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.