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Races, Kits and Classes

Races:
Wemic

Kits:
Burglar (Thief Kit)
Monks of the Holy Breath

Classes:
The Green Man

Races

Wemic

Bonuses: They get a weapon attack plus 2 claw attacks (d4). -2 to initiative. Leap 10 feet up or 30 feet forward. +5 hp bonus at level 1. If int is greater than 11, can track as a ranger and counts as a navigator for getting lost purposes.

Penalties: No armour. Size L. Can't carry enough encumbrance to slow down their movement.

Stats: Str +1, Dex -1.

Mins/Maxes: Str: 11/18, Int: 3/18, Wis: 3/18, Dex: 3/17, Con: 10/18, Chr: 3/18.

Classes: Fighter: 15, Ranger: 16, Cleric: 7, Mage: 4, Green Man: 17.

Mulit Class: Fi/Cl or Fi/Ma, Cl/Ra, Fi/Cl/Ma

Chance to hear noise: 35% (7). Chance to smell: 35% (7) - assumes wind in correct direction. Can smell odors undetectable to humans. Warriors get extra attacks normally, but they only apply to their weapon attack and not their claws. Wemics prefer to use leather shields but can use any.

Starting Age: Fi: 5+d4, Ra: 10+d6, Cl: 10+d6, Ma: 17+d8, Green Man, 4+d4.

Young adult: 5-10, mature: 11-30, middle aged: 31-40, old: 41-50, venerable: 51-60.

Kits

Burglar (Thief Kit)

Requirements: Elves and Half Elves only. Minimum Stats: Dexterity of 16.

Bonuses: +20% to all thief skills except for read languages. +40% to hear noise. (max 99% all skills) Ability to feign death, as the spell. +2 to hit with thrown weapons, +3 to hit with wrestling. Ability to traverse ceilings, as climb walls but 5 levels lower. (get this ability at level 6) The race bonuses for traverse ceilings are the same as for climbing walls. While the burglar is traversing ceilings he must be barefoot and hold on with all fours. This assumes the ceiling has small hand and foot holes. +4 bonus for saving throws that involve dodging. No penalties when fighting invisible creatures (get at level 4). Only surprised on a 1 on a d10.

Penalties: No read languages. Can't read scrolls until level fourteen. No armor. The only weapons a burglar may use are short sword, dagger or darts. No shield. They cannot carry enough stuff to slow down their movement. Are sensitive to loud noises such as thunder or a giants roar. When exposed to such a noise, they must save vs. petrification with a +4 bonus or be stunned one round.

Outline

Burglars value stealth above all. They are great at getting into places they are not wanted for spying, stealing etc. They are weaker at combat than theives, but this is offset by their ability to move silently and hide in shadows, thus increasing their chance of a back stab. They can't carry too much gear as this would make them less stealthy.

Their hear noise skill is so good that at level 4 they can hear the movements of invisible creatures, and hear the swish of the movement of invisible weapons. They are also much harder to surprise.

They have better control over their bodies than other thieves, giving them thrown and wrestling to hit bonuses, plus the ability to feign death and traverse ceilings, as well as their added expertise to thief skills and saving throw bonuses.

Howver, since they concentrate so much on the physical, they never get a read languages skill and scroll use is delayed.

Monk of the Holy Breath Kit

This kit is designed for use with the monk class from the 1st edition PHB.

These monks may never use weapons and must be lawful good. There are no limits on the number of higher level monks. Once a monk has been training for 40 years, he ages at half the normal rate.

What sets these monks apart is their katas. A kata is a series of moves performed in order over 4 rounds, and the monk gets various bonuses and penalties depending on which move he is doing. The monk makes an attack each round unless otherwise stated. Note:a plus to AC is bad, while a negative is good.

The katas:
Earth: (get at level 3)

This kata is slow and steady, but powerful.

Round 1: No attack, +4 AC. 2: +2 dmg if hit opponent, +1 AC. 3: +3 dmg, +2 AC. 4: +4 dmg, +1 AC.

Fire: (get at level 6)

This kata is very quick. It does good damage and also lets the monk dodge more readily.

1: +4 dmg. 2: +5 dmg, -1 AC. 3: +6 dmg, -2 AC. 4: +8 dmg, -3 AC.

Smoke: (get at level 9)

This kata emphasizes avoiding the enemy.

1: No attack, -4 AC. 2: -1 on the to hit roll, -4 AC, 45% chance of avoiding enemies attack completely. 3: -2 to hit, -5 AC. 4: Invisible for this round.

Ooze: (get at level 12)

In this kata the monk becomes metaphorical ooze, grappling the opponent. Use the wrestling table. The monk can decide if all of the damage will be 'real' or if it will only be partly real such as for normal wrestling.

1: +2 AC, +4 to hit. 2: 35% chance to make a hold. If holding already, +3 dmg. 3: 55% chance to hold, if already holding, +5 dmg. 4: 75% chance of getting a hold. If holding already, +7 dmg.

Classes

The Green Man

Green Man Level Limits
Human Dwarf Elf Gnome Half Elf Halfling
U - 15 - 16 -

Minimum stats: Wis - 9, Str - 9, Con - 9. If all are at least 13, then the green man gets a 10% bonus to experience.

Penalties:Green men can't multiclass or dual class. They can wear no better armour than chain, and must be of a chaotic good alignment. They can only keep as much treasure as they can carry and can't associate with evil. Cannot use druid scrolls.

Bonuses: They get warrior THAC0, a d8 hit die, can use all weapons, +2 hp beyond level 9, they get fighter constitution and exceptional strength bonuses, they get druid spells starting at level 6 and going to level 14, as a druid 5 levels lower. They also get detect invisibility as a second level spell. They get warrior saves and can use warrior magic items. Get multiple attacks as a ranger.

Weapon Proficiencies: Inital: 2, Non-prof penalty: -3, Extra proficiencies: 1 every 4 levels.

Outline: Green men lead a simple way of life. They prefer to be unencumbered by treasure, or even too much armour. They have no special skills other than 1st to 3rd level druid spells, and this allows them to increase in level quickly. This reflects the simplicity of their lifestyles.

Excess treasure is either given to a friend, a charity or just some random person.

Green men spend their time exploring, travelling and even adventuring. They get restless if forced to stay in one place too long, especially if its a city.

Their philosophy is to be free: free from bondage, free from stifling laws, free of the obligations too much wealth brings.

Green Man Level Chart
Level Xp Title
1 0 Greenie
2 900 Woodsrunner
3 1800 Woodsdweller
4 3600 Woods Lord
5 9000 Free Dreamer
6 18 000 Green Knight
7 36 000 Green Lord
8 67 500 Forest Knight
9 126 000 Forest Lord
10 135 000 Free Man
+135 000 each new level.