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acolyte.html
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<!DOCTYPE html>
<html>
<head>
<meta charset = "UTF-8">
<title>Acolyte</title>
<link rel = "stylesheet" href = "css/styles.css">
</head>
<body>
<h1>Acolyte</h1>
<p>
</p>
<h2>Blind Faith</h2>
<p>
There's a 1 in 12/10/8/6/4 chance that a loss of sanity will be negated.
</p>
<h2>Monk</h2>
<p>
</p>
<h3>Oath</h3>
<p>
</p>
<h2>Cleric</h2>
<p>
</p>
<h3>Blessing</h3>
<p>
You may, as 6/5/4/3/2 actions, bless a target, giving them a +1/1/2/2/3 bonus to all rolls. You may only have 1/2/2/3/3 blessings active at once.
</p>
<h3>Pyromancer</h3>
<p>
</p>
<h4>Cryomancer</h4>
<p>
</p>
<h5>Hydromancer</h5>
<p>
</p>
<h6>Geomancer</h6>
<p>
</p>
<h7>Aeromancer</h7>
<p>
</p>
<h8>Electromancer</h8>
<p>
</p>
<h6>Executioner</h6>
<p>
Attacks against defenseless targets at or below half hit point deal an extra 5/8/11/14/17 damage.
</p>
<h6>Serf</h6>
<p>
</p>
<h7>Tenacity</h7>
<p>
Regain an extra 1/2/3/4/5 hit points when reduced to 0 hit points.
</p>
<h7>Noble</h7>
<p>
All Charisma-based rolls versus creatures with a lower standing than you gain a +2/3/4/5/6 bonus. If the creature is of the same standing as you, the bonus is +1/1/2/2/3 instead. This is based on the target's perception of you, and their view on nobility.
</p>
<h7>Paige</h7>
<p>
You may don yours or another's armor at 3/4/5/6/7 times the normal rate.
</p>
<h7>Police</h7>
<p>
</p>
<h6>Guard</h6>
<p>
</p>
<h7>Apprehend</h7>
<p>
Attacks of opportunity against moving targets, that manage to deal damage, reduce the distance moved by 2/3/4/5/6. If no damage is dealt, the distance is instead reduced by 1/1/2/2/3.
</p>
<h7>Detective</h7>
<p>
</p>
<h8>On the Case</h8>
<p>
You may elect to investigate a crime, allowing you to ask the GM 1/1/2/2/3 yes/no questions related to the case. You may only have 1/2/2/3/3 cases open at a time. If you close a case without solving it, you lose 1d6 sanity.
</p>
<h8>Merchant</h8>
<p>
</p>
<h7>Caravaner</h7>
<p>
</p>
<h6>Diviner</h6>
<p>
You may pay 1 point of sanity to roll a die and store it. You may replace any die rolled with a stored die of the same type. You may store up to 2/3/4/5/6 dice at a time.
</p>
<h6>Healer</h6>
<p>
</p>
<h5>Berserker</h5>
<p>
</p>
<h6>Berserk</h6>
<p>
You may pay 1 point of sanity to go berserk. While berserking, all damage dealt in melee is doubled, and all wounds penalties are halved. You stop berserking if you do not make a melee attack during your turn, or you suffer 2/3/4/5/6 wounds. You then gain 5/4/3/2/1 levels of exhaustion, reduced by 1 at the start of each of your turns.
</p>
<h6>Jailer</h6>
<p>
When you deal damage to a target, their next move has its movement cost increased by 2/3/4/5/6.
</p>
<h6>Paladin</h6>
<p>
</p>
<h7>Smite</h7>
<p>
When making an attack, you can smite the target, dealing 1/2/3/4/5 extra damage. The damage is increased to 1/2/3/4/5d6 if the target is undead, devil, or demon.
</p>
<h7>Fisherman</h7>
<p>
</p>
<h6>Ranger</h6>
<p>
</p>
<h5>Traveller</h5>
<p>
</p>
<h4>Judge</h4>
<p>
</p>
<h3>Smith</h3>
<p>
</p>
<h4>Blacksmith</h4>
<p>
</p>
<h5>Goldsmith</h5>
<p>
</p>
<h6>Silversmith</h6>
<p>
</p>
<h7>Weaponsmith</h7>
<p>
</p>
<h8>Armorsmith</h8>
<p>
</p>
<h8>Innkeeper</h8>
<p>
</p>
<h9>Just Like Home</h9>
<p>
Allies have a 1 in 12/10/8/6/4 chance of recovering all points of sanity when taking a long rest in the wilds.
</p>
<h9>Spy</h9>
<p>
</p>
<h8>Groundskeeper</h8>
<p>
</p>
<h7>Grave Robber</h7>
<p>
</p>
<h6>Looter</h6>
<p>
</p>
<h5>Knight</h5>
<p>
</p>
<h4>Clerk</h4>
<p>
</p>
<h3>Fool</h3>
<p>
</p>
<h2>Carpenter</h2>
<p>
</p>
</body>
</html>