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Woodwoes

Classes: Deor Beastmen Templates

Sep 3rd, 2017
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  1. *These are more race templates that are added onto the existing classes like the Elf Redux than classes on their own. Deor Canines and Felines above Racial Value 1 are prohibited from becoming mages, while Deor Cloven above Racial Value 0 are prohibited from becoming thieves. Additional restrictions added some time later.*
  2.  
  3. Class - Deor Canine/Feline (Beastmen)
  4. Prime Requisites: STR & DEX
  5.  
  6. Racial Build: 0
  7. -Claw & Bite (2)
  8. -Infravision (1)
  9. -Wilderness Evasion (1)
  10. -Tracking (1)
  11. -Naturally Stealthy (1) OR Climbing (1)
  12.  
  13. 6-1=5 5x40=200xp
  14. *Each point in ability either increases a given trait or adds an additional one.
  15. *Each point passed Racial Value 1 is treated as an additional Build Point in Hit Dice
  16.  
  17. Racial Value: 1
  18. -Claw & Bite (3)
  19. -Infravision (1)
  20. -Wilderness Evasion (1)
  21. -Tracking (1)
  22. -Naturally Stealthy (1) OR Climbing (1)
  23. -Inhumanity
  24.  
  25. 7-1=6 6x40=240xp
  26.  
  27. Racial Value: 2
  28. -Claw & Bite (4)
  29. -Infravision (2)
  30. -Wilderness Evasion (1)
  31. -Tracking (1)
  32. -Naturally Stealthy (1) OR Climbing (1)
  33. -Ambush (1) OR Cat Burglar (1)
  34. -Inhumanity
  35.  
  36. 10-1=9 9x40=360xp
  37.  
  38. Racial Value: 3
  39. -Claw & Bite (5)
  40. -Infravision (2)
  41. -Wilderness Evasion (1)
  42. -Tracking (1)
  43. -Naturally Stealthy (1) OR Climbing (1)
  44. -Ambush (1) OR Cat Burglar (1)
  45. -Difficult To Spot (1)
  46. -Fighting Fury (2)
  47. -Inhumanity
  48.  
  49. 14-1=13 13x40=560xp
  50.  
  51. Racial Value: 4
  52. -Claw & Bite (6)
  53. -Infravision (2)
  54. -Wilderness Evasion (1)
  55. -Tracking (1)
  56. -Naturally Stealthy (1) OR Climbing (1)
  57. -Ambush (1) OR Cat Burglar (1)
  58. -Difficult To Spot (1)
  59. -Fighting Fury (2)
  60. -Mystic Aura (1)
  61. -Perceive Intentions (1)
  62. -Inhumanity
  63.  
  64. 17-1=16 16x40= 640xp
  65.  
  66.  
  67. Class - Deor Cloven
  68. Prime Requisites: WIS & CON
  69.  
  70. Racial Value: 0
  71. -Infravision (1)
  72. -Wilderness Evasion (1)
  73. -Healer (1)
  74. -Running (1)
  75.  
  76. 4-1=3 3x40=120xp
  77. *Each point in ability either increases a given trait or adds an additional one.
  78. *Each point past Racial Value 1 adds an additional Hit Dice value
  79.  
  80. Racial Value: 1
  81. -Infravision (1)
  82. -Wilderness Evasion (1)
  83. -Climbing (1)
  84. -Healing (2)
  85. -Alertness (1)
  86. -Running (1)
  87. -Hooves (1)* [*Gain a 1d4/1d4 lethal attack with hooves]
  88. -Horns (1)* [*1d4 headbutt attack, 2d4 if charging/Only optional for horned cloven animals]
  89. -Inhumanity
  90.  
  91. Horns: 7-1=6 6x40=240xp
  92. Hornless: 8-1=7 7x40=280xp
  93.  
  94. Racial Value: 2
  95. -Infravision (1)
  96. -Wilderness Evasion (1)
  97. -Climbing (1)* [*Not available for light centaurs]
  98. -Healing (2)
  99. -Alertness (1)
  100. -Running (1) OR Running (4)* [*Light centaur creatures gain 240' movement a turn, 80' movement a round/Only optional for light horse centaurs]
  101. -Hooves (1)* [*Gain a 1d4/1d4 lethal attack with hooves]
  102. -Horns (2)* [*1d6 headbutt attack, 2d6 if charging/Only optional for horned cloven animals]
  103. -Encumbrance (4)* [Light horse centaurs are built for speed and long-distance
  104. travel. Light horse centaurs can carry up to 20 stone (200lb) and move
  105. at full movement, or they can carry a maximum of 40 stone
  106. (400lb) and have movement halved.]
  107. -Inhumanity
  108.  
  109. Horns: 10-1=9 9x40=360xp
  110. Centaurs: 14-1=13 13x40=520xp
  111.  
  112.  
  113. Racial Value: 3
  114. -Infravision (1)
  115. -Wilderness Evasion (1)
  116. -Climbing (1)* [*Not available for light centaurs]
  117. -Healing (2)
  118. -Alertness (1)
  119. -Running (1) OR Running (3)* [*Medium horse centaur creatures gain 180' movement a turn, 60' movement a round/Only optional for medium horse centaurs]
  120. -Hooves (2)* [*Gain a 1d6/1d6 lethal attack with hooves]
  121. -Horns (3)* [*1d8 headbutt attack, 2d8 if charging/Only optional for horned cloven animals]
  122. -Encumbrance (5)* [Medium horse centaurs are built for speed and long-distance
  123. travel. have been bred to be fast, strong
  124. and sturdy, but are meant for shorter distance travel. Medium horse centaurs can carry up to 30 stone (300lb) and move at full movement, or they can carry a maximum of 60 stone (600lb) and have movement halved.]
  125. -Inhumanity
  126.  
  127. Horns: 12-1=11 11x40=440xp
  128. Centaurs: 15-1=14 14x40=560xp
  129.  
  130. Racial Value: 4
  131. -Infravision (1)
  132. -Wilderness Evasion (1)
  133. -Climbing (1)* [*Not available for light centaurs]
  134. -Healing (2)
  135. -Alertness (1)
  136. -Running (1) OR Running (2)* [*Heavy horse centaur creatures gain 120' movement a turn, 40' movement a round/Only optional for medium horse centaurs]
  137. -Hooves (3)* [*Gain a 1d8/1d8 lethal attack with hooves]
  138. -Horns (3)* [*1d8 headbutt attack, 2d8 if charging/Only optional for horned cloven animals]
  139. -Encumbrance (6)* [ Heavy horse centaurs are the largest of all, bred
  140. to be big, strong laborers. Heavy horse centaurs can carry up to 40 stone (400lb) and move at full movement, or they can carry a
  141. maximum of 80 stone (800lb) and have movement halved.]
  142. -Inhumanity
  143.  
  144. Horns: 13-1=12 12x40=480xp
  145. Centaurs: 16-1=15 15x40=600xp
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