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osric:chapter5 [2019/06/04 21:59] – Table layout fixes from Paul Gorman @ mastodon robertfreemandayosric:chapter5 [2020/05/23 21:28] – [Sylvan or Faerie Creatures] robertfreemanday
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 **Size:** Three categories are possible here, being Small (i.e. of less weight or mass than a normal human), Medium or Man-sized (i.e. weighing roughly the same as a human), and Large (generally bigger than a human). **Size:** Three categories are possible here, being Small (i.e. of less weight or mass than a normal human), Medium or Man-sized (i.e. weighing roughly the same as a human), and Large (generally bigger than a human).
  
-**Move:** Movement is expressed in feet per turn or round (see Chapter 2). Flying creatures' aerial agility level (see Chapter 2) is indicated thus: "AA:level" in parentheses.+**Move:** Movement is expressed in feet per turn or round (see [[osric:chapter3#movement|Chapter 3]]). Flying creatures' aerial agility level (see [[osric:chapter3#aerial_agility|Chapter 3]]) is indicated thus: "AA:level" in parentheses.
  
-**Armour Class:** Armour class (AC) is as described in Chapter 1. The AC value for a creature does not necessarily mean it is wearing the equivalent armour type, so an AC 5 creature may not necessarily be wearing chain mail, even if it is generally similar to a human.+**Armour Class:** Armour class (AC) is as described in [[osric:chapter1#armour|Chapter 1]]. The AC value for a creature does not necessarily mean it is wearing the equivalent armour type, so an AC 5 creature may not necessarily be wearing chain mail, even if it is generally similar to a human.
  
 **Hit Dice:** The number of hit points for a creature is determined by rolling dice. Usually hit dice (HD) are d8s unless otherwise specified. Some creatures have hit points in the format "X+Y" or "X-Y", in which case "X" refers to the number of dice rolled and "Y" refers to a numerical adjustment applied to the total (note in the case of "X-Y" the resulting hit points cannot be less than 1). Thus, a creature with HD 4+1 has 4d8+1 hp, for a total numerical range of 5-33. **Hit Dice:** The number of hit points for a creature is determined by rolling dice. Usually hit dice (HD) are d8s unless otherwise specified. Some creatures have hit points in the format "X+Y" or "X-Y", in which case "X" refers to the number of dice rolled and "Y" refers to a numerical adjustment applied to the total (note in the case of "X-Y" the resulting hit points cannot be less than 1). Thus, a creature with HD 4+1 has 4d8+1 hp, for a total numerical range of 5-33.
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 **Attacks:** This entry refers to the number of attacks per round the creature normally possesses in melee. This number may be modified by certain spells such as //haste// or //slow// and does not include any special attack forms such as a breath weapon. Note the distinction between "attacks" and "attack routines" as described in Chapter 3—many creatures have several attacks, but very few have several separate attack routines. In the rare cases where one does, this is described in the creature text. **Attacks:** This entry refers to the number of attacks per round the creature normally possesses in melee. This number may be modified by certain spells such as //haste// or //slow// and does not include any special attack forms such as a breath weapon. Note the distinction between "attacks" and "attack routines" as described in Chapter 3—many creatures have several attacks, but very few have several separate attack routines. In the rare cases where one does, this is described in the creature text.
  
-**Damage:** This entry indicates the number and type of dice to be rolled for damage if the creature's physical attacks hit. If the value provided is "by weapon" the GM should decide what weapon the monster is using and refer to Chapter 1. In some cases the damage inflicted may include a magical element, poison, or some other effect requiring a saving throw or other special ruling, but in this case the attack form will be listed as a "special attack" and detailed in the creature text.+**Damage:** This entry indicates the number and type of dice to be rolled for damage if the creature's physical attacks hit. If the value provided is "by weapon" the GM should decide what weapon the monster is using and refer to [[osric:chapter1#equipment|Chapter 1]]. In some cases the damage inflicted may include a magical element, poison, or some other effect requiring a saving throw or other special ruling, but in this case the attack form will be listed as a "special attack" and detailed in the creature text.
  
 **Special Attacks:** This entry is a short note regarding any unusual attack forms the creature might possess. Unless the special attack are so simple as to be self-evident, these unusual attacks are fully explained in the creature text. **Special Attacks:** This entry is a short note regarding any unusual attack forms the creature might possess. Unless the special attack are so simple as to be self-evident, these unusual attacks are fully explained in the creature text.
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 **Intelligence:** This indicates the intelligence of the creature relative to the average human. Possible values include "Non-", "Animal", "Semi-", "Low", "Average", "Very", "High", "Exceptional", "Genius" or occasionally even higher. A non-intelligent creature has an effective intelligence of 0 and a genius has an effective intelligence of 18. **Intelligence:** This indicates the intelligence of the creature relative to the average human. Possible values include "Non-", "Animal", "Semi-", "Low", "Average", "Very", "High", "Exceptional", "Genius" or occasionally even higher. A non-intelligent creature has an effective intelligence of 0 and a genius has an effective intelligence of 18.
  
-**Alignment:** See the description of alignment in Chapter 1. The alignment shown for any given type of monster may not represent the alignment of an individual creature of that type. In the case of less intelligent monsters, there is usually little variation, but a few of the more intelligent ones might deviate from the prevailing alignment by a small amount. Thus it is possible to have a Neutral Evil goblin, or even a tribe of Neutral Evil goblins—but good aligned ones would be rare in the extreme.+**Alignment:** See the description of alignment in [[osric:chapter1#alignment|Chapter 1]]. The alignment shown for any given type of monster may not represent the alignment of an individual creature of that type. In the case of less intelligent monsters, there is usually little variation, but a few of the more intelligent ones might deviate from the prevailing alignment by a small amount. Thus it is possible to have a Neutral Evil goblin, or even a tribe of Neutral Evil goblins—but good aligned ones would be rare in the extreme.
  
 This does not impinge on the GM's right to make sweeping adjustments to creature alignments for the purposes of a specific campaign. This does not impinge on the GM's right to make sweeping adjustments to creature alignments for the purposes of a specific campaign.
  
-**Level/XP Value:** This represents a pre-calculation of the creature's Experience Point (XP) value and level as determined in Chapter 3. Note that the Chapter 3 guidelines are exactly that—guidelines. In some cases the XP value has been adjusted to take account of special factors and could not be reached by the Chapter 3 method. In case of conflict, the values given in Chapter 5 should prevail.+**Level/XP Value:** This represents a pre-calculation of the creature's Experience Point (XP) value and level as determined in [[osric:chapter3#experience|Chapter 3]]. Note that the Chapter 3 guidelines are exactly that—guidelines. In some cases the XP value has been adjusted to take account of special factors and could not be reached by the Chapter 3 method. In case of conflict, the values given in Chapter 5 should prevail.
  
 **Treasure:** Treasure values are for the maximum possible number of creatures encountered. If fewer than the maximum number of creatures are met, the GM should give thought to reducing the treasure shown proportionally. A percentage listed in brackets indicates the chance that treasure will appear; otherwise, there will be nothing. "Maps", where listed, will be maps of parts of the dungeon or wilderness near where the monster lairs—they may, or may not, show where traps and/or treasure may be found. **Treasure:** Treasure values are for the maximum possible number of creatures encountered. If fewer than the maximum number of creatures are met, the GM should give thought to reducing the treasure shown proportionally. A percentage listed in brackets indicates the chance that treasure will appear; otherwise, there will be nothing. "Maps", where listed, will be maps of parts of the dungeon or wilderness near where the monster lairs—they may, or may not, show where traps and/or treasure may be found.
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   *Under 100 bandits: 8th level fighter   *Under 100 bandits: 8th level fighter
-  -100 to 150 bandits: 9th level fighter+  *100 to 150 bandits: 9th level fighter
   *Over 150 bandits: 10th level fighter   *Over 150 bandits: 10th level fighter
  
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 |**No. Encountered:**|  10d8  |  10d10  |  75% of no. of males  |  200% of no. of females  | |**No. Encountered:**|  10d8  |  10d10  |  75% of no. of males  |  200% of no. of females  |
 |**Size:**|  Small to Man-sized  |  Small to Man-sized  |  Small  |  Small  | |**Size:**|  Small to Man-sized  |  Small to Man-sized  |  Small  |  Small  |
-|**Move:**|  30-ft hopping /  +|**Move:**|  30-ft hopping / 150-ft swimming  |  30-ft hopping / 150-ft swimming  |  30-ft hopping / 150-ft swimming  |  30-ft hopping / 150-ft swimming  |
-150-ft swimming  |  30-ft hopping /  +
-150-ft swimming  |  30-ft hopping /  +
-150-ft swimming  |  30-ft hopping /  +
-150-ft swimming  |+
 |**Armour Class:**|  6 or better  |  6  |  6  |  8  | |**Armour Class:**|  6 or better  |  6  |  6  |  8  |
 |**Hit Dice:**|  1  |  1  |  1d6 hp  |  1d2 hp  | |**Hit Dice:**|  1  |  1  |  1d6 hp  |  1d2 hp  |
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 **Kobold** **Kobold**
  
-|(())**Frequency:**|Uncommon|+|**Frequency:**|Uncommon|
 |**No. Encountered: **|40d10| |**No. Encountered: **|40d10|
 |**Size:**|Small (3-ft tall)| |**Size:**|Small (3-ft tall)|
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 |**Attacks:**|  3  |  1  |  1  |  3  |  1  | |**Attacks:**|  3  |  1  |  1  |  3  |  1  |
 |**Damage:**|  1d3/1d3/2d4  |  2d6  |  1d8 (sword)  |  1d4/1d4/1d12  |  2d4  | |**Damage:**|  1d3/1d3/2d4  |  2d6  |  1d8 (sword)  |  1d4/1d4/1d12  |  2d4  |
-|**Special Attacks:**|  Hug for 2d8  |  None  |  Surprises on  +|**Special Attacks:**|  Hug for 2d8  |  None  |  Surprises on 1-4 in 6  |  Rake for 1d4+1/1d4+1  |  Surprises on 1-3 in 6  |
-1-4 in 6  |  Rake for 1d4+1/1d4+1  |  Surprises on  +
-1-3 in 6  |+
 |**Special Defences:**|  Hit only by silver or magic weapons  |  Hit only by silver or magic weapons  |  Hit only by silver or magic weapons  |  Hit only by silver or magic weapons  |  Hit only by silver or magic weapons  | |**Special Defences:**|  Hit only by silver or magic weapons  |  Hit only by silver or magic weapons  |  Hit only by silver or magic weapons  |  Hit only by silver or magic weapons  |  Hit only by silver or magic weapons  |
 |**Magic Resistance:**|  Standard  |  Standard  |  Standard  |  Standard  |  Standard  | |**Magic Resistance:**|  Standard  |  Standard  |  Standard  |  Standard  |  Standard  |
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 |**Intelligence:**|Very| |**Intelligence:**|Very|
 |**Alignment:**|Chaotic good| |**Alignment:**|Chaotic good|
-|**Level/XP:**|7HD: 1,295+8/hp +|**Level/XP:**|7HD: 1,295+8/hp 8HD: 1,600+10/hp 9HD: 2,050+12/hp| 
-8HD: 1,600+10/hp +|:::|10HD: 2,350+13/hp 11HD: 2,750+14/hp 12HD: 3,600+16/hp|
-9HD: 2,050+12/hp +
-10HD: 2,350+13/hp +
-11HD: 2,750+14/hp +
-12HD: 3,600+16/hp|+
  
  
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 |**Intelligence:**|Non-| |**Intelligence:**|Non-|
 |**Alignment:**|Neutral| |**Alignment:**|Neutral|
-|**Level/XP:**|7/1,300+16/hp +|**Level/XP:**|7/1,300+16/hp (nil if animated by a treant)|
-(nil if animated by a treant)|+
  
  
osric/chapter5.txt · Last modified: 2021/07/06 00:46 by robertfreemanday

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