Showing posts with label intelligent animals. Show all posts
Showing posts with label intelligent animals. Show all posts

Wednesday, August 19, 2015

New BX Animal Classes: Canines

It took me a long time to figure out how to handle the breadth of dog breeds as anthropomorphic classes, but I think I finally have it worked out.



OVERVIEW

The types and abilities of canines vary greatly. For quick reference, a table has been provided outlining the restrictions for each breed, and set of Canine Experience Tables is used to simplify the tracking of experience points needed by each breed to gain its next level.



GENERAL RESTRICTIONS: The Hit Dice, weapons allowed, and maximum Strength score of any breed is determined by its size as outlined below:


All dogs may wear any type of armor and may use shields, and are permitted the same magic items as fighters.

GENERAL SPECIAL ABILITIES: Small breeds receive the same “to hit” bonuses for size as a halfling, and gain a –1 bonus to their AC against man-sized or larger opponents, except toys, which gain a –2 bonus to their AC against man-sized or larger opponents.



HERDING DOGS

Herding dogs are athletic and diligent, and find their greatest strength in their ability to rally others.

The prime requisites of a herding dog are Wisdom and Dexterity. If a herding dog has a score of 13 or greater in both Wisdom and Dexterity, the character will gain a +5% bonus on earned experience points. If a working dog has an Dexterity of 13 or greater AND a Wisdom of 16 or greater, the character will earn a +10% bonus on earned experience.

Herding dogs use the same attack and saving throw tables as clerics.

RESTRICTIONS: Small herding dogs use Canine Experience Table A, while medium herding dogs use Canine Experience Table B. Herding dogs may advance to a maximum of 7th level of experience. A herding dog must have a minimum Charisma score of 9.

SPECIAL ABILITIES: Herding dogs are natural leaders. The maxiumum number retainers a herding dog may have is increased by 1 for each level of experience (e.g., a 2nd level herding dog may engage the services of 2 additional retainers beyond the number normally indicated by his or her Charisma). Additionally, all of a herding dog’s retainers gain a +1 bonus to their morale (in addition to bonuses from Charisma).

Herding dogs also have the ability to rally their party, providing all of the party members +1 bonuses to their “to hit” and damage rolls, as well as their saving throws, for a duration of 1 turn. A herding dog may use this ability a number of times a day equal to his or her level.



HOUNDS

Hounds are hunters, and two distinct types exist: sight hounds (those who hunt by sight), and scent hounds (those who hunt by scent). Both types are independent. While they aren’t opposed to working with others, they will often put their own interests above their party’s.

The prime requisite of a hound is Intelligence. Hounds with an Intelligence score of 13 or greater will gain a bonus to their earned experience points.

Hounds use the same attack and saving throw tables as thieves.

RESTRICTIONS: The size of a hound determines which Canine Experience Table is to be used, as outlined below:


Hounds may advance to a maximum of 8th level of experience. A hound must have a minimum Intelligence score of 9.

SPECIAL ABILITIES: The abilities of a hound are determined by whether it is a scent hound or a sight hound.
Sight Hound Abilities: Sight hounds are able to track creatures based on the smallest of visual cues left as a creature passes through an area. The base chance of success for a sight hound tracking a creature in the wilderness is 50%, with a 5% bonus per level above 1st (e.g., a 3rd level sight hound gains a 10% bonus for a total chance of success of 30%). Underground, the chances of a sight hound tracking successfully are halved. A sight hound is able to detect traps and secret doors on a 1-3 (on 1d6). Sight hounds are able to hear noise as a thief of the same level.

Scent Hound Abilities: Scent hounds are able to track creatures based on the olfactory cues left as a creature passes through an area. The base chance of success for a scent hound tracking a creature in the wilderness is 50% with a 5% bonus per level above 1st. Underground, the scent hound receives an additional 10% bonus. A scent hound is able to detect traps and secret doors on a 1-2 (on 1d6). Scent hounds are able to hear noise as a thief of the same level.



SPORTING DOGS

Sporting dogs are loyal and task-oriented.

The prime requisites of a sporting dog are Strength and Dexterity. If a sporting dog has a score of 13 or greater in both Strength and Dexterity, the character will gain a +5% bonus on earned experience points. If a working dog has a Strength of 13 or greater AND a Dexterity of 16 or greater, the character will earn a +10% bonus on earned experience.

Sporting dogs use the same attack and saving throw tables as elves.

RESTRICTIONS: Medium sporting dogs determine their hit points using eight-sided dice (d8) and use Canine Experience Table B, while large sporting dogs determine their hit points using ten-sided dice (d8) and use Canine Experience Table C. Sporting dogs may advance to a maximum of 7th level of experience. A sporting dog must have a minimum score of 9 in Intelligence.

SPECIAL ABILITIES: Sporting dogs are able to detect secret doors and traps on a 1-2 on 1d6.



TERRIERS

Terriers are determined, courageous and self-confident.

The prime requisite for terriers is Wisdom. Terriers with a Wisdom score of 13 or greater will gain a bonus to their earned experience points.

Terriers use the same attack and saving throw tables as dwarves.

RESTRICTIONS: Small terriers use Canine Experience Table B, while medium terriers use Canine Experience Table C. Terriers may advance to a maximum of 6th level of experience.

SPECIAL ABILITIES: Terriers are able to hear noise with a 5-in-6 chance. Aditionally, they make all saves vs. fear and fear effects with a +2 bonus.



TOYS

Toy dogs are a lot in small package, having strong personalities and strong spirits.

The prime requisites of a toy are Strength and Dexterity. If a herding dog has a score of 13 or greater in either Strength or Dexterity, the character will gain a +5% bonus on earned experience points. If both the Strength AND Dexterity scores of a toy are 13 or greater, the character will earn a +10% bonus on earned experience.

Toys use the same attack and saving throw tables as halflings.

RESTRICTIONS: Toys use Canine Experience Table B. Toys may advance to a maximum of 5th level of experience.

SPECIAL ABILITIES: Like halflings, toys are accurate with missile weapons, enjoying a +1 bonus with them. The agility of toys provide them with a –2 bonus to AC and a +1 to initiative rolls (in addition to adjustments from Dexterity).



WORKING DOGS

Working dogs are powerfully-built, intelligent, and task-oriented.

The prime requisites of a working dog are Strength and Intelligence. If a working dog has a score of 13 or greater in both Strength and Intelligence, the character will gain a +5% bonus on earned experience points. If a working dog has a Strength of 13 or greater AND an Intelligence of 16 or greater, the character will earn a +10% bonus on earned experience.

Working dogs use the same attack and saving throw tables as fighters.

RESTRICTIONS: Medium working dogs use Canine Experience Table A, and large working dogs use Canine Experience Table X. Working dogs may advance to a maximum of 8th level of experience. A working dog must have minimum scores of 9 in both Intelligence and Constitution.

SPECIAL ABILITIES: Working dogs are able to detect secret doors and traps on a 1-2 (on 1d6). Additionally, they are able to disarm traps as a thief of the same level.


Thursday, October 9, 2014

New BX/LL Character Classes: Small Mammals 2-of-2
Otters, Skunks, Squirrels, Weasels

Picking up from yesterday's post with beavers, hares, mice and rabbits.

Just an FYI, I will be compiling all of the animal
character classes I've been working on into a book.


OTTERS

Otters tend to be tough, self-sufficient extroverts born to a life of wandering and adventure. They are natural swimmers and excellent fighters. The prime requisite for an otter is Dexterity. Otters with Dexterity score of 13 or greater will gain a bonus to earned experience points.

RESTRICTIONS: Otters determine their hit points using six-sided dice (d6). They may advance to a maximum of 6th level of experience. Otters may use any weapon of normal or small size, but may not use long bows or two-handed swords. Otters may wear any type of armor, and may use shields, but may not swim if wearing metal armor. The maximum Strength score for an otter is 15.

SPECIAL ABILITIES: Otters are capable swimmers and swim at a rate of 180'(60') if unencumbered and wearing no armor. They are able to swim at rate of 120'(40') if wearing leather armor or carrying only only their normal equipment. They may swim at a rate of 60'(20') if wearing leather armor and carrying their normal equipment. An otter may not swim if carrying more their normal equipment or if they are wearing metal armor. Otters fight and save as a fighters of the same level.

Level Title Exp. Points Hit Dice
1 Otter Veteran 0 1d6
2 Otter Warrior 2,500 2d6
3 Otter Swordsman 5,000 3d6
4 Otter Hero 10,000 4d6
5 Otter Swashbuckler 20,000 5d6
6 Otter Myrmidon 40,000 6d6


SKUNKS

By default, skunks tend to be loners. However, they can also be loyal to a fault. Though the body of the skunk is slightly elongated, their relatively short legs and arms are, in fact, well-muscled. The prime requisite for a skunk is Constituion. Skunks with Constitution score of 13 or greater will gain a bonus to earned experience points.

RESTRICTIONS: Skunks determine their hit points using six-sided dice (d6). They may advance to a maximum of 4th level of experience. Skunks may use any weapon of normal or small size, but may not use long bows or two-handed swords. Skunks may wear any type of armor, and may use shields. The maximum Strength score for a skunk is 15, and a skunk’s Constitution score must be 9 or greater.

SPECIAL ABILITIES: Skunks fight and save as a fighter of the same level. Furthermore, skunks possess the ability to spray a noxious cloud from their tail end a number of times per day equal to their level. This 10' diameter cloud causes all those caught inside of it to become naseous for 2d4 rounds (on a failed saving throw vs. breath weapon), suffering a -1 “to hit” penalty and a +1 AC penalty for the duration.

Level Title Exp. Points Hit Dice
1 Skunk Veteran 0 1d6
2 Skunk Warrior 2,500 2d6
3 Skunk Swordsman 5,000 3d6
4 Skunk Hero 10,000 4d6


SQUIRRELS

Squirrels are more likely to search for treasure than adventure (which is simply a means to an end). They are not necessarily greedy—they simply want their fair share for their participation. They are fearless in battle and any victory (large or small) is usually cause for a squirrel to celebrate. The prime requisite for a squirrel is Dexterity. Squirrels with a Dexterity score of 13 or greater will gain a bonus to earned experience points.

RESTRICTIONS: Squirrels determine their hit points using four-sided dice (d4). They may advance to a maximum of 4th level of experience. Squirrels may use any weapon of normal or small size, but may not use long bows or two-handed swords. Squirrels may wear only leather armor and may not use a shield. The maximum Strength score for a squirrel is 12.

SPECIAL ABILITIES: Squirrels possess the entire suite of thieving abilities, all of which they are able to perform as a thief of the same level, except climbing sheer surfaces, which they are able to perform as a thief at 2 levels above their own (e.g., a 2nd level squirrel climbs as a 4th level thief.) Squirrels make all saves against fear effects with a +1 bonus. However, they make all saves against confusion effects with a -1 penalty. Otherwise, squirrels fight and save as a halfling of the same level.

Level Title Exp. Points Hit Dice
1 Squirrel Apprentice 0 1d4
2 Squirrel Footpad 3,000 2d4
3 Squirrel Robber 6,000 3d4
4 Squirrel Burglar 12,000 4d4


WEASELS

The conniving nature of weasels is too often amplified by their daring and audacious behavior. For weasels, adventuring is simply a means to an end—the acquisition of treasure. Their keen senses aid them greatly in this pursuit. The prime requisites for a weasel are Intelligence and Dexterity. Weasels with Intelligence and Dexterity scores both 13 or greater gain a +5% bonus to earned experience points. Weasels having an Intelligence score of 13 or greater and a Dexterity score of 16 or greater will gain a +10% bonus.

RESTRICTIONS: Weasels determine their hit points using four-sided dice (d4). They may advance to a maximum of 6th level of experience. Weasels may use any weapon of normal or small size, but may not use long bows or two-handed swords. Weasels may only wear leather armor and may not use shields. The maximum Strength score for a weasel is 15.

SPECIAL ABILITIES: Weasels are able to use all thieves abilities as a thief of the same ability. Weasels are moderate swimmers and swim at a rate of 150'(50') if unencumbered and wearing no armor. They are able to swim at rate of 90'(30') if wearing leather armor or carrying only only their normal equipment. They are restricted to a swimming rate rate of 30'(10') if wearing leather armor and carrying their normal equipment. Weasels fight and save as a thief of the same level, and are afforded the same backstabbing bonus (+4) if attacking an opponent from behind. Furthermore, weasels have an ability to find weaknesses in melee opponents. If a weasel fights the same opponent for a total of 3 rounds (consecutive or not) during the same encounter, the weasel gains a +1 “to hit” bonus against that opponent for the duration of the encounter. Should the weasel meet the same opponent after a period of 6 turns or more, any advantage during combat until the weasel fights that opponent for another 3 rounds (as outlined above).

Level Title Exp. Points Hit Dice
1 Weasel Apprentice 0 1d4
2 Weasel Footpad 3,000 2d4
3 Weasel Robber 6,000 3d4
4 Weasel Burglar 12,000 4d4
5 Weasel Cutpurse 24,000 3d4
6 Weasel Sharper 48,000 4d4

Wednesday, October 8, 2014

New BX/LL Character Classes: Small Mammals 1-of-2
Beavers, Hares, Mice, Rabbits

Unlike most intelligent animals (which are generally a tad smaller than their non-intelligent counterparts), the small mammals are slightly larger than their non-intelligent counterparts.

BEAVERS

Beavers are honest and hard-working, but they also pride themselves on their cleverness and understanding. The prime requisites for a beaver are Strength and Wisdom. Beavers with Strength and Wisdom scores both 13 or greater gain a +5% bonus to earned experience points. Beavers having a Strength score of 13 or greater and a Wisdom score of 16 or greater will gain a +10% bonus.

RESTRICTIONS: Beavers determine their hit points using six-sided dice (d6). They may advance to a maximum of 6th level of experience. Beavers may use any weapon of normal or small size, but may not use long bows or two-handed swords. Beavers may wear any type of armor, and may use shields. The maximum Strength score for a beaver is 17.

SPECIAL ABILITIES: Beavers fight and save as a cleric of the same level, but are only permitted those magic items allowed to fighters. Their knowledge of construction and generally savvy nature regarding such things allows beavers to detect new construction one-third of the time (1-2 on 1d6). Beavers are also able to chew through wood at a rate of 1 cubic foot per round. For each 18 rounds of chewing, a beaver will need to rest for 2d4 rounds. In addition to common, beavers speak the language shared by beavers and gophers. It is not uncommon for beavers to “whistle” when they talk (due to the size of their teeth).

Level Title Exp. Points Hit Dice
1 Beaver Apprentice 0 1d6
2 Beaver Journeyman 2,500 2d6
3 Beaver Expert 5,000 3d6
4 Beaver Artisan 10,000 4d6
5 Beaver Master 20,000 5d6
6 Beaver Grand Master 40,000 6d6

HARES

While visually quite similar to rabbits, hares take offense when accidentally identified as rabbits, as they pride themselves on their physical “superiority” to rabbits. The ears and legs of a hare are longer than those of a rabbit, and the hare is slightly quicker as well. Finally, hares are nesters, preferring to live above ground. The prime requisite for a hare is Dexterity. Hares with Dexterity score of 13 or greater will gain a bonus to earned experience points.

RESTRICTIONS: Hares determine their hit points using six-sided dice (d6). They may advance to a maximum of 6th level of experience. Hares may use any weapon of normal or small size, but may not use long bows or two-handed swords. Hares may wear any type of armor, and may use shields. The maximum Strength score for a hare is 15.

SPECIAL ABILITIES: Hares are even quicker than rabbits, and have a movement of 180'(60'). Hares have only a slight predisposition to magic. While they are not able to cast spells, they are permitted magic items exclusive to magic-users (including scrolls). Hares fight and save as a elves of the same level.

Level Title Exp. Points Hit Dice
1 Thumper 0 1d6
2 Sprinter 3,000 2d6
3 Runner 6,000 3d6
4 Strider 12,000 4d6
5 Hurdler 24,000 5d6
6 Jumper 48,000 6d6


MICE

Despite their small size, many a mouse fighter has made a name for himself, often reaching truly legendary status. Some mice see themselves as defenders of the downtrodden, while others simply crave the life of an adventurer. Regardless of their motivations, mice make truly formidable fighters, even against opponents of a large size. The prime requisite for a mouse is Dexterity. Mice with Dexterity score of 13 or greater will gain a bonus to earned experience points.

RESTRICTIONS: Mice determine their hit points using four-sided dice (d4). They may advance to a maximum of 6th level of experience. Mice may use any weapon which has been smithed at the size for a mouse. However, due to their diminutive stature, daggers wielded by a mouse do only 1d2, and all other weapons do a mere 1d4. Mice may wear any type of armor, and may use shields. The maximum Strength score for a mouse is 12.

SPECIAL ABILITIES: Due to their small size, the cost of any armor or weapons of mouse size are 50% the normal cost. Mice are able to move silently as a thief 2 levels higher (e.g., a 1st level mouse moves silently as a 3rd level thief), even while wearing chain or plate armor. Finally, mice possess a “hamstring attack.” If attaching a legged creature from behind, the mouse gets a +4 “to hit” bonus and, on a successful “to hit” roll, cuts the hamstring of the creature. For each cut hamstring, the movement of a creature is permanently halved (unless the creature possesses regeneration, or is healed by magical means); for example: 1 cut reduces movement to one-half normal, 2 cuts reduces movement to one-quarter normal, and so on. Armed creatures with cut hamstrings on all of their legs will be forced to crawl. Armless creatures with cut hamstrings on all of their legs will be unable to move. Mice fight and save as a fighters of the same level.

Level Title Exp. Points Hit Dice
1 Mouse Fencer 0 1d4
2 Mouse Swordsman 2,500 2d4
3 Mouse Challenger 5,000 3d4
4 Mouse Gladiator 10,000 4d4
5 Mouse Bladesman 20,000 5d4
6 Mouse Master Bladesman 40,000 6d4


RABBITS

Rabbits are sociable, inherently-magical creatures who dwell in underground burrows or holes. For this reason, it is not uncommon for rabbits to be found dwelling amongst halflings. Compared to hares, rabbits have shorter hindlegs and ears. The prime requisites for a rabbit are Intelligence and Dexterity. Rabbits with Intelligence and Dexterity scores both 13 or greater gain a +5% bonus to earned experience points. Rabbits having a Dexterity score of 13 or greater and an Intelligence score of 16 or greater will gain a +10% bonus.

RESTRICTIONS: Rabbits determine their hit points using four-sided dice (d4). They may advance to a maximum of 8th level of experience. Rabbits may use any weapon of normal or small size, but may not use long bows or two-handed swords. Rabbits may wear any type of armor, and may use shields. The maximum Strength score for a rabbit is 15.

SPECIAL ABILITIES: Rabbits are quicker than most other intelligent animals, and have a movement of 150'(50'). Additionally, beginning at 3rd level, rabbits are able to cast spells as a magic-user 2 levels below their current level (e.g., rabbits at 3rd level are able to use spells as a 1st level magic-user, at 4th level are able to use spells as a 2nd level magic-user, and so on). Furthermore, rabbits may use any magic item permitted to magic-users. Finally, rabbits fight and save as halflings of the same level.

Level Title Exp. Points Hit Dice Spells
1 2 3
1 Rabbit Assistant 0 1d4 - - -
2 Rabbit Shuffler 3,500 2d4 - - -
3 Rabbit Seer 7,000 3d4 1 - -
4 Rabbit Medium 14,000 4d4 2 - -
5 Rabbit Conjurer 28,000 5d4 2 1 -
6 Rabbit Magician 56,000 6d4 2 2 -
7 Rabbit Enchanter 110,000 7d4 2 2 1
8 Rabbit Warlock 220,000 8d4 2 2 2


Tomorrow... otters, skunks, squirrels, and weasels!

Monday, September 15, 2014

4 New BX/LL Character Classes: Brutes
("Type B" Intelligent Animal")

Brutes are animals known mainly for their unadulterated strength. This does not necessarily mean they are lummoxes. In fact, some brutes are known for their deep compassion, understanding, and even intelligence. It is their strength, however, that makes them formiddable combatants and adventurers. The intelligent and anthropomorphic variety of the animals classes that make up the brutes are generally smaller than the standard varieties of those animals.

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 ScoreFinal Strength Score"To Hit" RollsDamage RollsForce Doors OpenDamage Doors*
1318+3+3+3
1419+3+4+410%
1520+4+5+520%
1621+4+6+640%
1722+5+7+760%
1823+5+8+880%
* 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 AdvantageBull’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
LevelTrumpeting Blare
Uses per Day
Casual
Observance
Casual
Study
Focused
Study
115%50%95%
2110%60%96%
3220%70%97%
4230%80%%98%
1340%90%99%
1350%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.

Saturday, September 13, 2014

New BX/LL Character Class: Bonobos
("Type B" Intelligent Animal")

Sorry it took me a while to get this final ape class written up. I was really struggling with how to make it unique from the others, but feel like I ended up at an interesting place... a "cleric/magic-user" (in the form of a shaman).

Bonobos

Level Title Exp. Points Hit Dice
1 Bonobo Soothsayer 0 1d4
2 Bonobo Wangateur 4,000 2d4
3 Bonobo Augurer 8,000 3d4
4 Bonobo Mender 16,000 4d4
5 Bonobo Enchanter 32,000 5d4
6 Bonobo Mali 64,000 6d4
7 Bonobo Mundunugu 125,000 7d4
8 Bonobo Sangoma 250,000 8d4
* Constitution adjustments no longer apply

Bonobos (a.k.a. “pygmy chimpanzees”) are more independent than their chimpanzee cousins. They are not so much inquisitive as introspective, and practice a form of animistic shamanism.

The prime requisites for bonobos are Intelligence and Wisdom. Bonobos with Intelligence and Wisdom scores of 13 or greater will gain a +5% bonus to earned experience points. Bonobos with a Wisdom score of at least 13 and an Intelligence score of 16 or greater, will gain a +10% bonus to earned experience points.

RESTRICTIONS: Bonobos determine their hit points using four-sided dice (d4) They may advance to a maximum of 8th level of experience. They may not wear armor or use shields, and may only use a club as a weapon. A bonobo character may not have a strength score higher than 15.

SPECIAL ABILITIES: Bonobos fight and save as magic-users of the same level, but may use any magic item permitted to either clerics or magic users. Bonobos gain spells as magic-user of the same level, but may choose spells from both the cleric and magic-user spell lists. They are able to use spells as a cleric (so they need not memorize them as a magic-user). Bonobos are able to climb trees as a thief of the same level. Like other apes, bonobos are able to swing through trees at a rate equal to their standard movement, and may hang from trees by their arms and use their feet attack and defend with -1 “to hit” and +1 AC penalties (respectively). In addition to common, bonobos speak the language of apes, and utilize a secret form of sign language understood only by other apes (including gibbons).

Wednesday, August 27, 2014

New BX/LL Character Class: Siamangs
("Type B" Intelligent Animal")

Given everyone's interest in the ape classes I did a couple of weeks ago, and given that I could see an entire game world using nothing but ape classes, I decided to fill out the classes. I've decided to add siamangs and bonobos. While siamangs are (arguably) just gibbons, and bonobos are a chimp variant, they are each different enough from their related standard types, that some break them out classification-wise. Today is the siamang, and if I get my crap together for tomorrow, you should see the bonobo then.

Siamangs

Level Title Exp. Points Hit Dice
1 Siamang Medium 0 1d4
2 Siamang Seer 3,000 2d4
3 Siamang Conjurer/ess 6,000 3d4
4 Siamang Magician 12,000 4d4
5 Siamang Enchanter/ress 25,000 5d4
6 Siamang Warlock/Witch 50,000 6d4
7 Siamang Sorcerer/ess 100,000 7d4
8 Siamang Necromancer 200,000 8d4
9 Siamang Wizard/ess 300,000 9d4
10 10th Level Siamang Wizard/ess 400,000 9d4+1*
* Constitution adjustments no longer apply

Siamangs are larger species of gibbon, different enough from gibbons to be classified separately. Several features make them distinctly different from standard gibbons. First, siamangs are often twice the size of standard gibbons, having longer, denser shaggy hair, often quite dark in color. Second, the first two digits of each of a siamang’s feet feature a thin connecting membrane. Finally, siamangs have a gular sac, a large throat pouch that can be inflated to the size of its head. This gular sac enables the siamang to make loud, resonating calls and songs. It is this sac (through these powerful calls and songs) that enables them to be quite capable spellcasters.

The prime requisite for an siamang is Intelligence. Siamangs with an Intellgigence score of 13 or greater will gain a +10% bonus to earned experience points.

RESTRICTIONS: Siamangs determine their hit points using four-sided dice (d4). They may advance to a maximum of 10th level of experience. Siamangs are prohibited from wearing any type of armor or using a shield, and may only use a dagger as a weapon.

SPECIAL ABILITIES: Siamangs fight and save as magic-users of the same level, and may use the same magic items permitted to magic users. Siamangs also use spells as a magic-user of the same level and are able to climb trees as a thief of the same level. Like other apes, siamangs are able to swing through trees at a rate equal to their standard movement, and may hang from trees by their arms and use their feet attack and defend with -1 “to hit” and +1 AC penalties (respectively). In addition to common, Siamangs speak the language of apes, and use the sign language understood by apes, but are able to use the sign language “dialect” of gibbons.

Beginning at 9th level, siamangs gain the ability to create magic items (as a magic-user).

Thursday, August 14, 2014

New BX/LL Character Class: Orangutans
("Type B" Intelligent Animal")

Welcome to the fourth and final post of the "Ape Week" intelligent animal character classes. Monday was the chimp. Tuesday was the gibbon. Wednesday was the gorilla. And today is the Orangutan.

Orangutans

Level Title Exp. Points Hit Dice
1 Orangutan Acolyte 0 1d6
2 Orangutan Adept 1,800 2d6
3 Orangutan Priest/ess 3,700 3d6
4 Orangutan Vicar 7,500 4d6
5 Orangutan Curate 15,000 5d6
6 Orangutan Elder 30,000 6d6
7 Orangutan Bishop 60,000 7d6
8 Orangutan Lama 120,000 8d6
8 Orangutan High Priest/ess 240,000 9d6
8 10th Level Orangutan High Priest/ess 360,000 9d6+1*
* Constitution adjustments no longer apply

Orangutans are deep-thinking apes who have dedicated themselves to the “larger mysteries of life” (usually through service to a diety or dieties).

Like human clerics, orangutans must prove themselves worthy before gaining spellcasting abilities and, therefore, do not attain their first spell until reaching 2nd level, at which point they gain new spells as clerics.

The prime requisite for an orangutan is Wisdom. Orangutans with a Wisdom score of 13 or greater will gain a +10% bonus to earned experience points.

RESTRICTIONS: Orangutans determine their hit points using six-sided dice (d6). They may advance to a maximum of 10th level of experience. Orangutans may wear any type of armor and may carry a shield, but may only use blunt weapons.

SPECIAL ABILITIES: Orangutans fight and save as clerics of the same level, and may use the same magic items permitted to clerics. Orangutans also use spells as a cleric of the same level, but do not possess the ability to turn undead. Orangutans are able to climb as a thief of the same level, but suffer a 1 level penalty if wearing chain armor, and a 2 level penalty if wearing plate armor. They may also move through trees (by swinging) at a rate equal to their standard movement if wearing leather armor less, half movement if wearing chain, and one-third movement if wearing plate. Furthermore, like all apes, orangutans may hang from trees by their arms and use their feet to wield weapons and bear shields, with -1 “to hit” and +1 AC penalties (respectively). In addition to common, organgutans speak the language of apes, and utilize a secret form of sign language understood only by other apes (including gibbons).

Beginning at 9th level, an orangutan with enough money may establish a “congress,” of 20-100 orangutans. Once assembled, rulership of the congress will be by an equal vote of all its members. The orangutan that established the congress will act as its leader only as long as the pouplution of the congress continues to elect him or her.

Wednesday, August 13, 2014

New BX/LL Character Class: Gorillas
("Type B" Intelligent Animal")

Welcome to day 4 of "Ape Week" with the intelligent animal character classes. Monday was the chimp. Yesterday was the gibbon. Today is the gorilla. And tomorrow will be the Orangutan.

Gorillas

Level Title Exp. Points Hit Dice
1 Gorilla Veteran 0 1d10
2 Gorilla Warrior 2,200 2d10
3 Gorilla Swordmaster 5,000 3d10
4 Gorilla Hero 10,000 4d10
5 Gorilla Swashbuckler 20,000 5d10
6 Gorilla Myrmidon 40,000 6d10
7 Gorilla Champion 80,000 7d10
8 Gorilla Superhero 150,000 8d10
9 Gorilla Lord 125,000 9d10
10 10th Level Gorilla Lord 300,000 9d10+3*
11 11th Level Gorilla Lord 450,000 9d10+6*
12 12th Level Gorilla Lord 600,000 9d10+9*
* Constitution adjustments no longer apply

Gorillas are fierce and fearless warriors, and rarely fail to instill dread into any opponent they face.

The prime requisite for gorillas is Strength. Gorillas with a Strength score of 13 or greater will gain a +10% bonus to earned experience points.

RESTRICTIONS: Gorillas determine their hit points using tend-sided dice (d10) They may advance to a maximum of 12th level of experience. They may wear any type of armor and use a shield, and may utilize any type of weapon.

SPECIAL ABILITIES: Gorillas are able to employ two single-handed weapons at the same time (making a separate “to hit” roll for each, and eliminating the ability to use a shield at the same time). Gorillas fight and save as a fighter of the same level. Gorillas are able to climb as a thief of the same level, even while wearing chain or plate armor. They may also move through trees (by swinging) at a rate equal to half their standard movement (assuming the branches of the trees are strong enough to suppor their weight). Like all apes, gorillas may hang from trees by their arms and use their feet to wield weapons and bear shields, with -1 “to hit” and +1 AC penalties (respectively), and may wield two-handed weapons in this manner with a -2 “to hit” penalty. In addition to common, Gorillas speak the language of apes, and utilize a secret form of sign language understood only by other apes (including gibbons).

Beginning at 5th level, gorillas are able to use a gaze attack that will stun an opponent for 1d4+1 rounds (on a failed saving throw vs. paralysis). This gaze attack may only be made against opponents which the gorilla has engaged in melee, but may be made in addition to any other attacks the gorilla makes for the round. If the gorilla makes any melee attacks for the round, the gaze attack must be made against one of the gorilla’s melee opponents. This ability may only be used once per round against a single opponent.

Beginning at 10th level, a gorilla may assemble a troop of 10-40 apes. This group will live nomadically and be run as a khanate, with the strongest gorilla acting as the group’s leader.

Tuesday, August 12, 2014

New BX/LL Character Class: Gibbons
("Type B" Intelligent Animal")

Welcome to day 2 of "Ape Week" with the intelligent animal character classes. Yesterday was the chimp. Today is the gibbon. Wednesday will be the gorilla. And Thursday will be the Orangutan.

Gibbons

Level Title Exp. Points Hit Dice
1 Gibbon Apprentice 0 1d4
2 Gibbon Footpad 1,300 2d4
3 Gibbon Robber 2,600 3d4
4 Gibbon Burglar 5,000 4d4
5 Gibbon Cutpurse 10,000 5d4
6 Gibbon Sharperer 20,000 6d4
7 Gibbon Pilferer 40,000 7d4
8 Gibbon Thief 80,000 8d4

Gibbons are graceful and nimble, with a high-level of manual dexterity, particularly suited to thieving abilities.

The prime requisite for gibbons is Dexterity. Gibbons with a Dexterity score of 13 or greater will gain a +10% bonus to earned experience points.

RESTRICTIONS: Gibbons determine their hit points using four-sided dice (d4) They may advance to a maximum of 8th level of experience. They may wear nothing more protective than leather armor, and may not use a shield. They may use any weapon of normal or small size, but may not use long bows or two-handed swords. A gibbon character may not have a strength score higher than 12.

SPECIAL ABILITIES: Gibbons possess theieves’ abilities as a theif of the same level. Furthermore, they fight and save as a thief of the same level. Like other apes, they are able to swing through trees at a rate equal to their standard movement, and may hang from trees by their arms and use their feet to wield weapons with a -1 “to hit” penalty. In addition to common, Gibbons speak the language of apes. Ironically, while their hands are particulary suited to thieving work, their morphology limits their signing ability. While they easily understand the sign language of apes, there is only a 70% chance that when signing to other apes (including other gibbons) that they’re meaning will be understood correctly. Gibbons do, however, have a “dialect” of this sign language particular to gibbons, which will be understood 100% of the time by other gibbons.

Monday, August 11, 2014

New BX/LL Character Class: Chimps
("Type B" Intelligent Animal")

It's going to be "Ape Week" this week with the intelligent animal character classes. Today is the chimp. Tomorrow is the gibbon. Wednesday will be the gorilla. And Thursday will be the Orangutan.

Chimps

Level Title Exp. Points Hit Dice
1 Chimp Veteran 0 1d6
2 Chimp Warrior 1,800 2d6
3 Chimp Swordmaster 3,500 3d6
4 Chimp Hero 7,000 4d6
5 Chimp Swashbuckler 14,000 5d6
6 Chimp Myrmidon 28,000 6d6
7 Chimp Champion 56,000 7d6
8 Savant 125,000 8d6

Chimps are intuitive problem solvers and tinkerers. They’re good-natured and generally outgoing, but often find themselves running from a fight, rather than facing it. While chimps are among the most loyal of beasts, leadership rarely suits them.

The prime requisite for chimps is Strength. Chimps with a Strength score of 13 or greater will gain a +10% bonus to earned experience points.

RESTRICTIONS: Chimps determine their hit points using six-sided dice (d6) They may advance to a maximum of 8th level of experience. They may wear any type of armor and use a shield, and may utilize any type of weapon. A chimp character must have an Intelligence score of at least 9.

SPECIAL ABILITIES: Chimps are incredibly insightful, and are able to detect traps and secret doors a third of the time (roll of 1-2 on 1d6). Chimps have better saving throws than most other apes, and fight and save as a halfling of the same level. Chimps are able to climb as a thief of the same level, even while wearing chain or plate armor. They may also move through trees (by swinging) at a rate equal to their standard movement. Like all apes, chimps may hang from trees by their arms and use their feet to wield weapons and bear shields, with -1 “to hit” and +1 AC penalties (respectively). In addition to common, chimps speak the language of apes, and utilize a secret form of sign language understood only by other apes (including gibbons).

Upon reaching 8th level, a chimp with enough money may choose to build a tree fortress/stronghold. The chimp will attract from 1-10 groups of 2-8 chimps each as part of a “troupe.” While this group will have a loose hierarchy, it will have no true leader, and members will fluidly move from subgroup to subgroup. If there are other troupes in the area, a certain level of hostility will exist bewteen these communities.

Wednesday, August 6, 2014

New BX/LL Character Class: Lions
("Type B" Intelligent Animal")

Below is a continuation of my posts of "Type B" intelligent animals (which are slightly anthropomorphic, as opposed to the "Type A" versions which are simply talking versions of the normal animal type). So far, most of the level limits have been fairly low (e.g., Wolverines and Foxes are limited to 8th level, and Cats are limited to 6th). But something about lions (and their fabled history) suggests a higher level limit (or possibly no limit at all). The XP/Level chart below has the XP ranks based on a limit of 12th level. Should I go with unlimited levels for lions, then I'll definitely have to recalculate.

Lions


Level Title Exp.
Points
Hit Dice
1 Lion Veteran 0 1d10
2 Lion Warrior 1,800 2d10
3 Lion Swordmaster 3,700 3d10
4 Lion Hero 7,500 4d10
5 Lion Swashbuckler 15,000 5d10
6 Lion Myrmidon 30,000 6d10
7 Lion Champion 60,000 7d10
8 Lion Superhero 120,000 8d10
9 Lion Lord 240,000 9d10
10 10th Level Lion Lord 360,000 9d10+3
11 11th Level Lion Lord 480,000 9d10+6
12 12th Level Lion Lord 600,000 9d10+9

Lions are among the strongest and bravest warriors that have ever lived. They are equally fierce, wise, and inspiring, making them natural leaders.

The prime requisite for a lion is Strength. Lions with a Strength score of 13 or greater will gain a +10% bonus to earned experience points.

RESTRICTIONS: Lions determine their hit points using ten-sided dice (d10). They may advance to a maximum of 12th level of experience. Lions may use any type of weapon, any type of armor, and may use shields. A lion character must have minimum scores of 9 in both their Wisdom and Charisma.

SPECIAL ABILITIES: Lions fight and save as fighters of the same level, and may use the same magic items permitted to fighters.

Lions are natural commanders. When in command of a relatively small (2-20) group, all members of the group receive a +1 bonus to their morale (in addition to any morale bonuses due to the lion’s Charisma score). Beginning at 5th level, a lion is able to issue a battle roar once per day that inspires a small group under his command, providing those making melee attacks with +1 “to hit” and damage bonuses, and providing a +1 “to hit” bonus (but no damage bonus) to other forms of attack by members of the group. This bonus lasts for a number of rounds equal to the lion’s level.

At higher levels, a lion with enough money may establish a stronghold. Beginning at 9th level, a lion character may establish a barony. Unlike human baronies, the lands of a lion’s barony need not be cleared, as many of the subjects of the barony will be animals who choose to reside in natural habitats.

Tuesday, August 5, 2014

New BX/LL Class: Cats (Type B Intelligent Animal)

The following is meant to be what I call a "Type B" intelligent animal (which are slightly anthropomorphic, as opposed to the "Type A" versions which are simply talking versions of the normal animal type). If you've missed the previous two posts, so far I've done wolverines and foxes.

Cats

Level Title Exp. Points Hit Dice
1 Bluffer 0 1d4
2 Hoaxer 1,600 2d4
3 Pretender 3,200 3d4
4 Pettifogger 6,500 4d4
5 Charlatan 13,000 5d4
6 Mountebank 26,000 6d4

Unlike foxes who tend to be conniving tricksters (with their own personal goals in mind), cats tend toward being “helpful” tricksters, often lending their manipulative and brazen personalities to aid others in finding success.

The prime requisite for a cat is Dexterity. Cats with a Dexterity of 13 or greater will gain a +10% bonus to earned experience points.

RESTRICTIONS: Cats determine their hit points using four-sided dice (d4). They may advance to a maximum of 6th level of experience. Cats may may not use armor and they may not use shields (as either of them tends to hinder many of the cat’s natural abilities). Though cats generally prefer to use swords, they may use any weapon of normal or small size, but may not use long bows or two-handed swords. A cat character may not have a strength score higher than 12.

SPECIAL ABILITIES: Cats fight and save as thieves of the same level. Cats may use any type of magic item (except armor, shields, or weapons not permitted to them) and may use any type of scroll, including those bearing either cleric or magic user spells. A cat also possesses the following abilities (which all begin at first level):

Sneak: This is akin to both a thief’s ability to move silently and hide in shadows, permitting a cat to do both at the same time. Additionally, if a cat strikes unnoticed from behind, he or she does so with a +3 “to hit” and damage bonus on the attack.

Climb: This ability permits a cat to climb sheer surfaces. A check for success must be made every 100'. If the check fails, the cat will fall from a distance halfway up the surface.

Fall: Due to an uncanny sense of balance, cats are able to reduce the amount of damage they incur from falling. For each experience level, the cat ignores 10' of falling damage, and only takes 1d6 per 20' of falling damage. For example, a 3rd level cat falling 90' would ignore 30' of falling damage, and only take 3d6 damage from the other 60' of falling.

Catwalk: This ability permits a cat move across very narrow surfaces at their normal movement rate (even with running/fleeing). The cat is able to walk across the indicated width for their level without any chance of falling.

Dodge: Cats are able to attempt to dodge any hand-thrown weapon (including daggers, darts, and slings). On any successful “to hit” roll made agains the cat with this type of attack, if the cat rolls the indicated percentage or less, the strike is completely avoided. The DM should use his or her discretion as to where the strike will land if the cat successfully dodges the attack (e.g., it might hit a character or creature standing behind the cat). This ability does not work against bows or crossbows.

Sympathy: A cat is able to protrude his or her eyeballs slightly, making them seem larger and “sad,” in an attempt to gain sympathy from another character or creature. After any undesirable reaction roll, the cat may use this ability against the creature or character in question, forcing the DM to re-roll the reaction roll with a bonus equal to the level of the cat. The cat is able to use this ability a number of times a day equal to his or her level. For example, a 4th level cat may use this ability 4 times a day, gaining a +4 bonus on the reaction roll each time it is used.

Nine Lives: All cats begin with nine lives. Should a cat lose a number of hit points such that the character would be dead, all of the cat’s hit points are immediately restored, and the number of extra lives possessed by the cat is reduced by one.

Cat's Abilities
Cat's LevelSneakClimbFallCatwalkDodge
155%85%10'4"65%
265%90%20'3"75%
375%94%30'2"85%
485%97%40'1"90%
595%98%50'3/4"95%
699%99%60'1/2"99%



Sunday, August 3, 2014

New BX/LL Class: Foxes (Type B Intelligent Animal)

The following is meant to be what I call a "Type B" intelligent animal (which are slightly anthropomorphic, as opposed to the "Type A" versions which are simply talking versions of the normal animal type).

Foxes

Level Title Exp. Points Hit Dice
1 Mischief-maker 0 1d4
2 Trickster 1,500 2d4
3 Rascal 3,000 3d4
4 Scamp 6,000 4d4
5 Scoundrel 12,000 5d4
6 Scalawag 25,000 6d4
7 Conniver 50,000 7d4
8 Fox Rogue 140,000 8d4

Foxes may be rogues and tricksters, but they’re also incredibly cunning and brave. A fox will often put himself at risk for just causes, but will also drive his fellows crazy with tricks and pranks. The prime requisite for a fox is Dexterity. Foxes with a Dexterity of 13 or greater will gain a +10% bonus to earned experience points.

RESTRICTIONS: Foxes use four-sided dice (d4) to determine their hit points. They may advance to a maximum of 8th level of experience. Foxes may not wear any armor more protective than leather, and they may not use shields. They may use any weapon of normal or small size, but may not use long bows or two-handed swords. Foxes are excellent marksmen, and receive a +1 “to hit” bonus when using a bow or crossbow. A fox character must have a minimum Charisma score of 9, and may not have a Strength score greater than 14.

SPECIAL ABILITIES: Foxes fight and saves as thieves of the same level. Foxes possess thieving abilities as a thief of the same level. Additionally, foxes possess a smooth talking ability. This smooth talking ability provides them a +2 bonus to all reaction rolls (in addition to natural bonuses due to Charisma), as well as the following individual skills:

Seduce: This ability permits the fox to (non-magically) charm a member of the opposite sex, regardless of race or species. The fox must be able to speak a language that the subject of this ability understands. The number on the left indicates the roll or under required to successfully seduce a subject. Any roll equal to or higher than the number on the right indicates the subject realizes they’re being seduced and will react accordingly (as hostile reaction). Any roll between the two numbers is considered a failure, but the subject is unaware of the fox’s attempt to seduce.

Double-talk: This ability permits the fox to talk his or her way out of a sticky situation, and convince the subject to pursue a different line of thinking/course of action. The number on the left indicates the roll or under required to successfully double-talk a single subject (separate rolls must be made if trying to double-talk more than a single subject at a time). Any roll equal to or greater than the number on the right indicates the subject realizes they’re being manipulated, becomes resentful, and acts immediately upon any threat (treat as hostile reaction). Any roll between the two numbers is considered a failure, but the subject is unaware of the fox’s attempt to double-talk them.

Rally: This ability allows the fox to rally those friendly creatures and characters around him in pursuit of a goal, regardless of the danger involved. Any character or creature within earshot of the fox that understands the language the fox is speaking is subject to the fox’s rallying attempt. This ability does not work against creatures or characters determined to be hostile to the fox. Cross-index the fox’s level with the Hit Dice of the creature(s)/character(s) within earshot. The result will be “no effect”, a number only, or an A, which may or may not be followed by a number.
“No effect” (“–”) means the fox is unable to rally a character or creature with the indicated number of Hit Dice.

A number only indicates the number or greater required on a 2d6 roll to effectively rally a creature with that number of Hit Dice.

An A means the character or creature with that number of Hit Dice is automatically rallied. If a number is noted next to the letter A, that is the morale bonus the character or creature with that number of hit dice receives while pursuing the goal to which the fox has rallied them.
Foxes speak common and the language of vulpines. Foxes with an Intelligence of 16 or greater will also speak the language of lupines (wolves), in addition to other languages granted as a bonus from a high Intelligence.

Fox's Smooth Talking
Fox's LevelSeduce*Double-talk*
125% / 65%40% / 75%
235% / 70%50% / 80%
345% / 80%60% / 85%
455% / 90%70% / 90%
565% / 95%80% / 94%
675% / 97%90% / 97%
785% / 98%97% / 99%
895% / 99%99% / 100%
* chances are reduced to number on left by 5% for each level
above 1st of target; number on right does not change

Fox's Rallying
HD of Creatures/Characters within Earshot
Fox's Level 1HD 2HD 3HD 4HD 5HD 6HD 7HD 8HD 9HD 10HD 11+HD
1 7 9 11
2 A 7 9 11
3 A A 7 9 11
4 A1 A A 7 9 11
5 A1 A1 A A 7 9 11
6 A2 A1 A1 A A 7 9 11
7 A2 A2 A1 A1 A A 7 9 11
8 A3 A2 A2 A1 A1 A A 7 9 11

Saturday, August 2, 2014

New BX/LL Class: Wolverine (Type B Intelligent Animal)

The following is meant to be what I call a "Type B" intelligent animal (which are slightly anthropomorphic, as opposed to the "Type A" versions which are simply talking versions of the normal animal type). This is also what I hope to be the first of a daily series of posts in which I write up a new animal class for each post.

Wolverines

Level Title Exp. Points Hit Dice
1 Agitator 0 1d8
2 Scrapper 1,500 2d8
3 Brawler 3,00 3d8
4 Battler 6,000 4d8
5 Assailant 12,000 5d8
6 Assaulter 25,000 6d8
7 Mauler 50,000 7d8
8 Wolverine Champion 140,000 8d8

Wolverines are stocky, muscular and fearless, rarely backing down from even the most overwhelming opponent. The prime requisite for a wolverine is Strength. Wolverines with a Strength of 13 or greater will gain a +10% bonus to earned experience points.

RESTRICTIONS: Wolverines determine their hit points using eight-sided dice (d8). They may advance to a maximum of 8th level of experience. Wolverines may use any type of armor and may use shields. They may use any weapon of normal or small size, but may not use long bows or two-handed swords. A wolverine character must have a minimum Constitution score of 9.

SPECIAL ABILITIES: Wolverines are of sturdy build and, therefore, make saving throws as a dwarf of the same level. Additionally, due to their hydrophobic fur, wolverines receive a +1 bonus to all saving throws vs. cold, and all cold damage they take is reduced by 1 point per die of damage. Wolverines possess a battle rage similar to berserkers. This allows them, when facing more than one opponent at a time, the benefit of making “to hit” rolls vs. a single opponent with a +2 bonus, or to make two attacks each round (without the “to hit” bonus). Wolverines use the same attack tables as fighters. In addition to common, wolverines speak the language of mustelidae (weasels) and are, therefore, able to speak with otters, badgers, weasels and ferrets.