Tuesday, May 7, 2013

Feline Humanoids (New Class)

The Khajiit where the inspiration for this class. I looted the Mystic, as presented in the Rules Cyclopedia, for the special abilities. To build the class I used this pdf over at Breeyark.

Feline Humanoids: A Beast Race for D&D

Picture found here.
Prime Requisites: Strength and Dexterity
Experience Bonus: 5% for DEX or STR higher than 12, 10% for DEX and STR higher than 12
Hit Dice: 1d8 per level up to 10th level.

Maximum Level: 10
Armour: None, no shilds permitted
Weapon: Any (they love edged weapons, though)
Combat Progression: like Elf
Weapon Mastery: Demi-humans
Saving Throws: like Elf

Special Ablities:
  • AC bonus
  • Increased Movement
  • Hide (indoors, as Halfling (33% for being unseen))
  • Hide (outdoors, as Halfling (90% for being unseen))
  • Move Silently (as Thief or use this)
  • Mystic Class Abilities
  • Infravision

Feline Humanoids Experience Table

Level       XP   AC  Movement   Special Abilities
                                  
  1          0    9     120'      
  2      1.900    8     130'    Awareness (is only surprised on a 1 in 6)
  3      3.800    7     140'    
  4      7.600    6     150'    Heal Self (once per day 1 point per level)
  5     15.200    5     160'    
  6     30.000    4     170'    Speak with Animals (also giant animals)
  7     60.000    3     180'    
  8    120.000    2     190'    Resistance*
  9    240.000    1     200'    
 10    360.000    0     210'    Speak with Anyone (any living creature)



*"Takes only half damage (round down) from all spells and breath weapons that inflict damage, or one-quarter damage (round down) if the saving throw is successful. Any attack that does him damage will do a minimum of 1 point of damage, even if rounding indicates 0 points of damage." (RC, page 31)

6 comments:

  1. Very cool indeed! Nice coincidence. And I like your approach (especially connecting the damage from falling to a character's level)! Interesting how the same idea varies in different executions...

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  2. I think yours is more serious and mine is more tongue-in-cheek.

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    1. Our XP values are not too far off from each other either. I capped mine at 9 since you know, 9 lives.

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    2. Hmm. Seems like they should have to die to level up.

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  3. Ha! Good one with the nine lives :) And you're right, close results in xp, hp and thieving skills, more or less. Yours turned out to be more like a thief (which actually is more true for the Khajiit), while I wanted them to be warriors and fierce hunters.

    It's a regular class in our group for some time now. The ladies seem to like it for some reason...

    Yeah, I decided to go with a flat description to make it easier for readers to implement the class, if they want to. I thought about doing it the way you did, though. Anyway, I'd allow yours as an alternative.

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