As I eluded to last week, it would be very easy to convert my catfolk class to a straight bladedancer class for humans. Given I have not had much time to pump out a new class this week I am afraid you will have to make do with the bladedancer (which you probably could have made yourself).
Just say no to comedy festive classes.
Bladedancer
Requirements: None
Prime requisite: DEX, CHA
Hit Dice: 1d6
Maximum level: 14
Armour: Leather, no shields
Weapons: Single handed melee weapons
Languages: Alignment, Common
Prime requisites: A bladedancer with at least 13 DEX and CHA gains a 5% bonus to experience. A bladedancer with at least 16 DEX and at least 16 CHA gains a 10% bonus.
Encumbrance: Evasion, falling and tightrope walking cannot be performed if encumbrance reduces the bladedancer’s movement rate to less than 90’ (30’)
Anti-Charm
While a bladedancer plays music or dances and sings, allies within 30’ are immune to song-based magical effects and the beguiling powers of sylvan creatures or fairies. Allies already under the effect of such magic may make another saving throw with a +4 bonus.
Bladedancer Skills
A Bladedancer can use the following skills with the chance of success shown opposite.
▶ Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the bladedancer falls at the halfway point, suffering falling damage.
▶ Falling (FA): When able to dance, bladedancer suffer no damage from the first 10’ of any fall. Damage due to falling from a greater height is reduced by the listed percentage (rounding fractions down).
▶ Pick pockets (PP): If the victim is above 5th level, the bladedancer ’s roll is penalised by 5% for every level above 5th. There is always at least a 1% chance of failure. A roll of more than twice the percentage required for success means that the attempted theft is noticed. The referee should determine the reaction of the victim.
▶ Tightrope walking (TW): bladedancer can walk along tightropes, narrow beams, and ledges at up to half their normal movement rate. A roll is required every 60’. Failure indicates that the bladedancer falls and suffers falling damage. Windy conditions may reduce the chance of success by up to 20%. Holding a balance pole increases the chance of success by 10%.
Evasion
When retreating from melee, a bladedancer’s ability to dance negates the opponent’s usual +2 bonus to hit.
After Reaching 9th Level
A bladedancer can establish a performance school, attracting 2d6 apprentices of 1st level. The apprentices will serve the character with some reliability; however, should any be arrested or killed, the character will not be able to attract apprentices to replace them.
Bladedancer Level Progression
Saving Throws
Level XP HD THAC0 D W P B S
1 0 1d6 19 [0] 12 13 14 15 16
2 1,750 2d6 19 [0] 12 13 14 15 16
3 3,500 3d6 19 [0] 12 13 14 15 16
4 7,000 4d6 17 [+2] 10 11 11 13 14
5 14,000 5d6 17 [+2] 10 11 11 13 14
6 28,000 6d6 17 [+2] 10 11 11 13 14
7 56,000 7d6 14 [+5] 8 9 9 10 12
8 112,000 8d6 14 [+5] 8 9 9 10 12
9 240,000 9d6 14 [+5] 8 9 9 10 12
10 360,000 9d6+2* 12 [+7] 6 7 8 8 10
11 480,000 9d6+4* 12 [+7] 6 7 8 8 10
12 600,000 9d6+6* 12 [+7] 6 7 8 8 10
13 720,000 9d6+8* 10 [+9] 4 5 6 5 8
14 840,000 9d6+10* 10 [+9] 4 5 6 5 8
* Modifiers from CON no longer apply. D: Death / poison; W: Wands;
P: Paralysis / petrify; B: Breath attacks;
S: Spells / rods / staves.
Bladedancer Skills Chance of Success
Level CS FA PP TW
1 87 25 20 60
2 88 25 25 65
3 89 25 30 70
4 90 33 35 75
5 91 33 40 80
6 92 33 45 85
7 93 33 55 90
8 94 50 65 95
9 95 50 75 99
10 96 50 85 99
11 97 50 95 99
12 98 66 105 99
13 99 66 115 99
14 99 75 125 99
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