Various updates

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---
title: Mystic class
description: The Mystic class for OSR gaming.
date_pub: 2023-04-01T11:17:00-04:00
date_upd: 2023-04-30T09:39:00-04:00
section: classes
content_type: feature
short_code: cmy
---
[[toc]]
Mystics are warriors that spend their lives rigorously training both their minds and bodies, allowing them to channel their life force into special [mystic powers](./powers.html).
<div class='headlessTableWrapper'>
| | |
| ----------------- | ----------------- |
| **Requirement** | Minimum WIS 9 |
| **Hit Dice** | 1d8 |
| **Maximum Level** | 14 |
| **Armor** | None |
| **Weapons** | Any |
| **Languages** | Alignment, Common |
</div>
### Martial Training
- Unarmed attacks deal 1d4 damage.
- Can dual wield, regardless of DEX score.
- Fists count as Light weapons.
### Physical Defense
Have an improved armor class based on their level, shown on the [Level Advancement](#advancement) table.
### Psychic Defense
Gains a +2 bonus to all saving throws against mental or mystical powers.
### Mystic Powers
Know a number of Mystic Powers based on their level, shown on the Level Advancement table.
- May use powers up to twice per day per level total.
- Activate at the beginning of a character's initiative.
- Only one power may be activated each round.
[Mystic Power List](./mystic-powers.md)
### Stronghold
- After 9th level, can establish an academy or clan with 1d6 apprentices of 1d4 level.
### Advancement
<div class="dividedTableWrapper levelTable">
| Level | XP | HD | Atk Mod | AC | Saving Throws ||||| Mystical<br />Power |
| ^^ | ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | ^^ |
| :---: | :-: | :-: | :-----: | :-: | :---: | :---: | :---: | :---: | :---: | :--: |
| 1 | 0 | 1d8 | 0 | 11 | 13 | 14 | 13 | 16 | 15 | 2 |
| 2 | 2,000 | 2d8 | 0 | 12 | 13 | 14 | 13 | 16 | 15 | 2 |
| 3 | 4,000 | 3d8 | 0 | 13 | 13 | 14 | 13 | 16 | 15 | 3 |
| 4 | 8,000 | 4d8 | 0 | 14 | 13 | 14 | 13 | 16 | 15 | 3 |
| 5 | 16,000 | 5d8 | +2 | 15 | 12 | 13 | 11 | 14 | 13 | 4 |
| 6 | 32,000 | 6d8 | +2 | 16 | 12 | 13 | 11 | 14 | 13 | 4 |
| 7 | 64,000 | 7d8 | +2 | 17 | 12 | 13 | 11 | 14 | 13 | 5 |
| 8 | 120,000 | 8d8 | +2 | 18 | 12 | 13 | 11 | 14 | 13 | 5 |
| 9 | 240,000 | 9d8 | +5 | 19 | 10 | 11 | 9 | 12 | 10 | 6 |
| 10 | 360,000 | 9d8+2 | +5 | 20 | 10 | 11 | 9 | 12 | 10 | 6 |
| 11 | 480,000 | 9d8+4 | +5 | 20 | 10 | 11 | 9 | 12 | 10 | 7 |
| 12 | 600,000 | 9d8+6 | +5 | 21 | 10 | 11 | 9 | 12 | 10 | 7 |
| 13 | 720,000 | 9d8+8 | +7 | 21 | 8 | 9 | 7 | 10 | 8 | 8 |
| 14 | 840,000 | 9d8+10 | +7 | 22 | 8 | 9 | 7 | 10 | 8 | 8 |
[Level Advancement]
[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
</div>

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---
title: Mystic Powers
description: The full list of powers available to the Mystic class.
date_pub: 2023-04-01T11:17:00-04:00
section: classes
content_type: feature
short_code: cmp
---
**Concentration**: Powers with concentration in their durations are subject to the following restrictions:
- Can't act or attack while using this power.
- When damaged by spell or attack, must succeed on a CHA check or concentration ends.
### Boost Speed
**Duration: 1 round**
**Range: Self**
- Movement speed is doubled.
- May make multiple attacks per round:
<div class="dividedTableWrapper">
| Level | Attacks per Round |
| :---: | :---------------: |
| 1-4 | 2 |
| 5-8 | 3 |
| 9-12 | 4 |
| 13+ | 5 |
[Boost Speed Effect]
</div>
### Change Density
**Duration: 1 round / level**
**Range: Self**
Alter body density, with choice of effect:
- **Lighter**: Barely touch the ground, leave no footsteps and can walk on water
- **Heavier**: Root in place, immune to attacks or effects that would knock down or move.
### Life Squeeze
**Duration: Concentration, up to 1 round / level**
**Range: 30'**
Apply excessive pressure to target creature's vital organs.
- Cause 1d3 damage each round.
- Target must **Save vs Paralyze** each round or be stunned, unable to move or act.
- Doesn't affect non-living creatures (constructs, undead, etc.).
### Power Fists
**Duration: 1 round / level**
**Range: Self**
Charge fists with mystical energy.
- Unarmed attacks count as magical and deal increased damage:
<div class="dividedTableWrapper">
| Level | Unarmed Damage |
| :---: | :------------: |
| 1-4 | 2d4 |
| 5-8 | 2d6 |
| 9-12 | 2d8 |
| 13+ | 2d12 |
[Power Fists Effect]
</div>
### Super Leap
**Duration: Instant**
**Range: 10' + (10' / level)**
Leap anywhere within range (including vertically).
### Power Shield
**Duration: Concentration, up to 1 round / level**
**Range: Self**
Surround body with a shield of energy.
- Immune to small, non-magical missiles (arrows, slings, etc.).
- Opponents have -2 to attacks against.
- +2 on saves vs Wielded, Blasts, and Spells.
### Push
**Duration: Instant**
**Range: 30'**
Fire a wave of force at a target.
- Target must **Save vs Paralyze** or take 1d6 damage and be thrown away 10' / level.
### Hurl
**Duration: Instant**
**Range: 10' / level**
Telekinetically throw object at target.
- Can throw object weighing up to 200 coins / level.
- Target must be within 60' of object.
- Target must **Save vs Wielded** or take damage:
<div class="dividedTableWrapper">
| Object's Weight (Coins) | Damage |
| :---------------------: | :----: |
| Up to 200 | 2d4 |
| 201-400 | 2d6 |
| 401-800 | 3d6 |
| 801-1500 | 4d6 |
| 1501+ | 5d6 |
[Hurl Effect]
</div>
### Flying Weapon
**Duration: Instant**
**Range: 10' / level**
Control melee weapon thrown at target.
- Treat as a missile attack with +4 bonus.
- Any damage dealt is doubled.
- Hit or miss, weapon returns to hand.
### Enlargement
**Duration: Focus, up to 1 round / level**
**Range: Self**
Double body, clothing, and armor size
- Takes one round to activate, breaking concentration during this round prevents power from being used.
- While enlarged, melee attacks inflict double damage.
- Does not effect other carried or worn equipment.
<!--
### ESP (WIP)
_Duration: Concentration, 1 round_
_Range: 90'_
By concentrating for 1 round, the kineticist can read the thoughts of an intelligent, living creature within range.
_Unwilling targets_: May _save vs spells_ to resist.
_Concentration_: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.
-->
### Freeze
**Duration: Up to 1 round / level**
**Range: 30**
Freezes target creature or object within sight in place.
- While effected, target can't move or act.
- Effected target may **Save vs Paralyze** at the start of their initiative to end the effect.
<!--
### Gestalt (WIP)
_Duration: Concentration, 1 round_
_Range: Touch_
The kineticist can read the memories of a living creature that they are in physical contact with, and share their own memories with the creature in return.
_Unwilling targets_: May _save vs spells_ to resist.
_Concentration_: Being distracted (e.g. attacked) or performing any other action (except moving) causes the power to end.
-->
### Healing Trance
**Duration: 1 turn**
**Range: Self**
Enter a meditative state for the duration.
- While in trance, completely unaware of surroundings, and can neither attack nor defend.
- Healing effect:
<div class="dividedTableWrapper">
| Level | HP Healed |
| :---: | :-------: |
| 1-6 | 1d6+1 |
| 7-12 | 2d6+2 |
| 13+ | 3d6+3 |
[Healing Trance Effect]
</div>
### Burn
**Duration: Focus, up to 1 round / level**
**Range: Sight**
Subject a creature or object within sight to a scorching heat.
- Takes one round to activate, breaking concentration during this round prevents power from being used.
- Target may **Save vs Spells** to prevent damage.
- Causes paper and cloth to burn, liquids to boil, and metals to glow.
- Inflicts 1d4 damage per round to target or any creature in contact with target (ex: heating metal armor).
### Invisibility
**Duration: Concentration, up to 1 round / level**
**Range: Self**
Disappear from the sight of one or more creatures (selected when the power is activated).
- Up to 1 HD of creatures / level are affected.
- Affected opponents attack with a 4 penalty.
### Power Blast
**Duration: Instant**
**Range: 10' / level**
Fire a blast of energy at a target in range.
- Target must **Save vs Spells** or take 2d4 damage.
### Pull
**Duration: Instant**
**Range: 10 / level**
Fire a wave of force at a target that grabs them and pulls them in.
- Target must **Save vs Paralyze** or take 1d6 damage and be pulled in.
- Target may be released anywhere along the way.
### Instant Step
**Duration: Instant**
**Range: 30'**
Instantly teleport to any location in sight within range.
- May be used before or after making an action (ex: attacking).
- Breaks engagement without allowing for free attack.
### Life Drain
**Duration: Concentration, 1 round**
**Range: Touch**
Draw vital energy out of a living target via touch, absorbing target's life force.
- Target must **Save vs Spells** or suffer 1d4 points of damage.
- Heal an amount of HP equal to damage done.
### Psychic Wall
**Duration: Focus, 2 turns**
**Range: Self**
Enhance mental defense.
- Takes one round to activate, breaking concentration during this round prevents power from being used.
- Gain +4 bonus to saves vs mental powers and mind-affecting spells and magic items.
### Shrinking
**Duration: Focus, up to 2 turns**
**Range: Self**
Shrink to 6" tall, reducing clothing and armor appropriately (but not other equipment).
- Takes one round to activate, breaking concentration during this round prevents power from being used.
Effects while shrunk:
- Can slip through narrow spaces.
- 90% chance of going unnoticed while remaining motionless.
- Cannot harm creatures larger than 1 tall.
### Telepathy
**Duration: Focus, 1 turn**
**Range: Sight**
Establish bidirectional mental communication with one other willing, living, intelligent creature.
- Takes one round to activate, breaking concentration during this round prevents power from being used.
- Do not need to share a language with the creature.
<!--
### Terrify
-->