Saturday, December 17, 2022

Catfolk (new class)

Famed as blade dancers the catfolk of my homebrew world are this weeks new class. A mix of acrobat and fighter with a touch of bard these charismatic performers are not to be under estimated on the field of battle. 


Side note: It should not be too hard to adapt this concept to a full blade dancer class for humans, something I may do myself in the future if I start running low on class ideas! 

Catfolk

Requirements: None Prime requisite: DEX, CHA Hit Dice: 1d6 Maximum level: 10 Armour: Leather, no shields Weapons: Single handed melee weapons Languages: Alignment, Common, Catfolk Prime requisites: A catfolk with at least 13 DEX and CHA gains a 5% bonus to experience. A catfolk with at least 16 DEX and at least 16 CHA gains a 10% bonus. Encumbrance: Evasion, falling, jumping, and tightrope walking cannot be performed if encumbrance reduces the catfolk’s movement rate to less than 90’ (30’) Anti-Charm While a catfolk 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. Catfolk Skills Catfolk 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 catfolk falls at the halfway point, suffering falling damage. ▶ Falling (FA): When able to dance, catfolk 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 catfolk ’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): Catfolk 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 catfolk 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 catfolk’s ability to dance negates the opponent’s usual +2 bonus to hit. Jumping With a 20’ run-up, a catfolk can jump across a 10’ wide pit or chasm (or 20’ wide when aided by the use of a pole). Also when using a pole, a catfolk can jump over a 10’ high wall or onto a 10’ high ledge. Suitable poles for jumping include: 10’ poles. Infravision Catfolk have infravision to 60’ After Reaching 9th Level A catfolk 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. Catfolk Level Progression Saving Throws Level XP         HD     THAC0 D W P B S 1         0         1d6      19 [0]         10 11 11 13 14 2         1,750 2d6      19 [0]         10 11 11 13 14 3         3,500 3d6      19 [0]         10 11 11 13 14 4         7,000 4d6      17 [+2] 8 9 9 10 12 5         14,000 5d6      17 [+2] 8 9 9 10 12 6         28,000 6d6      17 [+2] 8 9 9 10 12 7         56,000 7d6      14 [+5] 6 7 8 8 10 8         112,000         8d6      14 [+5] 6 7 8 8 10 9         240,000         9d6      14 [+5] 6 7 8 8 10 10         360,000         9d6+2* 12 [+7] 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. Catfolk 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

No comments:

Post a Comment

Which spells should all clerics have access too?

 If as in my last post we are assuming clerics of different gods will have different spell lists to reflect their patron's domain then ...