Site updates for the weekend
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src/pages/classes/bloodmage.md
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src/pages/classes/bloodmage.md
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---
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title: Bloodmage
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description: The Bloodmage class for Old School Essentials.
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date_pub: 2023-02-26T17:46:00-05:00
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section: classes
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content_type: feature
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short_code: cw1
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---
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<div class='headlessTableWrapper'>
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| | |
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| ------------------- | --------------------------------------------- |
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| **Requirements** | None |
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| **Prime requisite** | INT |
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| **Hit Dice** | 1d6 |
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| **Maximum Level** | 14 |
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| **Armour** | Leather, no shields |
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| **Weapons** | One-handed melee weapons, all missile weapons |
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| **Languages** | Alignment, Common |
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</div>
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Bloodmages are arcane spellcasters that use their own life force, rather than their memories, to cast spells.
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[[toc]]
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### Arcane Magic
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See [Spells](https://oldschoolessentials.necroticgnome.com/srd/index.php/Spells) for full details on arcane magic.
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**Magical research**: A bloodmage of any level may spend time and money on magical research. This allows them to add new spells to their spell book and to research other magical effects. When a bloodmage reaches 9th level, they are also able to create magic items.
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**Spell books**: Bloodmages carry spell books containing the formulae for arcane spells. The number of spells in a bloodmage’s spell book is equal to the character’s experience level, and the spell casting chart (below) shows the maximum spell level a bloodmage can have in their spellbook Thus, a 1st level bloodmage has one spell in their spell book, selected by the referee (who may allow the player to choose). The list of spells available to bloodmages is found in [Magic-User Spells](https://oldschoolessentials.necroticgnome.com/srd/index.php/Magic-User_Spells).
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**Spell casting**: Bloodmages cast spells by shedding blood, rather than by memorizing. To cast a spell, a bloodmage must sacrifice one of their own HP per level of the spell being cast.
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**Using magic items**: As spell casters, bloodmages are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands).
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### Combat
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Bloodmages are capable warriors as well as spellcasters, but they need freedom of movement for spellcasting. For this reason, they can use any melee weapon that can be wielded one handed, and can use all missile weapons, but can only wear leather armour, and are unable use shields.
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### Healing
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Bloodmages can make animal sacrifices to heal. The victims should be intelligent or magical creatures (although mundane animals can be used at the referee's discretion). To heal, the bloodmage must slay the intended sacrifice with a dagger or other bladed weapon. A sacrifice will restore a number of HP equal to the victim's HD. Creatures that are particularly innocent, powerful, or dear to the caster will produce increasingly better results (details to be left to the referee).
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Alternatively, the referee may roll 1d6 for each fallen enemy, with a roll of 1 indicating that they are still alive and thus eligible to be sacrificed by the bloodmage.
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### After Reaching 11th Level
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A bloodmage may establish a stronghold, often in a cave or similar structure. 1d6 apprentices of levels 1–3 will then arrive to study under the bloodmage.
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### Bloodmage Level Progression
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<div class="dividedTableWrapper levelTable">
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| Level | XP | HD | THAC0 | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | Max Spell Level |
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| :---: | :-------: | :-------: | :-----: | :---: | :---: | :---: | :---: | :---: | :-: |
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| 1 | 0 | 1d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 1 |
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| 2 | 2,500 | 2d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 1 |
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| 3 | 5,000 | 3d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 2 |
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| 4 | 10,000 | 4d6 | 19 [0] | 13 | 14 | 13 | 16 | 15 | 2 |
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| 5 | 20,000 | 5d6 | 17 [+2] | 13 | 14 | 13 | 16 | 15 | 3 |
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| 6 | 40,000 | 6d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 3 |
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| 7 | 80,000 | 7d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 4 |
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| 8 | 150,000 | 8d6 | 17 [+2] | 11 | 12 | 11 | 14 | 12 | 4 |
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| 9 | 300,000 | 9d6 | 14 [+5] | 11 | 12 | 11 | 14 | 12 | 5 |
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| 10 | 450,000 | 9d6+1[^2] | 14 [+5] | 11 | 12 | 11 | 14 | 12 | 5 |
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| 11 | 600,000 | 9d6+2[^2] | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 6 |
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| 12 | 750,000 | 9d6+3[^2] | 14 [+5] | 8 | 9 | 8 | 11 | 8 | 6 |
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| 13 | 900,000 | 9d6+4[^2] | 12 [+7] | 8 | 9 | 8 | 11 | 8 | 6 |
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| 14 | 1,050,000 | 9d6+5[^2] | 12 [+7] | 8 | 9 | 8 | 11 | 8 | 6 |
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[Bloodmage Level Progression]
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</div>
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[^1]: D: Death / poison; W: Wands; P: Paralysis / petrify; B: Breath attacks; S: Spells / rods / staves.
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[^2]: [Modifiers from CON](https://oldschoolessentials.necroticgnome.com/srd/index.php/Ability_Scores#Constitution_.28CON.29) no longer apply.
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### Available Races and Max Level
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When using the optional Character races rule, any race that may be a magic-user may also be a Bloodmage, and may advance to the same maximum level listed for the magic-user class (unless otherwise noted).
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Adapted from _[Alternate Magic](https://www.drivethrurpg.com/product/397412/Alternate-Magic-OSR)_ by [Eric Diaz](http://methodsetmadness.blogspot.com/)
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---
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title: Custom Character Classes
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description: TBD
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description: Some unofficial characters classes for OSE.
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date_pub: 2023-02-17T00:15:00-05:00
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section: classes
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content_type: feature
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short_code: c1
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---
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- [Automaton](./automaton.html)
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- [Corsair](./corsair.html)
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- [Corsair, Astral](./astral-corsair.html)
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- [Dracokin](./dracokin.html)
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- [Felinar](./felinar.html)
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- [Firfolk](./firfolk.html)
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- [Mimikin](./mimikin.html)
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- [Tortokin](./tortokin.html)
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- [Warlock](./warlock.html)
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Below, you'll find some unofficial character classes for Old School Essentials. Most are only minimally tested (if at all), and some may need a bit of tweaking, but you can't beat the price!
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- [Automaton](./automaton.html) - Mechanical beings powered by ancient, arcane magicks.
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- [Corsair](./corsair.html) - A sailor living a life of adventure on the high seas.
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- [Corsair, Astral](./astral-corsair.html) - A sailor living a life of adventure on the [astral plane](/astral)
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- [Dracokin](./dracokin.html) - Lizardfolk with distant relations dragons.
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- [Felinar](./felinar.html) - A race of anthropomorphic, catlike beings.
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- [Firfolk](./firfolk.html) - Magical, gray half-giants that live in harmony with nature.
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- [Mimikin](./mimikin.html) - A race of demihumans able to shift their physical forms at will.
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- [Tortokin](./tortokin.html) - Anthropomorphic, upright turtles.
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- [Warlock](./warlock.html) - Spellcasters that gain access to magic by making pacts with powerful, otherworldly beings
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<!--
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- [Planetouched](./corsair.md)
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- [Summoner](./corsair.md)
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- [Bloodmage](./bloodmage.html) - Arcane spellcasters that use their own life force, rather than their memories, to cast spells.
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- [Planetouched](./planetouched.md)
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- [Summoner](./summoner.md)
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-->
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src/pages/classes/kineticist-powers.md
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src/pages/classes/kineticist-powers.md
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## Additional Kineticist Mental Powers
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_The Kineticist_ class by Gavin Norman (as presented in issue #1 of [Carcass Crawler](https://www.drivethrurpg.com/product/367602/Carcass-Crawler-Issue-One)) offers a unique take on the classic "monk" or "mystic" class. I particularly like the way their "mental powers" work - although the ones in the zine seem to be designed to replicate the abilities of the classic class (as is the OSE way), there's nothing to prevent one from adding new powers to increase the build possibilities for that class. In my mind, based on the powers learned, a Kineticist could be anything from a powerful psychic to a supernatural tournament fighter, or even a superhero.
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### Enlargement
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**Duration: Focus, up to 1 round per level**
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**Range: The kineticist**
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The kineticist’s body, clothing, and armour (but not other equipment) double in size for the duration.
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**Focus**: This power requires the kineticist to concentrate for one round to activate. Being distracted (e.g. attacked) or performing any other action (except moving) during this focus round causes the power to end.
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**Melee**: While enlarged, the kineticist’s melee attacks inflict double damage.
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<!--
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### ESP (WIP)
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_Duration: Concentration, 1 round_
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_Range: 90'_
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By concentrating for 1 round, the kineticist can read the thoughts of an intelligent, living creature within range.
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_Unwilling targets_: May _save vs spells_ to resist.
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_Concentration_: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.
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-->
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### Freeze
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**Duration: Up to 1 round per level**
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**Range: 30’**
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The kineticist subjects a creature or object within sight to an icy cold, literally freezing them in place.
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**Stun**: The target is unable to move or act unless they **save versus paralysis**. They may make a save each round that they are paralyzed, and once a save has been made, the effect ends.
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<!--
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### Gestalt (WIP)
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_Duration: Concentration, 1 round_
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_Range: Touch_
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The kineticist can read the memories of a living creature that they are in physical contact with, and share their own memories with the creature in return.
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_Unwilling targets_: May _save vs spells_ to resist.
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_Concentration_: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.
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-->
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### Healing Trance
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**Duration: 1 turn**
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**Range: The kineticist**
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The kineticist can enter a meditative state for the duration, during which time they are completely unaware of their surroundings and can neither attack nor defend themselves.
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**Healing**: The trance heals 1d6+1 hit points per use (2d6+2 hit points per use at 6th level or higher).
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### Heat
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**Duration: Focus, up to 1 round per level**
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**Range: Sight**
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The kineticist subjects a creature or object within sight to a scorching heat.
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**Targetted creatures**: May **save versus spells** to prevent damages.
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**Envrionmental Effect**: Paper or cloth ignite, liquids boil, and metals glow.
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**Damage**: Applied to flesh or to metal in contact with a creature (e.g. armour), the heat inflicts 1d4 damage per round.
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-->
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### Invisibility
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**Duration: Concentration, up to 1 round per level**
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**Range: The kineticist**
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The kineticist disappears from the sight of one or more creatures (selected when the power is activated) for the duration.
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**Effect**: Up to 1HD of creatures per level of the kineticist are affected.
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**Combat**: Affected creatures may attack the kineticist with a –4 penalty.
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**Concentration**: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.
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### Kinetic Blast
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**Duration: Instant**
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**Range: 10’ per level**
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A blast of kinetic energy surges from the kineticist’s hand at a single target in range.
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**Hit**: The target must **save vs spells** to avoid being hit.
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**If the save fails**: The target suffers 2d4 damage.
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### Kinetic Pull
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**Duration: Instant**
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**Range: 10’ per level**
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A wave of kinetic force surges from the kineticist’s hand at a single target in range, grabbing them, and pulling them towards the kineticist.
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**Pull**: The target must save vs paralysis or be grabbed by the kinetic force.
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**If the save fails**: The target suffers 1d6 damage and is pulled towards the kineticist, stopping at any space of the kineticist's choosing in between.
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### Kinetic Transmission
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**Duration: Instant**
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**Range: 30'**
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The kineticist instantly teleports to any location they can see within range.
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### Life Drain
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**Duration: Concentration, 1 round**
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**Range: Touch**
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The kineticist draws vital energy out of a living target that they are in physical contact with, absorbing the target's life force. This dark ability is usually forbidden for lawful kineticists.
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**Damage**: The target must **save vs spells** or suffer 1d4 points of damage.
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**Absorb**: The kineticist gains a number of hit points equal to the damage inflicted.
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**Concentration**: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.
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### Mind Shield
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**Duration: Focus, 2 turns**
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**Range: The kineticist**
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The kineticist can shield their mind for a period of time up to the duration.
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**Focus**: This power requires the kineticist to concentrate for one round to activate. Being distracted (e.g. attacked) or performing any other action (except moving) during this focus round causes the power to end.
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**Protection**: The kineticist gets a +4 bonus to any saving throws to resist the effects of mental powers and mind-affecting spells and magic items.
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### Psychic Blast
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**Duration: Instant**
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**Range: 10’ per level**
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A blast of psychic energy surges from the kineticist at a single target in range.
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**Hit**: The target must save vs spells to avoid being hit.
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**If the save fails**: The target suffers 2d4 damage.
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### Shrinking
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**Duration: Focus, up to 2 turns**
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**Range: The kineticist**
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The kineticist and all equipment shrinks to 6” tall for the duration.
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**Focus**: This power requires the kinetcist to concentrate for one round to activate. Being distracted (e.g. attacked) or performing any other action (except moving) during this focus round causes the power to end.
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**Tiny Size**: While shrunk, the kineticist can slip through narrow spaces and, when remaining motionless, has a 90% chance of going unnoticed. A shrunk kineticist cannot harm creatures larger than 1’ tall.
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### Telepathy
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**Duration: Focus, 1 turn**
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**Range: Sight**
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The kineticist can establish bidirectional mental communication with one other willing, living, intelligent creature within range for the duration.
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**Focus**: This power requires the kineticist to concentrate for one round to activate. Being distracted (e.g. attacked) or performing any other action (except moving) during this focus round causes the power to end.
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**Language**: The creature need not share a language with the kineticist.
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<!--
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### Terrify
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-->
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| **Weapons** | Any |
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| **Languages** | Alignment, Common, any 2 other languages |
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Mimikin are a rarely-seen type of demihuman, able to shift their physical forms at will. Human-like in stature, their true forms usually have naturally pale, grey skin, unnervingly blank facial features, and silvery hair. However, because of their shapeshifting nature, they usuallly pass as humans or other similarly-sized demihumans, only returning to their true forms on death.
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Mimikin are a rarely-seen type of demihuman, able to shift their physical forms at will. Usually human-like in stature, their true forms usually have naturally pale, grey skin, unnervingly blank facial features, and silvery hair. However, because of their shapeshifting nature, they usuallly pass as humans or other similarly-sized demihumans, only returning to their true forms on death.
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Many mimikin use their gifts as a form of artistic or emotional expression, but some see them as invaluable tools for grifting, spying, and general deception, leading to their distrust by the other races.
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