](./equipment/): Various equipment tables.
|
||||||
- [Magic](./magic.html): Rules for Magic and Spellcasting.
|
- [Magic](./magic.html): Rules for Magic and Spellcasting.
|
||||||
|
- [Vessels](./vessels/): Rules for vessels and vehicles.
|
||||||
- [GM Notes](./gm-notes.html): Rules and tables for _GMs only_.
|
- [GM Notes](./gm-notes.html): Rules and tables for _GMs only_.
|
||||||
|
|||||||
@@ -355,7 +355,7 @@ Psionic magic comes from a spellcaster's innate ability to alter reality, even i
|
|||||||
|
|
||||||
- On a fumble, the spell fizzles, [backlash](#backlash) occurs, and next cast (before a long rest) gets -2.
|
- On a fumble, the spell fizzles, [backlash](#backlash) occurs, and next cast (before a long rest) gets -2.
|
||||||
- On a failure, the spell fizzles, but nothing else happens.
|
- On a failure, the spell fizzles, but nothing else happens.
|
||||||
- On a complicated success, the spell is cast, but something interesting (but not directly dangerous) may happen.
|
- On a complicated success, the spell is cast, but something interesting (although not directly dangerous) may happen.
|
||||||
- On a complete success, the spell is cast as per expected.
|
- On a complete success, the spell is cast as per expected.
|
||||||
- On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and next cast (before a long rest) gets +2.
|
- On a critical success, the spell is cast in a notable manner as determined by GM (ex: double duration, range, or targets), and next cast (before a long rest) gets +2.
|
||||||
|
|
||||||
@@ -369,20 +369,20 @@ Roll 1d20 on the Backlash Table to see what effect occurs.
|
|||||||
|
|
||||||
| 1d20 | Effect |
|
| 1d20 | Effect |
|
||||||
| :--: | :-----------------------------------------------------------------------------------------------------------------------------------: |
|
| :--: | :-----------------------------------------------------------------------------------------------------------------------------------: |
|
||||||
| 1 | Caster is drained of 1 HD (and 1 HD worth of HP). If this kills them, they disintegrate. Otherwise, it restores after a night's rest. |
|
| 1 | Roll on the [Arcane Blunder table](#blunders). |
|
||||||
| 2 | Psychic energy lashes out from caster, dealing 1d6 damage to them and the 1d4 creatures nearest to them. |
|
| 2 | Caster is drained of 1 HD (and 1 HD worth of HP). If this kills them, they disintegrate. Otherwise, it restores after a night's rest. |
|
||||||
| 3 | Psychic energy lashes out from caster, dealing 1d6 damage to them and all creatures within 1d4 x 10'. |
|
| 3 | Psychic energy lashes out from caster, dealing 1d6 damage to them and the 1d4 creatures nearest to them. |
|
||||||
| 4 | Caster takes 1d8 damage from psychic energy. |
|
| 4 | Psychic energy lashes out from caster, dealing 1d6 damage to them and all creatures within 1d4 x 10'. |
|
||||||
| 5 | [Black Tentacles](/spells/black-tentacles.html) appear in a 10' radius circle centered on the caster for 1d6 rounds. |
|
| 5 | Caster takes 1d8 damage from psychic energy. |
|
||||||
| 6 | Caster gets -1 to any attempt to cast for the rest of the day. |
|
| 6 | [Black Tentacles](/spells/black-tentacles.html) appear in a 10' radius circle centered on the caster for 1d6 rounds. |
|
||||||
| 7 | Caster falls unconscious for 1d4 rounds. |
|
| 7 | Caster gets -1 to any attempt to cast for the rest of the day. |
|
||||||
| 8 | Caster and target swap locations (reroll if no target). |
|
| 8 | Caster falls unconscious for 1d4 rounds. |
|
||||||
| 9 | Caster is terrified, must **Save vs Spells** or flee for 1d4 minutes. |
|
| 9 | Caster and target swap locations (reroll if no target). |
|
||||||
| 10 | Caster has migraine, can't attack, move, or cast for 1d4 rounds. |
|
| 10 | Caster is terrified, must **Save vs Spells** or flee for 1d4 minutes. |
|
||||||
| 11 | Caster is panicked, can't cast for 1d4 rounds. |
|
| 11 | Caster has migraine, can't attack, move, or cast for 1d4 rounds. |
|
||||||
| 12 | Caster sees hallucinations (illusory monsters, horrifying visions, etc) for 1d4 rounds. |
|
| 12 | Caster is panicked, can't cast for 1d4 rounds. |
|
||||||
| 13 | Caster is dumbfounded, loses ability to speak coherently for 1d4 hours. |
|
| 13 | Caster sees hallucinations (illusory monsters, horrifying visions, etc) for 1d4 rounds. |
|
||||||
| 14 | Caster is distressed, next attempt to cast today gets additional -2. |
|
| 14 | Caster is dumbfounded, loses ability to speak coherently for 1d4 hours. |
|
||||||
| 15 | Caster is befuddled, loses ability to speak coherently for 1d4 turns. |
|
| 15 | Caster is befuddled, loses ability to speak coherently for 1d4 turns. |
|
||||||
| 16 | Caster is distracted, goes last in initiative next round. |
|
| 16 | Caster is distracted, goes last in initiative next round. |
|
||||||
| 17 | Caster has momentary loss of motor skills, falls prone. |
|
| 17 | Caster has momentary loss of motor skills, falls prone. |
|
||||||
@@ -539,7 +539,6 @@ A small number of magic items have intelligence and are considered to be sentien
|
|||||||
<!--
|
<!--
|
||||||
!!! REWRITE to account for elemental and soulbound items.
|
!!! REWRITE to account for elemental and soulbound items.
|
||||||
|
|
||||||
|
|
||||||
-->
|
-->
|
||||||
|
|
||||||
**Using a Sentient Item**
|
**Using a Sentient Item**
|
||||||
|
|||||||
99
src/pages/rules/vessels/index.md
Normal file
99
src/pages/rules/vessels/index.md
Normal file
@@ -0,0 +1,99 @@
|
|||||||
|
---
|
||||||
|
title: 'HOSR Core Rules: Vessels'
|
||||||
|
description: HOSR rules concerning vessels and vehicles.
|
||||||
|
date_pub: 2025-10-18T22:06:47-04:00
|
||||||
|
section: rules
|
||||||
|
content_type: feature
|
||||||
|
short_code: uhv1
|
||||||
|
---
|
||||||
|
|
||||||
|
### Vessel Statistics
|
||||||
|
|
||||||
|
- **Armor Class (AC)**: A number representing the difficulty to hit the vessel.
|
||||||
|
- **Crew**: The number of creatures required for normal vessel operation.
|
||||||
|
- For every 10% below the required crew, the vessel's speed is reduced by the same amount.
|
||||||
|
- **Cargo Capacity**: The maximum load that the vessel an carry.
|
||||||
|
- **Damage Threshold**: The amount of damage from each hit the vessel can ignore before affecting the it's integrity (and reducing its hull points).
|
||||||
|
- **Hull Points (HP)**: A number representing the vessel's structural integrity. A vessel that is reduced to 0 HP is destroyed.
|
||||||
|
- **Speed**: The rate at which the vessel can move when fully crewed.
|
||||||
|
- **Weapons**: The numbers and types of weapons that the vessel can carry.
|
||||||
|
|
||||||
|
### Vessel Combat
|
||||||
|
|
||||||
|
Vessels may be targeted in combat.
|
||||||
|
|
||||||
|
- To hit, attacker must roll vessel's AC or higher.
|
||||||
|
- Any damage done to a vessel is reduced by the vessel's Damage Threshold.
|
||||||
|
- If this reduces the damage to 0 or less, no damage is inflicted to the vessel.
|
||||||
|
|
||||||
|
<!--
|
||||||
|
#### Ramming
|
||||||
|
|
||||||
|
TBD
|
||||||
|
-->
|
||||||
|
|
||||||
|
### Effects of Damage
|
||||||
|
|
||||||
|
Vessels that lose hull points will have their movement speeds reduced based on the amount of damage sustained.
|
||||||
|
|
||||||
|
- For every 10% hull points lost, the vessel's speed is reduced by the same amount.
|
||||||
|
- This could be caused by ex: engine damage, water seeping into the hull, or the loss of stabilizing sails.
|
||||||
|
|
||||||
|
#### Destruction
|
||||||
|
|
||||||
|
When a vessel is reduced to 0 hull points:
|
||||||
|
|
||||||
|
- All mounted weaponry ceases to function, and
|
||||||
|
- The vessel loses structural integrity in 1d10 rounds (ex: sinks or breaks apart).
|
||||||
|
|
||||||
|
#### Repairs
|
||||||
|
|
||||||
|
Vessel damage can be repaired with successful [skilled ability checks](/rules/adventuring.html#skilled-ability-checks) as determined by the GM.
|
||||||
|
|
||||||
|
- Damage can be partially repaired in the field, up to 50% of total sustained damage.
|
||||||
|
- Damage can be fully repaired by experienced technicians at a dock or workshop.
|
||||||
|
- A single person can repair a single hull point of damage per turn (10 minutes) spent repairing (doing no other actions).
|
||||||
|
|
||||||
|
### Boarding
|
||||||
|
|
||||||
|
In order for the occupants of one vessel to board another, the vessels must be brought alongside each other.
|
||||||
|
|
||||||
|
#### Grappling
|
||||||
|
|
||||||
|
- If both vessels are moving, they must be held together (ex: with grappling hooks) before boarding may occur.
|
||||||
|
- If the occupants of both vessels wish to grapple and board, it occurs automatically.
|
||||||
|
- If one side does not wish to grapple, they must [evade](/rules/adventuring.html#evasion).
|
||||||
|
|
||||||
|
Once two vessels are grappled together, creatures may move freely between them.
|
||||||
|
|
||||||
|
- Creatures get -2 to attack rolls and AC during any round that they moved between vessels.
|
||||||
|
|
||||||
|
### Mounted Weapons
|
||||||
|
|
||||||
|
Some vessels may have weapons mounted upon them for attack or defense, with types of damage and ranges varying by types of craft.
|
||||||
|
|
||||||
|
<!--
|
||||||
|
|
||||||
|
### Ramming
|
||||||
|
|
||||||
|
The act of running one vessel into another.
|
||||||
|
|
||||||
|
- Typically requires a run of at least 30' before hitting.
|
||||||
|
- **Attack roll**: Pilot, driver, or captain makes a melee attack to hit.
|
||||||
|
- **Damage**: Speed of ramming vessel (in feet per round) x 1d4 hit points, ramming vessel takes 1/2 damage.
|
||||||
|
|
||||||
|
Ramming. To ram a ship is to simply hit your ship into the enemy ship.
|
||||||
|
|
||||||
|
You must be at least 30′ away from the other boat and end your turn reaching the other ship.
|
||||||
|
Attack: 1d20 + proficiency + dexterity (or 1d20+6 for simplicity) versus the AC of the other ship or versus a pilot check (your choice). If a ship has limited mobility you should provide advantage or make this a simply pilot check.
|
||||||
|
Damage: Speed of Boat (in feet per round) x 1d4 bludgeoning damage, the ramming ship takes half of the damage to itself
|
||||||
|
Example: 30′ x 1d4 (rolled 3) = 30 x 3 = 90 hp bludgeoning damage to enemy ship, 45 hp bludgeoning damage to attacking ship
|
||||||
|
If the attacking ship has a battering ram you might want to let them roll a d6 and take less damage.
|
||||||
|
|
||||||
|
-->
|
||||||
|
|
||||||
|
### Vessels By Type
|
||||||
|
|
||||||
|
- [Astral Vessels](/astral/vessels.html)
|
||||||
|
- [Land Vessels](./land.html)
|
||||||
|
- [Water Vessels](./water.html)
|
||||||
95
src/pages/rules/vessels/land.md
Normal file
95
src/pages/rules/vessels/land.md
Normal file
@@ -0,0 +1,95 @@
|
|||||||
|
---
|
||||||
|
title: 'HOSR Core Rules: Land Vessels'
|
||||||
|
description:
|
||||||
|
date_pub:
|
||||||
|
section: rules
|
||||||
|
subsection: vessels
|
||||||
|
content_type: feature
|
||||||
|
short_code: uhva
|
||||||
|
---
|
||||||
|
|
||||||
|
[[toc]]
|
||||||
|
|
||||||
|
### Additional Vessel Statistics
|
||||||
|
|
||||||
|
- **Minimum Animals**: The minimum number of beasts of burden required to pull the vessel and its load.
|
||||||
|
- Additional animals may increase load size at a proportional rate, up to twice the animals (and twice the load size).
|
||||||
|
|
||||||
|
### Land Vessel Statistics
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper">
|
||||||
|
|
||||||
|
| Vessel | AC | Cargo Capacity | Cost (gp) | Crew | HP | Minimum Animals |
|
||||||
|
| ------ | :-: | :------------: | :-------: | :--: | :---: | ------------------------ |
|
||||||
|
| Cart | 10 | 1/2 ton | 100 gp | 1 | 10-15 | 2 mules or 1 work horse |
|
||||||
|
| Wagon | 10 | 1.5 ton | 200 gp | 1 | 20-30 | 4 mules or 2 work horses |
|
||||||
|
|
||||||
|
[Land Vessels]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
#### Cart
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------------- | ------------------------------- |
|
||||||
|
| **AC** | 10 |
|
||||||
|
| **Cargo Capacity** | 1/2 ton |
|
||||||
|
| **Cost** | 100 gp |
|
||||||
|
| **Crew** | 1 |
|
||||||
|
| **Damage Threshold** | 3 |
|
||||||
|
| **HP** | 10-15 |
|
||||||
|
| **Length** | 5' |
|
||||||
|
| **Minimum Animals** | 2 mules or 1 work horse |
|
||||||
|
| **Movement Rate** | 20' (12 mi / day) |
|
||||||
|
| **Requires Captain** | No |
|
||||||
|
| **Usage** | Clear terrain, maintained roads |
|
||||||
|
| **Weapons** | None |
|
||||||
|
| **Width** | 5' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
A small, two-wheeled vessel, often open-topped, constructed of wood, and drawn by 1 or more animals.
|
||||||
|
|
||||||
|
#### Wagon
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------------- | ------------------------------- |
|
||||||
|
| **AC** | 10 |
|
||||||
|
| **Cargo Capacity** | 1.5 tons |
|
||||||
|
| **Cost** | 200 gp |
|
||||||
|
| **Crew** | 1 |
|
||||||
|
| **Damage Threshold** | 3 |
|
||||||
|
| **HP** | 20-30 |
|
||||||
|
| **Length** | 10' |
|
||||||
|
| **Minimum Animals** | 4 mules or 2 work horses |
|
||||||
|
| **Movement Rate** | 20' (12 mi / day) |
|
||||||
|
| **Requires Captain** | No |
|
||||||
|
| **Usage** | Clear terrain, maintained roads |
|
||||||
|
| **Weapons** | None |
|
||||||
|
| **Width** | 10' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
A large, four-wheeled vessel, typically covered, constructed of wood, and drawn by a team of animals.
|
||||||
|
|
||||||
|
### Animals of Burden
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper">
|
||||||
|
|
||||||
|
| Animal | AC | Max Load | Cost (gp) | HD | Movement Rate |
|
||||||
|
| --------------------------------------------------- | :-: | :------: | :-------: | :-------: | ----------------- |
|
||||||
|
| [Camel](/bestiary/camel.html) | 12 | 300 lbs | 100 | 2 (9 hp) | 50' (30 mi / day) |
|
||||||
|
| [Horse, riding](/bestiary/horses/riding-horse.html) | 12 | 300 lbs | 75 | 2 (9 hp) | 80' (48 mi / day) |
|
||||||
|
| [Horse, war](/bestiary/horses/war-horse.html) | 12 | 400 lbs | 250 | 3 (13 hp) | 40' (24 mi / day) |
|
||||||
|
| [Horse, work](/bestiary/horses/work-horse.html) | 12 | 450 lbs | 40 | 3 (13 hp) | 30' (18 mi / day) |
|
||||||
|
| [Mule](/bestiary/mule.html) | 12 | 200 lbs | 30 | 2 (9 hp) | 40' (24 mi / day) |
|
||||||
|
|
||||||
|
[Animals of Burden]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
- May carry up to twice their max load at half speed.
|
||||||
430
src/pages/rules/vessels/water.md
Normal file
430
src/pages/rules/vessels/water.md
Normal file
@@ -0,0 +1,430 @@
|
|||||||
|
---
|
||||||
|
title: 'HOSR Core Rules: Water Vessels'
|
||||||
|
description:
|
||||||
|
date_pub: 2025-10-18T22:13:34-04:00
|
||||||
|
section: rules
|
||||||
|
subsection: vessels
|
||||||
|
content_type: feature
|
||||||
|
short_code: uhvw
|
||||||
|
---
|
||||||
|
|
||||||
|
[[toc]]
|
||||||
|
|
||||||
|
### Additional Vessel Statistics
|
||||||
|
|
||||||
|
- **Draft**: The depth that a water craft extends below the surface.
|
||||||
|
- **Requires Captain**: Vessels that are so large that they require someone to oversee operations.
|
||||||
|
|
||||||
|
### Carrying Capacity
|
||||||
|
|
||||||
|
When carrying creatures as cargo:
|
||||||
|
|
||||||
|
- Up to 5 human-sized passengers can be carried comfortably for every ton of cargo space.
|
||||||
|
- For short hops and special use cases (ex: troop deployments or civilian evacuations), up to 10 human-sized creatures can be
|
||||||
|
carried per ton of cargo capacity (in addition to crew).
|
||||||
|
|
||||||
|
### Water Vessel Statistics
|
||||||
|
|
||||||
|
<div class="dividedTableWrapper">
|
||||||
|
|
||||||
|
| Vessel | AC | Cargo Capacity | Cost (gp) | Crew | Dam Thresh | HP | Usage | Weapons |
|
||||||
|
| ------------------ | :-: | :------------: | :----------: | :-----------: | :--------: | :-------: | :---: | ---------------- |
|
||||||
|
| Boat, river | 11 | 3 tons | 4000 | 8 | 4 | 40-60 | L R | None |
|
||||||
|
| Boat, sailing | 11 | 2 tons | 2000 | 1 | 4 | 40-60 | C L | None |
|
||||||
|
| Canoe | 10 | 1/2 ton | 50 | 1 (Unskilled) | 3 | 10-15 | L R | None |
|
||||||
|
| Caravel | 11 | 10 tons | 5000 | 10 | 5 | 90-120 | C S | None |
|
||||||
|
| Caravel, war | 11 | 10 tons | 7500 | 10 | 5 | 120-150 | C S | 1 med |
|
||||||
|
| Galleon | 12 | 30 tons | 20,000 | 20 | 5 | 180-240 | C S | 1 med |
|
||||||
|
| Galleon, war | 12 | 30 tons | 30,000 | 20 | 5 | 240-300 | C S | 1 lg or 2 med |
|
||||||
|
| Galley, large | 12 | 4 tons | 30,000 | 200 | 6 | 150-180 | C | 2 med, opt ram |
|
||||||
|
| Galley, small | 11 | 2 tons | 20,000 | 70 | 4 | 120-150 | C | 2 med, opt ram |
|
||||||
|
| Galley, war | 12 | 6 tons | 60,000 | 330 | 6 | 180-240 | C | 1 lg, 2 med, ram |
|
||||||
|
| Lifeboat | 10 | 1.5 tons | 1000 | 1 (Unskilled) | 4 | 20-30 | Any | None |
|
||||||
|
| Longship | 11 | 4 tons | 15,000 | 75 | 5 | 90-120 | Any | 1 med |
|
||||||
|
| Raft, makeshift | 10 | 5 lbs / sq ft | --- | 1 (Unskilled) | 2 | 1 / sq ft | L R | None |
|
||||||
|
| Raft, professional | 10 | 10 lbs / sq ft | 1 gp / sq ft | 1 (Unskilled) | 3 | 1 / s ft | L R | None |
|
||||||
|
|
||||||
|
[Water Vessels]
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
#### Boat, River
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------------- | ------------- |
|
||||||
|
| **Armor Class** | 11 |
|
||||||
|
| **Cargo Capacity** | 3 tons |
|
||||||
|
| **Cost** | 4000 gp |
|
||||||
|
| **Crew** | 8 |
|
||||||
|
| **Damage Threshold** | 4 |
|
||||||
|
| **Draft** | 2-3' |
|
||||||
|
| **Length** | 20-30' |
|
||||||
|
| **Hit Points** | 40-60 |
|
||||||
|
| **Requires Captain** | No |
|
||||||
|
| **Speed** | 60' (6 mph) |
|
||||||
|
| **Usage** | Lakes, rivers |
|
||||||
|
| **Weapons** | None |
|
||||||
|
| **Width** | 10' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
A small boat that can be either rowed or pushed with poles.
|
||||||
|
|
||||||
|
- Most can have a roof added for an extra 1000 gp.
|
||||||
|
|
||||||
|
#### Boat, Sailing
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------------- | --------------------- |
|
||||||
|
| **Armor Class** | 11 |
|
||||||
|
| **Cargo Capacity** | 2 tons |
|
||||||
|
| **Cost** | 2000 gp |
|
||||||
|
| **Crew** | 1 |
|
||||||
|
| **Damage Threshold** | 4 |
|
||||||
|
| **Draft** | 2-3' |
|
||||||
|
| **Hit Points** | 40-60 |
|
||||||
|
| **Length** | 20-40' |
|
||||||
|
| **Requires Captain** | No |
|
||||||
|
| **Speed** | 120' (12 mph) |
|
||||||
|
| **Usage** | Coastal waters, lakes |
|
||||||
|
| **Weapons** | None |
|
||||||
|
| **Width** | 15' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
A small, single-mast sail boat typically used for fishing along coastal waters and lakes.
|
||||||
|
|
||||||
|
#### Canoe
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------------- | ----------------------------- |
|
||||||
|
| **Armor Class** | 10 |
|
||||||
|
| **Cargo Capacity** | 1/2 ton |
|
||||||
|
| **Cost** | 50 gp |
|
||||||
|
| **Crew** | 1 (Unskilled) |
|
||||||
|
| **Damage Threshold** | 3 |
|
||||||
|
| **Draft** | 1' |
|
||||||
|
| **Hit Points** | 10-15 |
|
||||||
|
| **Length** | 15' |
|
||||||
|
| **Requires Captain** | No |
|
||||||
|
| **Speed** | 30' (3 mph) / 60' speed burst |
|
||||||
|
| **Usage** | Lakes, rivers |
|
||||||
|
| **Weapons** | None |
|
||||||
|
| **Width** | 3' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
A tiny boat, weighing 50 lbs, constructed of a wooden frame wrapped in canvas or hide.
|
||||||
|
|
||||||
|
#### Caravel
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------------- | ------------------------- |
|
||||||
|
| **Armor Class** | 11 |
|
||||||
|
| **Cargo Capacity** | 10 tons |
|
||||||
|
| **Cost** | 5000 gp |
|
||||||
|
| **Crew** | 10 |
|
||||||
|
| **Damage Threshold** | 5 |
|
||||||
|
| **Draft** | 5-8' |
|
||||||
|
| **Hit Points** | 90-120 |
|
||||||
|
| **Length** | 60-80' |
|
||||||
|
| **Requires Captain** | Yes |
|
||||||
|
| **Speed** | 150' (15 mph) |
|
||||||
|
| **Usage** | Coastal waters, open seas |
|
||||||
|
| **Weapons** | None |
|
||||||
|
| **Width** | 20-30' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
A small, single-mast sailing ship.
|
||||||
|
|
||||||
|
#### Caravel, War
|
||||||
|
|
||||||
|
Same stats as [caravel](#caravel) except as noted:
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------- | -------- |
|
||||||
|
| **Cost** | 7500 gp |
|
||||||
|
| **Hit Points** | 120-150 |
|
||||||
|
| **Weapons** | 1 medium |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
A [caravel](#caravel) adapted for warfare and troop transport, typically armed, and often featuring large hatches for mounts and/or artillery.
|
||||||
|
|
||||||
|
#### Galleon
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------------- | ------------------------- |
|
||||||
|
| **Armor Class** | 12 |
|
||||||
|
| **Cargo Capacity** | 30 tons |
|
||||||
|
| **Cost** | 20,000 gp |
|
||||||
|
| **Crew** | 20 |
|
||||||
|
| **Damage Threshold** | 5 |
|
||||||
|
| **Draft** | 10-12' |
|
||||||
|
| **Hit Points** | 180-240 |
|
||||||
|
| **Length** | 100-150' |
|
||||||
|
| **Requires Captain** | Yes |
|
||||||
|
| **Speed** | 120' (12 mph) |
|
||||||
|
| **Usage** | Coastal waters, open seas |
|
||||||
|
| **Weapons** | 1 medium |
|
||||||
|
| **Width** | 25-30' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
A large sailing vessel with up to three masts.
|
||||||
|
|
||||||
|
- Typically features multiple decks and raised areas at bow and stern ("castles").
|
||||||
|
|
||||||
|
#### Galleon, War
|
||||||
|
|
||||||
|
Same stats as [galleon](#galleon) except as noted:
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------- | ------------------- |
|
||||||
|
| **Cost** | 30,000 gp |
|
||||||
|
| **Hit Points** | 240-320 |
|
||||||
|
| **Weapons** | 2 medium or 1 large |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
A [galleon](#galleon) adapted for transporting troops and mounts, often featuring large hatches for horses, livestock, and/or artillery.
|
||||||
|
|
||||||
|
#### Galley, Large
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------------- | -------------------------- |
|
||||||
|
| **Armor Class** | 12 |
|
||||||
|
| **Cargo Capacity** | 4 tons |
|
||||||
|
| **Cost** | 30,000 gp |
|
||||||
|
| **Crew** | 180 (rowers), 20 (sailors) |
|
||||||
|
| **Damage Threshold** | 6 |
|
||||||
|
| **Draft** | 3' |
|
||||||
|
| **Hit Points** | 150-180 |
|
||||||
|
| **Length** | 120-150' |
|
||||||
|
| **Requires Captain** | Yes |
|
||||||
|
| **Speed** | 120' (12 mph) |
|
||||||
|
| **Usage** | Coastal waters |
|
||||||
|
| **Weapons** | 2 medium, optional ram |
|
||||||
|
| **Width** | 15-20' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
A long ship with a shallow draft, dozens of oars, and a single mast with a square sail.
|
||||||
|
|
||||||
|
#### Galley, Small
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------------- | ------------------------- |
|
||||||
|
| **Armor Class** | 11 |
|
||||||
|
| **Cargo Capacity** | 2 tons |
|
||||||
|
| **Cost** | 20,000 gp |
|
||||||
|
| **Crew** | 60 (rowers), 10 (sailors) |
|
||||||
|
| **Damage Threshold** | 4 |
|
||||||
|
| **Draft** | 2-3' |
|
||||||
|
| **Hit Points** | 120-150 |
|
||||||
|
| **Length** | 60-100' |
|
||||||
|
| **Requires Captain** | Yes |
|
||||||
|
| **Speed** | 150' (15 mph) |
|
||||||
|
| **Usage** | Coastal waters |
|
||||||
|
| **Weapons** | 2 medium, optional ram |
|
||||||
|
| **Width** | 10-15' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
A small ship with a shallow draft, dozens of oars, and a single mast with a square sail.
|
||||||
|
|
||||||
|
#### Galley, War
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------------- | -------------------------- |
|
||||||
|
| **Armor Class** | 12 |
|
||||||
|
| **Cargo Capacity** | 6 tons |
|
||||||
|
| **Cost** | 60,000 gp |
|
||||||
|
| **Crew** | 300 (rowers), 30 (sailors) |
|
||||||
|
| **Damage Threshold** | 6 |
|
||||||
|
| **Draft** | 4-6' |
|
||||||
|
| **Hit Points** | 180-240 |
|
||||||
|
| **Length** | 120-150' |
|
||||||
|
| **Requires Captain** | Yes |
|
||||||
|
| **Speed** | 120' (12 mph) |
|
||||||
|
| **Usage** | Coastal waters |
|
||||||
|
| **Weapons** | 1 large, 2 medium, ram |
|
||||||
|
| **Width** | 20-30' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
A [large galley](#galley-large) built for warfare, with two masts, and a full deck above the rowers.
|
||||||
|
|
||||||
|
- Always fitted with a ram (included in cost).
|
||||||
|
- 10-20' wide wooden towers at bow and stern, each standing 15-20' tall.
|
||||||
|
|
||||||
|
#### Lifeboat
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------------- | ----------------- |
|
||||||
|
| **Armor Class** | 10 |
|
||||||
|
| **Cargo Capacity** | 1.5 tons |
|
||||||
|
| **Cost** | 1000 gp |
|
||||||
|
| **Crew** | 1 (Unskilled) |
|
||||||
|
| **Damage Threshold** | 4 |
|
||||||
|
| **Draft** | 1-2' |
|
||||||
|
| **Hit Points** | 20-30 |
|
||||||
|
| **Length** | 20' |
|
||||||
|
| **Requires Captain** | No |
|
||||||
|
| **Speed** | 30' (3 mph) |
|
||||||
|
| **Usage** | Any body of water |
|
||||||
|
| **Weapons** | None |
|
||||||
|
| **Width** | 20-30' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
A small boat with a collapsible mast typically stored on larger ships for emergencies.
|
||||||
|
|
||||||
|
- Weighs 500 lbs, takes up 1/2 ton of cargo space.
|
||||||
|
- Typically stocked with 1 week's rations for 10 passengers.
|
||||||
|
- Can hold up to 15 passengers (plus pilot), although it will be _crowded_.
|
||||||
|
- Small ships typically have 1d2 lifeboats, while larger ships typically have 1d2+2.
|
||||||
|
|
||||||
|
#### Longship
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------------- | ----------------- |
|
||||||
|
| **Armor Class** | 11 |
|
||||||
|
| **Cargo Capacity** | 4 tons |
|
||||||
|
| **Cost** | 15,000 gp |
|
||||||
|
| **Crew** | 75 |
|
||||||
|
| **Damage Threshold** | 5 |
|
||||||
|
| **Draft** | 2-3' |
|
||||||
|
| **Hit Points** | 90-120 |
|
||||||
|
| **Length** | 60-80' |
|
||||||
|
| **Requires Captain** | Yes |
|
||||||
|
| **Speed** | 150' (15 mph) |
|
||||||
|
| **Usage** | Any body of water |
|
||||||
|
| **Weapons** | 1 medium |
|
||||||
|
| **Width** | 10-15' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
A narrow, versatile ship, which may be rowed or sailed, depending on needs and conditions.
|
||||||
|
|
||||||
|
- Crew typically fulfill all required roles (oarsmen, sailors, fighters) as needed.
|
||||||
|
|
||||||
|
#### Raft, Makeshift
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------------- | ----------------------------- |
|
||||||
|
| **Armor Class** | 10 |
|
||||||
|
| **Cargo Capacity** | 5 lbs per sq ft |
|
||||||
|
| **Cost** | --- |
|
||||||
|
| **Crew** | 1 (Unskilled) |
|
||||||
|
| **Damage Threshold** | 2 |
|
||||||
|
| **Draft** | 1/2' |
|
||||||
|
| **Hit Points** | 1 per sq ft |
|
||||||
|
| **Length** | Up to 30' |
|
||||||
|
| **Requires Captain** | No |
|
||||||
|
| **Speed** | 20' (2 mph) / 30' speed burst |
|
||||||
|
| **Usage** | Lakes, rivers |
|
||||||
|
| **Weapons** | None |
|
||||||
|
| **Width** | Up to 30' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
Given enough wood, a makeshift raft can be built in 1d3 days per person working on it, per 10' square section (up to 30' square total).
|
||||||
|
|
||||||
|
#### Raft, Professional
|
||||||
|
|
||||||
|
<div class='headlessTableWrapper'>
|
||||||
|
|
||||||
|
| | |
|
||||||
|
| -------------------- | ----------------------------- |
|
||||||
|
| **Armor Class** | 10 |
|
||||||
|
| **Cargo Capacity** | 10 lbs per sq ft |
|
||||||
|
| **Cost** | 1 gp per sq ft |
|
||||||
|
| **Crew** | 1 (Unskilled) |
|
||||||
|
| **Damage Threshold** | 3 |
|
||||||
|
| **Draft** | 1/2' |
|
||||||
|
| **Hit Points** | 1 per sq ft |
|
||||||
|
| **Length** | Up to 40' |
|
||||||
|
| **Requires Captain** | No |
|
||||||
|
| **Speed** | 20' (2 mph) / 30' speed burst |
|
||||||
|
| **Usage** | Lakes, rivers |
|
||||||
|
| **Weapons** | None |
|
||||||
|
| **Width** | Up to 40' |
|
||||||
|
|
||||||
|
</div>
|
||||||
|
|
||||||
|
A well-made wooden raft with raised sides, a steering oar, and some type of simple cover.
|
||||||
|
|
||||||
|
- Often broken down and sold for wood at 1/4 value.
|
||||||
|
|
||||||
|
### Mounted Weaponry
|
||||||
|
|
||||||
|
| Weapon | Cost (gp) |
|
||||||
|
| -------------------- | :-------: |
|
||||||
|
| Catapult | 100 |
|
||||||
|
| Catapult shot | 5 |
|
||||||
|
| Catapult shot, pitch | 25 |
|
||||||
|
| Ram, large galley | 10,000 |
|
||||||
|
| Ram, small galley | 3000 |
|
||||||
|
|
||||||
|
#### Catapult
|
||||||
|
|
||||||
|
A ballistic device capable of hurling projectiles a great distance, such as large rocks or flaming pitch.
|
||||||
|
|
||||||
|
- **Cargo space**: A catapult plus 20 rounds of shot occupies 1 ton of cargo capacity.
|
||||||
|
- **Range**: 150-300 yards
|
||||||
|
- **Attack rolls and rate of fire**: Depends on the number of crew manning the catapult:
|
||||||
|
- 2 crew (minimum): Attacks at +0, and can fire every 10 rounds.
|
||||||
|
- 3 crew: Attacks at +0, and can fire every 8 rounds.
|
||||||
|
- 4 crew (maximum): Attacks at +2, and can fire every 5 rounds.
|
||||||
|
- Up to one PC may assist in the firing, adding their attack bonus to the roll.
|
||||||
|
- Attack modifiers may also be affected by weather conditions, vessel maneuverability, etc.
|
||||||
|
|
||||||
|
##### Types of Shot
|
||||||
|
|
||||||
|
- **Basic (rock)**: Inflicts 3d6 hit points of damage.
|
||||||
|
- **Pitch**: Inflicts no impact damage, but sets a 10' square area of target vessel on fire.
|
||||||
|
- Burning does 1d6 hit points damage per turn, and will spread to adjacent areas if not dealt with.
|
||||||
|
- Time to extinguish fire varies by crew involved:
|
||||||
|
- 3 crew (minimum): extinguishes fire in 3 turns.
|
||||||
|
- 6 crew: extinguishes fire in 2 turns.
|
||||||
|
- 9+ crew: extinguishes fire in 1 turn.
|
||||||
|
|
||||||
|
#### Ram
|
||||||
|
|
||||||
|
A pointed, reinforced attachment to a vessel, allowing it to run into other vessels without taking as much damage.
|
||||||
|
|
||||||
|
- Attacking vessel must move 30' or more before ramming.
|
||||||
|
- Only other vessels and huge (or bigger) creatures may be targeted.
|
||||||
|
- **Attack roll**: Pilot or captain makes a melee attack to hit.
|
||||||
|
- Attack modifiers may also be affected by weather conditions, vessel maneuverability, etc.
|
||||||
|
- **Damage**
|
||||||
|
- **Galley, large or war**: Deals 6d6 hit points against creatures and 4x as much against other vessels.
|
||||||
|
- **Galle, small**: Deals 3d8 hit points against creatures and 4x as much against other vessels.
|
||||||
@@ -8,13 +8,13 @@ short_code: w1
|
|||||||
status: hidden
|
status: hidden
|
||||||
---
|
---
|
||||||
|
|
||||||
Ghyffan muskets are something to behold - a streamlined amalgamation of wood and iron, shaped (and tipped) like a spear, but which can fire a metal slug at great speed (and for heavy damage). Their superior construction makes them less prone to breaking, but their S-L-O-W reload time makes them useless as ranged weapons (beyond an opening shot or two).
|
Lyffan muskets are something to behold - a streamlined amalgamation of wood and iron, shaped (and tipped) like a spear, but which can fire a metal slug at great speed (and for heavy damage). Their superior construction makes them less prone to breaking, but their S-L-O-W reload time makes them useless as ranged weapons (beyond an opening shot or two).
|
||||||
|
|
||||||
<div class="dividedTableWrapper">
|
<div class="dividedTableWrapper">
|
||||||
|
|
||||||
| Weapon | Weight (Coins) | Damage | Qualities |
|
| Weapon | Weight (Coins) | Damage | Qualities |
|
||||||
| -------------- | -------------- | ------ | ------------------------------------------------------------------------------------ |
|
| -------------- | -------------- | ------ | ------------------------------------------------------------------------------------ |
|
||||||
| Ghyffan Musket | 75 | 1d8 | Loud, Melee, Missile (5’–40’ / 41’–80’ / 81’–120’), One-shot (d10), Slow, Two-handed |
|
| Lyffan Musket | 75 | 1d8 | Loud, Melee, Missile (5’–40’ / 41’–80’ / 81’–120’), One-shot (d10), Slow, Two-handed |
|
||||||
|
|
||||||
</div>
|
</div>
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user