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
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