From a499d5176080e182db46c9c15dedb30d638d2b04 Mon Sep 17 00:00:00 2001 From: Colin Date: Sat, 28 Sep 2024 14:25:44 -0700 Subject: [PATCH] Add Classes chatper --- data/play | 554 ++++++++++++++++++++++++++++++++++++++++++++++++------ 1 file changed, 495 insertions(+), 59 deletions(-) diff --git a/data/play b/data/play index 37e1244..3802243 100644 --- a/data/play +++ b/data/play @@ -90,8 +90,6 @@ Charisma affects: * Spell Potency and Spell Save DC of mind-affecting spells such as Illusions and Charms. * **Skills** - Influence, Performance ---- - # Races > **Character Creation Step 2 - Select a Race** @@ -123,8 +121,8 @@ All Telon possess the following feature: > Gain Training in the Swimming Skill, can achieve Mastery in Swimming without a requisite Skill > Mastery. > -> *Telon have proportionally long arms, hardy rotator cuffs, and great lung capacity making them -> excellent swimmers.* +> Telon have proportionally long arms, hardy rotator cuffs, and great lung capacity making +> them excellent swimmers. ### Telon Skills @@ -139,18 +137,19 @@ Optionally choose one of the following Traits: > **Gregarious** `CHA+1` `CON-1` > -> *The Telon are widespread in spite of their smaller size compared to other Human populations due -> to a tendency toward large collectivist family units who protect each other.* +> The Telon are widespread in spite of their smaller size compared to other Human populations +> due to a tendency toward large collectivist family units who protect each other. > **Instinctive** `WIS+1` `INT-1` > -> *Telon populations along streams and inland lakes are often simple and agrarian focusing on a -> harmonious relationship with nature but feature little in the way of organized education.* +> Telon populations along streams and inland lakes are often simple and agrarian focusing on a +> harmonious relationship with nature but feature little in the way of organized education. > **Lithe** `DEX+1` `STR-1` > -> *Telon are seldom clumsy and have a low center of gravity. When Telon communities field a militia, -> they tend to deploy hit-and-run skirmishers who use slings and bows as opposed to infantry.* +> Telon are seldom clumsy and have a low center of gravity. When Telon communities field a +> militia, they tend to deploy hit-and-run skirmishers who use slings and bows as opposed to +> infantry. ## Kyma @@ -169,8 +168,8 @@ All Kyma possess the following feature: > > Increase Max Wound Points by 1. > -> *Kyma have thick skin, strong bones, and even the ability to develop blubber, making them -> notably very difficult to kill.* +> Kyma have thick skin, strong bones, and even the ability to develop blubber, making them +> notably very difficult to kill. ### Kyma Skills @@ -182,20 +181,20 @@ Optionally choose one of the following Traits: > **Bulky** `STR+1` `DEX-1` > -> *Kyma are often very well-muscled, which fits their seafaring lifestyles. They are also often -> quite heavy and have thick fingers and hands, making delicate tasks a bit more difficult.* +> Kyma are often very well-muscled, which fits their seafaring lifestyles. They are also often +> quite heavy and have thick fingers and hands, making delicate tasks a bit more difficult. > **Absorbed** `INT+1` `WIS-1` > -> *Kyma societies have succeeded on their ability to aggregate knowledge from their many ports, +> Kyma societies have succeeded on their ability to aggregate knowledge from their many ports, > honing their construction techniques especially in shipbuilding. Kyma often have a lot of time to -> their thoughts thanks to long months at sea giving them time to study many things.* +> their thoughts thanks to long months at sea giving them time to study many things. > **Stubborn** `CON+1` `CHA-1` > -> *Kyma are often immovable both physically and socially. Many prominent Kyma figures have elevated -> spite to an art form, and they are even difficult to ply with alcohol thanks to higher than -> average tolerance.* +> Kyma are often immovable both physically and socially. Many prominent Kyma figures have +> elevated spite to an art form, and they are even difficult to ply with alcohol thanks to higher +> than average tolerance. ## Gaean @@ -214,8 +213,8 @@ All Gaeans possess the following feature: > Gain Training in the Athletics Skill, can achieve Mastery in Athletics without a requisite Skill > Mastery. > -> *Gaeans have a long-standing culture of cities competing with each other in athletic events, -> fostering friendly rivalries and connecting neighbors.* +> Gaeans have a long-standing culture of cities competing with each other in athletic events, +> fostering friendly rivalries and connecting neighbors. ### Gaean Skills @@ -230,20 +229,20 @@ Optionally choose one of the following Traits: > **Amicable** `CHA+1` `WIS-1` > -> *Gaeans are generally easy to get along with, and are good team players. They can tend to be a bit -> gullible however, and are the most likely group of humans to form cults and blindly prop up -> despots.* +> Gaeans are generally easy to get along with, and are good team players. They can tend to be +> a bit gullible however, and are the most likely group of humans to form cults and blindly prop up +> despots. > **Bookish** `INT+1` `STR-1` > -> *Gaean don't necessarily exhibit the sheer might of their gigantic progenitors, but they make up -> for it in ingenuity. Education is actually somewhat common among Gaean cities with nearly double -> the average literacy rates of other groups of humans.* +> Gaean don't necessarily exhibit the sheer might of their gigantic progenitors, but they make +> up for it in ingenuity. Education is actually somewhat common among Gaean cities with nearly +> double the average literacy rates of other groups of humans. > **Hefty** `CON+1` `DEX-1` > -> *Gaeans do tend to exhibit similar sturdiness to their giant ancestors, but their height also -> often makes them top-heavy and comparatively clumsy.* +> Gaeans do tend to exhibit similar sturdiness to their giant ancestors, but their height also +> often makes them top-heavy and comparatively clumsy. ## Cyclops @@ -263,8 +262,8 @@ All Cyclopes possess the following feature: > > Learn Evil Eye as a 1st Degree Spell, gain one additional 1st Degree Spell Point. > -> *Cyclopes are well-known for their ability to inflict bad luck on anyone who earns their ire with -> a piercing glare, a gift they retain from their forbearers.* +> Cyclopes are well-known for their ability to inflict bad luck on anyone who earns their ire +> with a piercing glare, a gift they retain from their forbearers. ### Cyclops Skills @@ -276,20 +275,21 @@ Optionally choose one of the following Traits: > **Brutish** `STR+1` `INT-1` > -> *Cyclopes are massive, nearly twice the weight of other humans, and are correspondingly physically -> powerful. Some groups of Cyclopes see little need to participate in the organized education of -> Gaeans as there is always a niche for their great strength.* +> Cyclopes are massive, nearly twice the weight of other humans, and are correspondingly +> physically powerful. Some groups of Cyclopes see little need to participate in the organized +> education of Gaeans as there is always a niche for their great strength. > **Hefty** `CON+1` `DEX-1` > -> *Cyclopes do tend to exhibit similar sturdiness to their giant ancestors, but their height also -> often makes them top-heavy and comparatively clumsy.* +> Cyclopes do tend to exhibit similar sturdiness to their giant ancestors, but their height +> also often makes them top-heavy and comparatively clumsy. > **Reserved** `WIS+1` `CHA-1` > -> *Cyclopes are long-lived giving them more experience on average to call upon for insight, but also -> sometimes insular, set in their ways, and inflexible. Some tend to avoid forging deep friendships -> with non-cyclopes due to the major difference in lifespan making cyclopes seem standoffish.* +> Cyclopes are long-lived giving them more experience on average to call upon for insight, but +> also sometimes insular, set in their ways, and inflexible. Some tend to avoid forging deep +> friendships with non-cyclopes due to the major difference in lifespan making cyclopes seem +> standoffish. ## Dendrid @@ -314,7 +314,7 @@ All Dendroi possess the following features: > > Elemental Alignment causes a variety of effects, see (TODO) for more info. > -> *As tree-folk, Dendroi are inseparable from a fundamental alignment to Elemental Wood.* +> As tree-folk, Dendroi are inseparable from a fundamental alignment to Elemental Wood. > **Plant Biology** > @@ -328,7 +328,8 @@ All Dendroi possess the following features: > > Effects that inflict aging do not harm Dendroi. > -> *Dendroi live for a very long time, rendering most aging effects a harmless drop in the bucket.* +> Dendroi live for a very long time, rendering most aging effects a harmless drop in the +> bucket. Dendroi also possess less-common abilities of Regeneration and Cloning which is not listed here. @@ -342,23 +343,24 @@ Optionally choose one of the following Traits: > **Delicate** `CHA+1` `STR-1` > -> *Dendroi often exhibit a glamor of beauty and a tendency toward festivity befitting their Dryad -> and Satyr "parents". As saplings though, many dendroi have narrow limbs and musculature that are -> not especially suited to explosive power, preferring gentle and steady approach to things.* +> Dendroi often exhibit a glamor of beauty and a tendency toward festivity befitting their +> Dryad and Satyr "parents". As saplings though, many dendroi have narrow limbs and musculature that +> are not especially suited to explosive power, preferring gentle and steady approach +> to things. > **Flighty** `DEX+1` `INT-1` > -> *Dendroi can have incredibly steady and precise hands and usually are light-footed. Dendroi can -> hold very still in a meadow against a tree and become nearly invisible to all but the most keen -> observers. One would think these behaviors would lead to the Dendroi having much time to their -> thoughts, but Dendroi also have a tendency to think about absolutely nothing for days at a time -> much like a tree.* +> Dendroi can have incredibly steady and precise hands and usually are light-footed. Dendroi +> can hold very still in a meadow against a tree and become nearly invisible to all but the most +> keen observers. One would think these behaviors would lead to the Dendroi having much time to +> their thoughts, but Dendroi also have a tendency to think about absolutely nothing for days at a +> time much like a tree. > **Wizened** `WIS+1` `CON-1` > -> *Dendroi live for a very long time and often have vague recollections of many past seasons giving -> them unique perspectives on things. Old as they can be though, Dendroi are still saplings of the -> great trees they will eventually become and are thus of light and narrow stature.* +> Dendroi live for a very long time and often have vague recollections of many past seasons +> giving them unique perspectives on things. Old as they can be though, Dendroi are still saplings +> of the great trees they will eventually become and are thus of light and narrow stature. ## Orid @@ -388,7 +390,7 @@ All Oroi possess the following features: > > Elemental Alignment causes a variety of effects, see (TODO) for more info. > -> *Created from the Living Clay, Oroi are inseparably aligned with Elemental Earth* +> Created from the Living Clay, Oroi are inseparably aligned with Elemental Earth > **Artificial Biology** > @@ -417,15 +419,449 @@ Optionally choose one of the following Traits: > **Dense** `CON+1` `INT-1` > -> *Some Oroi are made with very thick skin, leaving less room in the head for sophisticated -> thoughts.* +> Some Oroi are made with very thick skin, leaving less room in the head for sophisticated +> thoughts. > **Fixated** `DEX+1` `WIS-1` > -> *Many Oroi are incredibly handy, befitting a group created the Craftsman. Some Oroi are so -> hyper-focused on their craft at the detriment to their situational awareness.* +> Many Oroi are incredibly handy, befitting a group created the Craftsman. Some Oroi are so +> hyper-focused on their craft at the detriment to their situational awareness. > **Headstrong** `STR+1` `CHA-1` > -> *Oroi are strong and hardworking, taking on physically arduous trades. They also have a tendency -> to mannerisms that might seem strange to non-oroi, or even oroi outside their own clan.* \ No newline at end of file +> Oroi are strong and hardworking, taking on physically arduous trades. They also have a +> tendency to mannerisms that might seem strange to non-oroi, or even oroi outside their +> own clan. + +# Classes + +> **Character Creation Step 3 - Select a Class** +> +> Select a class for your character. The possible classes are [Fighter](#fighter), +> [Ranger](#ranger), [Knight](#knight), [Rogue](#rogue), [Scout](#scout), [Seeker](#seeker), +> [Adept](#adept), [Cleric](#cleric), and [Magician](#magician). Based on your selection: +> 1. Copy down your class' **Initial Hit Points** and **Hit Dice**. +> 2. Note any **Features** your class provides at Level 1. +> 3. Choose a number of **Skills** determined by your class. + + +Your character's class heavily influences the role they will play in the party. Each Class is +composed of a Primary Class Type and Secondary Class Type. There are three possible Class Types, +resulting in nine possible Classes. + +The Class' Primary Class Type defines the main role the class fills and Secondary Class Type +adds variation. The three Class Types are: + +- **Fighters**: combatants who attack multiple times per round and specialize in fighting styles +- **Rogues**: skill generalists who handle a broad variety of common adventuring problems +- **Adepts**: spell casters who use magic to support allies and destroy enemies + +## Fighter + +A pure fighter focuses all development into combat skills, reaching unparalleled durability and +lethality with weapons. + +* **Class Types**: Fighter | Fighter +* **Initial Hit Points**: 10+CON +* **Hit Dice**: D10 + +### Fighter Features + +[//]: # "Pure Fighter Features" + +> **Improved Critical Hit Chance** `Level 1` +> +> Decrease the number required to Critically Hit by 1, this effect can stack. +> +> By default, a Natural 12 is required to Critically Hit + +> **Additional Attacks** `Level 1, 4, 8` +> +> Gain an additional Attack per Round. + +> **Combat Specialization** `Level 1, 2, 3, 5, 6, 7, 9, 10` +> +> Increase your Rank in any Fighting Style by 1 or learn a Special Combat Proficiency + +[//]: # "=====================" + +> **Ability Modifier Improvement** `Level 2 - 10` +> +> Increase one Ability modifier by 1. +> +> Ability Modifiers may not exceed half your current level rounded up. This limit is increased +> by 1 for an Ability boosted by a Racial Trait. + +### Fighter Skills + +**Choose 1**: Athletics, Swimming, Husbandry, Tactics, Tracking, Influence + +## Ranger + +Rangers are warriors who round out their combat skills with a number of practical skills useful +for things like exploration and diplomacy. + +* **Class Types**: Fighter | Rogue +* **Initial Hit Points**: 10+CON +* **Hit Dice**: D10 + +### Ranger Features + +[//]: # "Primary Fighter Features" + +> **Improved Critical Hit Chance** `Level 1` +> +> Decrease the number required to Critically Hit by 1, this effect can stack. +> +> By default, a Natural 12 is required to Critically Hit + +> **Additional Attacks** `Level 1, 8` +> +> Gain an additional Attack per Round. + +> **Combat Specialization** `Level 1, 3, 5, 7, 9` +> +> Increase your Rank in any Fighting Style by 1 or learn a Special Combat Proficiency + +[//]: # "========================" + +[//]: # "Secondary Rogue Features" + +> **New Skill Acquisition** `Level 2, 4, 7, 10` +> +> Gain Training in any new Skill. +> +> Alternatively, gain Mastery in any one Skill in which you are already Trained provided doing +> so would not exceed your Maximum Skill Masteries. + +> **Skill Mastery** `Level 3, 8` +> +> Increase Maximum Skill Masteries by 1. +> +> Maximum Skill Masteries begin at 0. + +[//]: # "========================" + +> **Ability Modifier Improvement** `Level 2 - 10` +> +> Increase one Ability modifier by 1. +> +> Ability Modifiers may not exceed half your current level rounded up. This limit is increased +> by 1 for an Ability boosted by a Racial Trait. + +### Ranger Skills + +**Choose 1**: Athletics, Swimming, Husbandry, Tactics, Tracking, Influence + +## Knight + +Knights are trained combatants typically from monastic orders who augment their combat skills with +magic. + +* **Class Types**: Fighter | Adept +* **Initial Hit Points**: 10+CON +* **Hit Dice**: D10 + +### Knight Features + +[//]: # "Primary Fighter Features" + +> **Improved Critical Hit Chance** `Level 1` +> +> Decrease the number required to Critically Hit by 1, this effect can stack. +> +> By default, a Natural 12 is required to Critically Hit + +> **Additional Attacks** `Level 1, 8` +> +> Gain an additional Attack per Round. + +> **Combat Specialization** `Level 1, 3, 5, 7, 9` +> +> Increase your Rank in any Fighting Style by 1 or learn a Special Combat Proficiency + +[//]: # "========================" + +[//]: # "Secondary Adept Features" + +> **Secondary Spell Caster** `Level 2` +> +> Become a Secondary Spell Caster. See (TODO) for more info. + +[//]: # "========================" + +> **Ability Modifier Improvement** `Level 2 - 10` +> +> Increase one Ability modifier by 1. +> +> Ability Modifiers may not exceed half your current level rounded up. This limit is increased +> by 1 for an Ability boosted by a Racial Trait. + +### Knight Skills + +**Choose 1**: Athletics, Swimming, Husbandry, Tactics, Tracking, Influence + +## Rogue + +Not only a jack-of-all-trades but also a master of several, Rogues are essential problem-solvers +for any group. + +* **Class Types**: Rogue | Rogue +* **Initial Hit Points**: 6+CON +* **Hit Dice**: D6 + +### Rogue Features + +[//]: # "Pure Rogue Features" + +> **New Skill Acquisition** `Level 2 - 10` +> +> Gain Training in any new Skill. +> +> Alternatively, gain Mastery in any one Skill in which you are already Trained provided doing +> so would not exceed your Maximum Skill Masteries. + +> **Skill Mastery** `Level 2, 3, 5, 7, 8, 10` +> +> Increase Maximum Skill Masteries by 1. +> +> Maximum Skill Masteries begin at 0. + +[//]: # "===================" + +> **Ability Modifier Improvement** `Level 2 - 10` +> +> Increase one Ability modifier by 1. +> +> Ability Modifiers may not exceed half your current level rounded up. This limit is increased +> by 1 for an Ability boosted by a Racial Trait. + +### Rogue Skills + +**Choose any 3** Skills except Counterspell, Concentration, or Spellcraft. + +## Scout + +Scouts are skilled explorers, scholars, and negotiators who can hold their own in a fight. + +* **Class Types**: Rogue | Fighter +* **Initial Hit Points**: 8+CON +* **Hit Dice**: D8 + +### Scout Features + +[//]: # "Primary Rogue Features" + +> **New Skill Acquisition** `Level 3, 5, 6, 8, 9` +> +> Gain Training in any new Skill. +> +> Alternatively, gain Mastery in any one Skill in which you are already Trained provided doing +> so would not exceed your Maximum Skill Masteries. + +> **Skill Mastery** `Level 2, 5, 7, 10` +> +> Increase Maximum Skill Masteries by 1. +> +> Maximum Skill Masteries begin at 0. + +[//]: # "======================" + +[//]: # "Secondary Fighter Features" + +> **Additional Attack** `Level 4` +> +> Gain an additional Attack per Round. + +> **Improved Critical Hit Chance** `Level 5` +> +> Decrease the number required to Critically Hit by 1, this effect can stack. +> +> By default, a Natural 12 is required to Critically Hit + +> **Combat Specialization** `Level 2, 6, 10` +> +> Increase your Rank in any Fighting Style by 1 or learn a Special Combat Proficiency + +[//]: # "==========================" + +> **Ability Modifier Improvement** `Level 2 - 10` +> +> Increase one Ability modifier by 1. +> +> Ability Modifiers may not exceed half your current level rounded up. This limit is increased +> by 1 for an Ability boosted by a Racial Trait. + +### Scout Skills + +**Choose any 3** Skills except Counterspell, Concentration, or Spellcraft. + +## Seeker + +Seekers dabble in many fields with an array of skills suitable for all occasions including some +proficiency in arcane and occult arts. + +* **Class Types**: Rogue | Adept +* **Initial Hit Points**: 6+CON +* **Hit Dice**: D6 + +### Seeker Features + +[//]: # "Primary Rogue Features" + +> **New Skill Acquisition** `Level 3, 5, 6, 8, 9` +> +> Gain Training in any new Skill. +> +> Alternatively, gain Mastery in any one Skill in which you are already Trained provided doing +> so would not exceed your Maximum Skill Masteries. + +> **Skill Mastery** `Level 2, 5, 7, 10` +> +> Increase Maximum Skill Masteries by 1. +> +> Maximum Skill Masteries begin at 0. + +[//]: # "======================" + +[//]: # "Secondary Adept Features" + +> **Secondary Spell Caster** `Level 2` +> +> Become a Secondary Spell Caster. See (TODO) for more info. + +[//]: # "========================" + +> **Ability Modifier Improvement** `Level 2 - 10` +> +> Increase one Ability modifier by 1. +> +> Ability Modifiers may not exceed half your current level rounded up. This limit is increased +> by 1 for an Ability boosted by a Racial Trait. + +### Seeker Skills + +**Choose any 3** skills. + +## Adept + +Adepts are peerless masters of magic. Some choose to study the secrets of the universe for +themselves to manifest arcane might, and others channel the occult and divine power of otherworldly +patrons. + +* **Class Types**: Adept | Adept +* **Initial Hit Points**: 6+CON +* **Hit Dice**: D6 + +### Adept Features + +[//]: # "Pure Adept Features" + +> **Pure Spell Caster** `Level 1` +> +> Become a Pure Spell Caster. See (TODO) for more info. + +[//]: # "===================" + +> **Ability Modifier Improvement** `Level 2 - 10` +> +> Increase one Ability modifier by 1. +> +> Ability Modifiers may not exceed half your current level rounded up. This limit is increased +> by 1 for an Ability boosted by a Racial Trait. + +### Adept Skills + +**Choose 1**: Appraisal, History, Literacy, Medicine, Performance, Countercast, Concentrate, +Spellcraft + +## Cleric + +Clerics are adepts, typically of monastic orders, who also train physically to to better survive +the rigors of frequent battle. + +* **Class Types**: Adept | Fighter +* **Initial Hit Points**: 8+CON +* **Hit Dice**: D8 + +### Cleric Features + +[//]: # "Primary Adept Features" + +> **Primary Spell Caster** `Level 1` +> +> Become a Primary Spell Caster. See (TODO) for more info. + +[//]: # "======================" + +[//]: # "Secondary Fighter Features" + +> **Additional Attack** `Level 4` +> +> Gain an additional Attack per Round. + +> **Improved Critical Hit Chance** `Level 5` +> +> Decrease the number required to Critically Hit by 1, this effect can stack. +> +> By default, a Natural 12 is required to Critically Hit + +> **Combat Specialization** `Level 2, 6, 10` +> +> Increase your Rank in any Fighting Style by 1 or learn a Special Combat Proficiency + +[//]: # "==========================" + +> **Ability Modifier Improvement** `Level 2 - 10` +> +> Increase one Ability modifier by 1. +> +> Ability Modifiers may not exceed half your current level rounded up. This limit is increased +> by 1 for an Ability boosted by a Racial Trait. + +### Cleric Skills + +**Choose 1**: Appraisal, History, Literacy, Medicine, Performance, Countercast, Concentrate, +Spellcraft + +## Magician + +Magicians are spell casters who also study practical skills, especially if those skills pertain to +specialized methods of casting such as incorporating sleight of hand, creating variants of spells +on the fly, and stealing the techniques of others through careful observation. + +* **Class Types**: Adept | Rogue +* **Initial Hit Points**: 6+CON +* **Hit Dice**: D6 + +### Magician Features + +[//]: # "Primary Adept Features" + +> **Primary Spell Caster** `Level 1` +> +> Become a Primary Spell Caster. See (TODO) for more info. + +[//]: # "======================" + +[//]: # "Secondary Rogue Features" + +> **New Skill Acquisition** `Level 2, 4, 7, 10` +> +> Gain Training in any new Skill. +> +> Alternatively, gain Mastery in any one Skill in which you are already Trained provided doing +> so would not exceed your Maximum Skill Masteries. + +> **Skill Mastery** `Level 3, 8` +> +> Increase Maximum Skill Masteries by 1. +> +> Maximum Skill Masteries begin at 0. + +[//]: # "========================" + +### Magician Skills + +**Choose 1**: Appraisal, History, Literacy, Medicine, Performance, Countercast, Concentrate, +Spellcraft