lots of updates
add ecnounter alpha pull out astral travel to own file zine prep fix multi-row table headers
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@@ -8,8 +8,150 @@ short_code: cch
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status: draft
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---
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Infravision
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Knights who wield weapons of pure arcane magic.
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<div class='headlessTableWrapper'>
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| | |
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| ----------------- | ----------------------- |
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| **Requirement** | Minimum CHA 9 |
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| **Hit Dice** | 1d10 |
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| **Maximum Level** | 14 |
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| **Armor** | Any (including shields) |
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| **Weapons** | Any |
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| **Languages** | Alignment, Common |
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</div>
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### Aestheticism
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- Own minimal possessions
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- Can only keep one magical weapon, one magical shield, and one magical suit of armor
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- Must give at least 10% of income to religious order
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### Arcane Magic
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- Can cast prepared spells.
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- Carries a spell book (or equivalent) with known spells in it.
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- Number of prepared spells per day shown on [Level Advancement table](#advancement).
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- Can conduct magical research.
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- [Arcane Spell List](./arcane-spellcasters/known-arcane-spells.html)
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### Blindsight
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- After 5th level, may perceive surrounding environment in a 10' radius, even in total (magical) darkness.
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### Channel Magic
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- Begins each day with a number of channel points equal to level x 2.
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- Can spend a channel point to temporarily gain a +1 bonus to one of the following:
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- Attack and damage,
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- AC and saving throws, or
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- Any single ability score.
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- Only one type of bonus may be activated in a round.
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- The maximum number of points that can be used for a single bonus is equal to level / 3, rounded down (minimum 1).
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### Conjured Weapon
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- Can spend a channel point to conjure a weapon of pure arcane energy.
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- Weapon can be any type that the conjurer may use.
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- The weapon must be purely mechanically powered (ex: sword, axe, bow, crossbow, sling).
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- If the conjured weapon is ranged and uses ammunition, it is automatically conjured along with the weapon.
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- Once conjured, the weapon remains for 1d6 turns.
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- Starting at 2nd level, gains a bonus to attack and damage based on level.
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<div class="dividedTableWrapper">
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| Min Level | Bonus |
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| :-------: | :---: |
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| 2 | +1 |
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| 6 | +2 |
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| 10 | +3 |
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</div>
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Conjure Light Weapon
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Arcane Spellcasting
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### Lay on Hands
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- Heal 2 HP / level once per day
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- After 5th level, may cure disease once per week
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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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- Once established, attracts loyal followers (5d6 x 10 fighters of level 1–2), who never check morale.
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### Turn Undead
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Roll 2d6 and consult table below:
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<div class="dividedTableWrapper">
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| Level | Monster Hit Dice ||||||||||||||||
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| ^^ | 1 | 2 | 2\* | 3 | 4 | 5 | 6 | 7-8 | 9-10 | 11-12 | 13-14 | 15-16 | 17-18 | 19-20 | 21-22 | 23-24 |
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| :-----:|:-:|:-:|:--:|:--:|:--:|:--:|:--:|:---:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|:-----:|
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| 3 | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --|
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| 4 | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --|
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| 5 | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | -- | --|
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| 6 | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | -- | --|
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| 7 | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | -- | --|
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| 8 | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | -- | --|
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| 9 | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | -- | --|
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| 10 | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | -- | --|
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| 11| D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- | --|
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| 12 | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- | -- |
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| 13 | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- | -- |
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| 14 | D | D | D | D | D | D | D | D | D | T | T | 7 | 9 | 11 | -- | -- |
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[Turn Undead Result]
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</div>
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#### Results
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- **Dash (--)**: Turn attempt fails
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- **_Number_**: If roll is equal or higher than this number, turn succeeds
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- **T**: Turn succeeds
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- **D**: Turn succeeds, monsters destroyed
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#### Successful Turn
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- Roll 2d6 to determine total number of HD affected.
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- Turned undead move away from cleric in full retreat until attacked.
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- Lowest HD undead are affected first.
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### Warhorse
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- After 4th level, may summon a holy warhorse (HD 5+5, AC 14, MV 60').
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- If lost, can't get another for at least a year.
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### Advancement
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<div class="dividedTableWrapper levelTable">
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| Level | XP | HD | Atk<br />Mod | Saving Throws ||||| Spells |||||
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| ^^ | ^^ | ^^ | ^^ | D[^1] | W[^1] | P[^1] | B[^1] | S[^1] | 1 | 2 | 3 |
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| :---: | :-----: | :--------: | :-----: | :---: | :---: | :---: | :---: | :---: | :---: | :---: | :---: |
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| 1 | 0 | 1d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - |
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| 2 | 2,750 | 2d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - |
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| 3 | 5,500 | 3d10 | 0 | 10 | 11 | 12 | 13 | 14 | - | - | - |
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| 4 | 12,000 | 4d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - |
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| 5 | 24,000 | 5d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - |
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| 6 | 45,000 | 6d10 | +2 | 8 | 9 | 10 | 11 | 12 | - | - | - |
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| 7 | 95,000 | 7d10 | +5 | 6 | 7 | 8 | 8 | 10 | - | - | - |
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| 8 | 175,000 | 8d10 | +5 | 6 | 7 | 8 | 8 | 10 | - | - | - |
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| 9 | 350,000 | 9d10 | +5 | 6 | 7 | 8 | 8 | 10 | 1 | - | - |
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| 10 | 500,000 | 9d10+1 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | - | - |
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| 11 | 650,000 | 9d10+2 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 1 | - |
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| 12 | 800,000 | 9d10+3 | +7 | 4 | 5 | 6 | 6 | 8 | 2 | 2 | - |
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| 13 | 950,000 | 9d10+4 | +9 | 2 | 3 | 4 | 3 | 6 | 2 | 2 | 1 |
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| 14 | 1,100,000 | 9d10+5 | +9 | 2 | 3 | 4 | 3 | 6 | 3 | 2 | 1 |
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[Level Advancement]
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[^1]: D: Death; W: Wielded; P: Paralyze; B: Blasts; S: Spells
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</div>
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