The strengths of brutes exceeds the normal human scale. Therefore, the following conversion chart is to be used when creating a brute character, based on the starting Strength score rolled (Rolled Strength Score). Brutes with a Final Strength score of 19 or above run the risk of accidentally smashing a door to pieces if the brute succeeds in forcing it open.
Rolled Strength Score | Final Strength Score | "To Hit" Rolls | Damage Rolls | Force Doors Open | Damage Doors* |
13 | 18 | +3 | +3 | +3 | — |
14 | 19 | +3 | +4 | +4 | 10% |
15 | 20 | +4 | +5 | +5 | 20% |
16 | 21 | +4 | +6 | +6 | 40% |
17 | 22 | +5 | +7 | +7 | 60% |
18 | 23 | +5 | +8 | +8 | 80% |
* Represents the chance to accidentally smash a door into pieces based on a successful roll to force a door open. |
BEARS
The prime requisite for a bear is Strength. Bears with a Final Strength score of 20 or greater will gain a +10% bonus to earned experience points.
RESTRICTIONS: Bears determine their hit points using ten-sided dice (d10). They may advance to a maximum of 8th level of experience. Bears may use any type of weapon, any type of armor, and may use shields, but the costs of these items is 150% their normal cost. A bear character must have a minimum Constitution score of 9.
SPECIAL ABILITIES: Bears make their attacks and save as fighters of the same level, and may use the same magic items permitted to fighters.
Bears may attack bare-handed, doing 1d4 plus their Strength bonus for each hand on successful “to hit” rolls for each hand. If both hand attacks are successful, and the opponent is human-sized or smaller, the bear may choose to automatically “bear hug” its opponent for an additional 2d8 points of damage (no Strength bonus is applied to the bear hug).
Level | Title | Exp. Points | Hit Dice |
1 | Bear Veteran | 0 | 1d10+1* |
2 | Bear Warrior | 2,300 | 2d10+2* |
3 | Bear Swordmaster | 4,600 | 3d10+3* |
4 | Bear Hero | 9,000 | 4d10+4* |
5 | Bear Swashbuckler | 18,000 | 5d10+5* |
6 | Bear Myrmidon | 37,000 | 6d10+6* |
7 | Bear Champion | 75,000 | 7d10+7* |
8 | Bear Superhero | 150,000 | 8d10+8* |
* In addition to Constitution adjustments. |
BULLS
The prime requisite for a bull is Strength. Bulls with a Final Strength score of 20 or greater will gain a +10% bonus to earned experience points.
RESTRICTIONS: Bulls determine their hit points using ten-sided dice (d10). They may advance to a maximum of 8th level of experience. Bulls may use any type of weapon, any type of armor, and may use shields, but the costs of these items is 150% their normal cost. A bull character must have a minimum Constitution score of 9.
SPECIAL ABILITIES: Bulls make their attacks and saves as dwarves of the same level, and may use the same magic items permitted to dwarves.
In battle, instead of using a weapon, bulls may choose to make a gore attack against an opponent with their horns, doing 2d4 (plus any applicable damage bonus from Strength) on a successful “to hit” roll. Bulls possess a special ability known as “battle focus” which permits them an additional attack bonus based on the number of opponents. If the bull and his party are outnumbered by their opponents, the bull receives a “to hit” bonus based on the number of active opponents beyond the total members of the bull’s party as outlined below (opponents which are unconscious or incapacitated do not count toward total):
Opponent’s Advantage | Bull’s “To Hit” Bonus |
1 party member | +1 |
2 party members | +2 |
or more party members | +3 |
In lieu of making any other attack for the round, a bull may choose to charge its opponents and trample them. To do so, the bull must charge straight forward. If the bull is able to make its full movement, all creatures caught in the bull’s path (even friendly cratures) must save vs. paralysis or take 2d8 points of damage (no Strength bonus applies). If the bull cannot (or does not) take its full movement for the round, then those caught in its path only take 1d8 points of damage on the failed saving throw.
Level | Title | Exp. Points | Hit Dice |
1 | Bull Veteran | 0 | 1d10+1* |
2 | Bull Warrior | 2,300 | 2d10+2* |
3 | Bull Swordmaster | 4,600 | 3d10+3* |
4 | Bull Hero | 9,000 | 4d10+4* |
5 | Bull Swashbuckler | 18,000 | 5d10+5* |
6 | Bull Myrmidon | 37,000 | 6d10+6* |
7 | Bull Champion | 75,000 | 7d10+7* |
8 | Bull Superhero | 150,000 | 8d10+8* |
* In addition to Constitution adjustments. |
RHINOS
The prime requisite for a rhino is Strength. Rhinos with a Final Strength score of 21 or greater will gain a +10% bonus to earned experience points.
RESTRICTIONS: Rhinos determine their hit points using ten-sided dice (d10). They may advance to a maximum of 8th level of experience. Rhinos may use any type of weapon, any type of armor, and may use shields, but the costs of these items is 200% their normal cost. A rhino character must have a minimum Constitution score of 9.
SPECIAL ABILITIES: Rhinos makes their attacks and saves as fighters of the same level, and may use the same magic items permitted to fighters.
In battle, instead of using a weapon, rhinos may choose to gore at an opponent with their horn, doing 2d4 (plus any applicable bonus from Strenth) on a successful “to hit” roll.
Level | Title | Exp. Points | Hit Dice |
1 | Rhino Veteran | 0 | 1d10+2* |
2 | Rhino Warrior | 2,500 | 2d10+4* |
3 | Rhino Swordmaster | 5,000 | 3d10+6* |
4 | Rhino Hero | 10,000 | 4d10+8* |
5 | Rhino Swashbuckler | 20,000 | 5d10+10* |
6 | Rhino Myrmidon | 40,000 | 6d10+12* |
7 | Rhino Champion | 80,000 | 7d10+14* |
8 | Rhino Superhero | 160,000 | 8d10+16* |
* In addition to Constitution adjustments. |
ELEPHANTS
The prime requisites for an elephant are Strength and Intelligence. Elephants with a Final Strength score of 21 or greater and an Intellgence score of 13 or greater will gain a +5% bonus to earned experience points. Elephants with a Final Strength score of 21 or greater and an Intelligence score of 15 or greater will gain a +10% bonus to earned experience points.
RESTRICTIONS: Elephants determine their hit points using twelve-sided dice (d10). They may advance to a maximum of 6th level of experience. Elephants may use any type of weapon, any type of armor, and may use shields, but the costs of these items is 300% their normal cost. An elephant character must have a minimum Intelligence score of 9.
SPECIAL ABILITIES: Elephants makes their attacks and saves as elves of the same level, but may only use the same magic items permitted to fighters.
Any elephant that attempts to force open a door that is of normal size runs the risk of becoming lodged in the doorway. If the attempt results in the elephant smashing the door, there is a like chance the elephant will become stuck in the doorway, taking 24 rounds to dislodge it, minus 3 rounds for each person assisting (to a maximum of 7 people helping, or a mimum of 1 round to dislodge the elephant).
In battle, instead of using a weapon, elephants may choose to gore at an opponent with their tusks, doing 2d6 (plus any applicable bonus from Strenth) on a successful “to hit” roll. Additionally, elephants may use their trunk to make a trumpeting blare that acts as a horn of blasting. The number of times a day they may use this ability is based on their level.
Finally, elephants possess an ability called “perfect recall.” This provides an elephant a chance of remember full details of an creature, small area, or thing, based on the amount of time the elephant spent studying it. A “focused study” is considered to be at least 1 uninterupted turn spent doing nothing else, a “casual study” is considered to be at least 3 rounds doing nothing else, and a “casual observance” is considered be any view of the subject, even while engaged in other activities (including combat). Any failed perfect recall roll results in the elephant remembering only general details (which may or may not be of use).
Chance for Perfect Recall | ||||
Level | Trumpeting Blare Uses per Day | Casual Observance | Casual Study | Focused Study |
1 | 1 | 5% | 50% | 95% |
2 | 1 | 10% | 60% | 96% |
3 | 2 | 20% | 70% | 97% |
4 | 2 | 30% | 80%% | 98% |
1 | 3 | 40% | 90% | 99% |
1 | 3 | 50% | 99% | 100% |
Level | Title | Exp. Points | Hit Dice |
1 | Elephant Veteran | 0 | 1d12+2* |
2 | Elephant Warrior | 3,000 | 2d12+4* |
3 | Elephant Swordmaster | 6,000 | 3d12+6* |
4 | Elephant Hero | 12,000 | 4d12+8* |
5 | Elephant Swashbuckler | 24,000 | 5d12+10* |
6 | Elephant Myrmidon | 50,000 | 6d12+12* |
* In addition to Constitution adjustments. |
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