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7 changes: 0 additions & 7 deletions Classes/Disciple/index.md
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Expand Up @@ -42,12 +42,5 @@ You can change your list of prepared spells when you finish a long rest. Prepari
#### Spellcasting Focus
You can use a holy symbol or druidic focus (see [Adventuring Gear](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/AdventuringGear/)) as a spellcasting focus for your disciple spells.

### Potent Cantrips

<div style="margin-top:-10px;"></div>

#### **Prerequisite:** 5 Other Disciple or Mage Talents
Your cantrips deal one additional die of damage.

## Talents
Disciples may take talents from the [cleric](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Cleric/), [druid](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Druid/), [paladin](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Paladin/) and [spellcasting](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Spellcasting/) talent trees.
9 changes: 0 additions & 9 deletions Classes/Expert/index.md
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Expand Up @@ -29,14 +29,5 @@ Prior to any attack roll, a martial feat, or feat for short, can be declared. Th

The feat die determines the feat's success. This is a d4 and can be enlarged by taking talents from the martial feat talent tree. If the feat die meets a DC (typically 3, but higher at GM discretion) and the attack hits, then the feat succeeds. If the feat die is not equal to or higher than the DC, or the overall attack misses, then the feat fails as well.

### Reliable Skill

<div style="margin-top:-10px;"></div>

#### **Prerequisite:** 9 Expert Talents
*You have refined your chosen skills until they approach perfection.*

Whenever you make a skill check with proficiency and the highest d20 roll is a 9 or lower, you can treat that roll as a 10.

## Talents
Experts may take talents from the [bard](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Bard/), [ranger](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Ranger/), [rogue](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Rogue/), and [martial feat](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Martial/) talent trees.
7 changes: 0 additions & 7 deletions Classes/Mage/index.md
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Expand Up @@ -32,12 +32,5 @@ You have 3 mana with which to cast your arcane spells of 1st level and higher. T
### Spellcasting Focus
You can use an arcane focus (see [Adventuring Gear](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/AdventuringGear/)) as a spellcasting focus for your arcane spells.

### Potent Cantrips

<div style="margin-top:-10px;"></div>

#### **Prerequisite:** 5 Other Disciple or Mage Talents
Your cantrips deal one additional die of damage.

## Talents
Disciples may take talents from the [sorcerer](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Sorcerer/), [warlock](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Warlock/), [wizard](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Wizard/) and [spellcasting](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Spellcasting/) talent trees.
7 changes: 0 additions & 7 deletions Classes/Warrior/index.md
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Expand Up @@ -30,13 +30,6 @@ Prior to any attack roll, a martial feat, or feat for short, can be declared. Th

The feat die determines the feat's success. This is a d4 and can be enlarged by taking talents from the martial feat talent tree. If the feat die meets a DC (typically 3, but higher at GM discretion) and the attack hits, then the feat succeeds. If the feat die is not equal to or higher than the DC, or the overall attack misses, then the feat fails as well.

### Extra Attack

<div style="margin-top:-10px;"></div>

#### **Prerequisite:** 5 Warrior Talents
Each turn, the first [Strike](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Strike/) action that you take does not count for the purposes of calculating your multiattack penalty.

## Talents
Warriors may take talents from the [barbarian](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Barbarian/), [fighter](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Fighter/), [monk](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Monk/) and [martial feat](https://stormchaserroleplaying.com/stormchaserRPG/Talents/Martial/) talent trees.

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12 changes: 0 additions & 12 deletions Combat/Actions/Crawl/index.md

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11 changes: 0 additions & 11 deletions Combat/Actions/Drop/index.md

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15 changes: 0 additions & 15 deletions Combat/Actions/Leap/index.md

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20 changes: 0 additions & 20 deletions Combat/Actions/Stand/index.md

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4 changes: 2 additions & 2 deletions Combat/Melee/index.md
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title: Melee Actions
parent: Combat
has_children: true
nav_order: 4
nav_order: 5
---

# Melee Actions
Melee actions are tactical options specifically for melee combat.
Melee actions are tactical options specifically for melee combat.
2 changes: 1 addition & 1 deletion Combat/Movement/index.md
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title: Movement in Encounters
parent: Combat
has_children: true
nav_order: 6
nav_order: 7
---

# Movement in Encounters
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---
title: Burrow
parent: Basic Actions
parent: Movement Actions
grand_parent: Combat
---

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---
title: Take Cover
parent: Basic Actions
parent: Movement Actions
grand_parent: Combat
---

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12 changes: 12 additions & 0 deletions Combat/Moves/Crawl/index.md
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---
title: Crawl
parent: Movement Actions
grand_parent: Combat
---

# Crawl
*Move*<br>
**Actions:** 1<br>
**Requirements:** You are [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/) and your speed is at least 10 feet.

You move 5 feet by crawling and continue to stay [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/).
11 changes: 11 additions & 0 deletions Combat/Moves/Drop/index.md
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---
title: Drop Prone
parent: Movement Actions
grand_parent: Combat
---

# Drop Prone
*Move*<br>
**Actions:** 1

You fall [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/).
4 changes: 2 additions & 2 deletions Combat/Actions/Fly/index.md → Combat/Moves/Fly/index.md
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---
title: Fly
parent: Basic Actions
parent: Movement Actions
grand_parent: Combat
---

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You move through the air up to your fly speed. Moving upward (straight up or diagonally) uses the rules for moving through difficult terrain. You can move straight down 10 feet for every 5 feet of movement you spend. If you fly to the ground, you don’t take falling damage. You can use an action to fly 0 feet to hover in place. If you’re airborne at the end of your turn and didn’t use a fly action this round, you fall.

If a flying creature is knocked prone, has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the *fly* spell.
If a flying creature is knocked [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/), has its speed reduced to 0, or is otherwise deprived of the ability to move, the creature falls, unless it has the ability to hover or it is being held aloft by magic, such as by the *fly* spell.

> ## Breaking Up Your Move
> You can break up your movement on your turn, using some of your speed before and after your action. For example, if you have a speed of 30 feet, you can move 10 feet, take an action, such as Strike, and then move 20 feet.
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---
title: Grab an Edge
parent: Basic Actions
parent: Movement Actions
grand_parent: Combat
---

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15 changes: 15 additions & 0 deletions Combat/Moves/Leap/index.md
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---
title: Leap
parent: Movement Actions
grand_parent: Combat
---

# Leap
*Move*<br>
**Actions:** 1

You take a careful, short jump. If your movement speed is at least 15 feet, you can Leap across any space up to 5 feet wide, safely clearing any obstacle on the same or lower elevation as your starting point, then land on the next space beyond. If your movement speed is at least 30 feet, you can Leap across a space 10 feet wide in the same manner. For every 10-foot drop in elevation from your starting to ending point, your Leap may cover an extra 5 feet of cleared distance.

If you Leap vertically, you can move up to 3 feet vertically and 5 feet horizontally onto an elevated surface.

Jumping a greater distance requires using the [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) skill.
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---
title: Mount
parent: Basic Actions
parent: Movement Actions
grand_parent: Combat
---

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---
title: Overrun
parent: Basic Actions
parent: Movement Actions
grand_parent: Combat
---

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20 changes: 20 additions & 0 deletions Combat/Moves/Stand/index.md
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---
title: Stand
parent: Movement Actions
grand_parent: Combat
---

# Stand
*Move*<br>
**Actions:** 1

You stand up from [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/).

If you are [Supine](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Supine/), then standing requires that you either succeed at a DC 10 [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) check, or you must spend 5 feet of your movement to [Turn](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Turn/) from [Supine](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Supine/) to [Prone](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Prone/).

## Standing Up in Melee
Rising from a throw or fall in the heat of battle is difficult. To do so quickly takes training and skill. This is an even greater challenge when under attack.

When you stand while in melee range of hostile creatures, make an [Athletics](https://stormchaserroleplaying.com/stormchaserRPG/Skills/Athletics/) check with a DC of 10 + 2 for each enemy for whom you are within reach. If you are [Supine](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Supine/), this DC increases by 5. If you beat the DC to stand by 5 or more, you may also choose to tumble 5 feet into an unoccupied space and stand up there.

If you fail, then you must succeed at a defence check vs the weapon skill of each hostile creature individually. Failure results in being hit by an [attack of opportunity](https://stormchaserroleplaying.com/stormchaserRPG/Combat/MakinganAttack/MeleeAttacks/#opportunity-attacks). If any defence check fails by 10 or more, then you are knocked [Supine](https://stormchaserroleplaying.com/stormchaserRPG/Conditions/Supine/).
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---
title: Step
parent: Basic Actions
parent: Movement Actions
grand_parent: Combat
---

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---
title: Stride
parent: Basic Actions
parent: Movement Actions
grand_parent: Combat
---

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9 changes: 9 additions & 0 deletions Combat/Moves/index.md
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---
title: Movement Actions
parent: Combat
has_children: true
nav_order: 4
---

# Movement Actions
Movement actions are how you navigate your surroundings during combat, or at any other time when actions are counted individually. Some of these actions will be used very regularly, while others may only be applicable when a character benefits from a special movement type (e.g. [Fly](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Fly/)).
4 changes: 2 additions & 2 deletions Combat/Ranged/index.md
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title: Ranged Actions
parent: Combat
has_children: true
nav_order: 5
nav_order: 6
---

# Ranged Actions
Ranged actions are tactical options specifically for ranged combat.
Ranged actions are tactical options specifically for ranged combat.
2 changes: 1 addition & 1 deletion Combat/Special/index.md
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title: Special Battles
parent: Combat
has_children: true
nav_order: 7
nav_order: 8
---

# Special Battles
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7 changes: 7 additions & 0 deletions Conditions/Fleeing/index.md
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---
title: Fleeing
parent: Conditions
---

# Fleeing
You're forced to run away due to fear or some other compulsion. On your turn, you must spend each of your actions trying to escape the source of the fleeing condition as expediently as possible (such as by using movement actions to flee, or opening doors barring your escape). The source is usually the effect or caster that gave you the condition, though some effects might define something else as the source. You can't [Delay](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Delay/) or [Ready](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Ready/) while fleeing.
28 changes: 28 additions & 0 deletions Conditions/Persistent/index.md
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---
title: Persistent Damage
parent: Conditions
---

# Persistent Damage
Persistent damage comes from effects like acid, being on fire, or many other situations. It appears as “X persistent [type] damage,” where “X” is the amount of damage dealt and “[type]” is the damage type. Like normal damage, it can be increased or decreased based on the result of the corresponding attack roll. Instead of taking persistent damage immediately, you take it at the end of each of your turns as long as you have the condition. After you take persistent damage, roll a DC 15 flat check to see if you recover from the persistent damage. If you succeed, the condition ends.

Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots and the like. The GM determines when this occurs, but it usually takes 1 minute.

## Assisted Recovery
You can take steps to help yourself recover from persistent damage, or an ally can help you, allowing you to attempt an additional flat check before the end of your turn. This is usually an activity requiring 2 actions and it must be something that would reasonably improve your chances (as determined by the GM). For example, you might try to smother a flame, or wash off acid. This allows you to attempt an extra flat check immediately, but only once per round.

The GM decides how your help works, using the following examples as guidelines when there's not a specific action that applies.
* The action to help might require a skill check or another roll to determine its effectiveness.
* Reduce the DC of the flat check to 10 for a particularly appropriate type of help, such as dousing you in water to put out flames.
* Automatically end the condition due to the type of help, such as healing that restores you to your maximum Stamina to end persistent bleed damage, or submerging yourself in a lake to end persistent fire damage.
* Alter the number of actions required to help you if the means the helper uses are especially efficient or remarkably inefficient.

## Immunities, Resistances and Vulnerabilities
Immunities, resistances and vulnerabilities all apply to persistent damage. If an effect deals initial damage in addition to persistent damage, apply immunities, resistances, and weaknesses separately to the initial damage and to the persistent damage. Usually, if an effect negates the initial damage, it also negates the persistent damage, such as with a slashing weapon that also deals persistent bleed damage because it cut you. The GM might rule otherwise in some situations.

## Multiple Persistent Damage Conditions
You can be simultaneously affected by multiple persistent damage conditions so long as they have different damage types. If you would gain more than one persistent damage condition with the same damage type, the higher amount of damage overrides the lower amount. The damage that you take from persistent damage occurs all at once, so if something triggers when you take damage, it triggers only once; for example, if you're dying with several types of persistent damage, the persistent damage increases your dying condition only once.

For example:
* If a character is splashed with Alchemist's Fire for 2 persistent fire damage, then splashed with acid for 1 persistent acid damage, they would take 2 persistent fire damage and 1 persistent acid damage at the end of each turn and need to remove each with successful checks.
* If a character is hit by a red dragon's fire breath and takes 5 persistent fire damage, then a mage's fireball spell and takes 3 persistent fire damage, they would only take 5 persistent fire damage and need to remove it with one successful check.
8 changes: 8 additions & 0 deletions Conditions/Slowed/index.md
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---
title: Slowed
parent: Conditions
---

# Slowed
* Slowed always includes a value, such as "Slowed (1)"
* When you regain your actions at the start of your turn, reduce the number of actions that you regain by your slowed value. Since slowed has its effect at the start of your turn, you don't immediately lose actions if you become slowed during your turn.
8 changes: 8 additions & 0 deletions Conditions/Staggered/index.md
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---
title: Staggered
parent: Conditions
---

# Staggered
* A staggered creature's speed is halved. Any increases to the creature's speed are added before halving it.
* The target cannot take the [Dodge](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Actions/Dodge/) or [Step](https://stormchaserroleplaying.com/stormchaserRPG/Combat/Moves/Step/) actions.
29 changes: 13 additions & 16 deletions Equipment/Armour/Wearing/index.md
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Expand Up @@ -26,24 +26,21 @@ If your species and class both grant proficiency in an armour category, you trea

When doffing armour or when donning medium armour, if a character has help, then this time is halved. A single character doing nothing else can help two adjacent creatures. Two characters can't help each other don or remove armour pieces at the same time. The wearer must have help to don heavy armour pieces. Without help, they can only be donned hastily.

Shields without the [Worn](https://stormchaserroleplaying.com/stormchaserRPG/Equipment/Armour/Glossary/#worn) property take 1 Action to don or doff. Worn shields are considered arm armour of the same weight category for the purposes of donning/doffing.

##### Donning and Doffing Armour Suits

| Category & Piece | Don | Don Hastily | Remove |
|:----------------:|:---:|:-----------:|:------:|
| Underlay | 1 minute | 5 rounds | 1 minute |
| Light arm | 2 rounds | 1 round | 2 rounds |
| Light leg | 3 rounds | 2 rounds | 2 rounds |
| Light torso | 5 rounds | 2 rounds | 5 rounds |
| Medium arm | 1 minute | 2 rounds | 2 rounds |
| Medium leg | 1 minute | 3 rounds | 2 rounds |
| Medium torso | 1 minute | 5 rounds | 3 rounds |
| Heavy arm | 1 minute | 1 minute | 1 minute |
| Heavy leg | 1 minute | 1 minute | 1 minute |
| Heavy torso | 2 minutes | 1 minute | 2 minutes |

##### Donning and Doffing Shields

| Category & Piece | Don | Remove |
|:----------------:|:---:|:------:|
| Medium shield | 1 bonus action | 1 object interaction |
| Heavy shield | 1 action | 1 bonus action |
| Light Arm | 2 rounds | 1 round | 2 rounds |
| Light Leg | 3 rounds | 2 rounds | 2 rounds |
| Light Torso | 5 rounds | 2 rounds | 5 rounds |
| Medium Arm | 1 minute | 2 rounds | 2 rounds |
| Medium Helmet | 2 Actions | 1 Action | 1 Action |
| Medium Leg | 1 minute | 3 rounds | 2 rounds |
| Medium Torso | 1 minute | 5 rounds | 3 rounds |
| Heavy Arm | 1 minute | 1 minute | 1 minute |
| Heavy Helmet | 3 Actions | 2 Actions | 2 Actions |
| Heavy Leg | 1 minute | 1 minute | 1 minute |
| Heavy Torso | 2 minutes | 1 minute | 2 minutes |
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