Orc Custom Classes

Nicely done. It is nice to see how the Custom Classes work like this. Thanks.

My big stumbling block in trying to convert monsters to character classes has been the AC of the monster. I’ve been trying to convert the Bugbear, I am stymied by just how much AC their “shaggy hide” gives, and how to implement it for the Custom Classes.

So cool Alex. Super flavorful and touches on an area players invariably want to experiment in.

YourSwordIsMine, here is the data you’re stymied by.

Bugbears (AC 4 and 2d4 damage)
+1 natural strength bonus, +3 natural armor bonus.
One-handed weapon (1d6) and shield

Dwarf (AC 5 and 1d8 damage)
Battle axe wielded two-handed (1d8) and banded plate armor

Elf (AC 4 and 1d8 damage)
Spear or sword wielded two-handed (1d8) and chain mail armor

Gnome (AC 4 and 1d6 damage)
One-handed weapon (1d6), shield, and scale armor

Gnoll (AC 4 and 2d4 damage)
+1 natural strength bonus, +1 natural armor bonus
One-handed weapon (1d6), shield, and leather armor

Goblin (AC 3 and 1d6 damage)
One-handed weapon (1d6), shield, and leather armor

Hill Giant (AC 5 and 2d8)
+5 natural strength bonus, +3 natural armor bonus
Spear wielded two-handed (1d8)

Hobgoblin (AC 3 and 1d8 damage)
Spear wielded two-handed (1d8) and scale armor

Kobold (AC 2 and 1d4)
-1 natural strength penalty
Small weapon wielded two-handed (1d6) and leather armor

Ogre (AC 4 and 1d10 damage)
+3 natural strength bonus, +3 natural armor bonus
Club (1d4), fur armor

Orc (AC 3 and 1d6 damage)
One-handed weapon, shield, and leather armor

Note #1: Damage bonuses are converted into dice by adding the bonus to the average die roll than mapping it to a new larger or smaller die.
1d4+3 = 1d10
1d6-1 = 1d4
1d6+1 = 2d4 (technically should be 1d8, but making it 2d4 differentiates it from using a medium weapon two-handed)
1d8+5 = 2d8

Note #2: Dwarves ane elves arguably should get a fighter damage bonus of +1 to their weapons. If you believe that should be the case (e.g. they aren’t members of some slightly-less-than-elite class which has traded this damage bonus away), then their equipment load-out is:

Dwarf: One-handed weapon and shield, chainmail armor (AC4)
Elf: One-handed weapon and shield, lightweight chainmail armor (AC3)

Alex,

Yes, thank you. That’s exactly what I needed to know. That’s kind of what I was thinking it would be, but I wasn’t certain.

That “Mystic Path” power is a great way of doing the whole Shaman/Witch Doctor spread without having to create separate classes for each one. Very elegant.

One of the other issues I was having was what did extra ranks of a Race Value give. Having it add to the Fighter Value solves that problem for many monstrous races as well.

 

Bugbear Custom Classes

These large, hairy beastmen were magically bred from hobgoblins and bears by the ancient Zaharans. They are quite strong and tough due to their bear lineage. Despite their bulk, they are deceptively stealthy.

Requirements

All bugbear classes require a minimum Strength 9 or better.

Class Category Values

Fighting: Bugbears with broad and narrow weapon selections are limited to choosing from the following weapons: battle axe, great axe, hand axe, javelin, morning star, short sword, spear, sword, two-handed sword, war hammer. 

Divine: Bugbears may never allocate build points to the Divine category. See the Mystic Path custom power, however.

Arcane: Bugbears may never allocate build points to the Arcane category. See the Mystic Path custom power, however.

Bugbear Value

When building a bugbear custom class, assign between 0 and 4 build points to the class’s Bugbear Value. At Bugbear 0, all bugbears gain the following orc custom powers:

Value

Bugbear

XP Cost

4

BB 4

11,000

3

BB 3

10,750

2

BB 2

10,500

1

BB 1

10,250

0

BB 0

10,000

 

·         Bestial Tongues: All bugbears speak their native tongue and two bonus languages, selected from the following list based on their tribe’s proximity to other beastmen and monsters: Draconic, Gnoll, Goblin, Hobgoblin, Kobold, Orc, Ogre, Troll.

·         Battleborn: Bugbears begin play with 2d8+1 bonus hit dice (modified by CON). They deal +1 damage in combat due to their inherent strength. When calculating their attack throws on the Monster or Class Attack Throw tables, bugbears count as three levels greater than their actual level of experience. When calculating their saving throws, bugbears count as two levels greater than their actual level of experience.

·         Fearsome Size: Bugbears get larger as they advance in experience, growing approximately ½ inch of height and 10 lbs of muscle per level. When they reach 2nd level, the bugbear gains a +1 bonus to damage rolls due to his size. At 3rd level, the damage bonus is increase to +2. At 5th level, the damage bonus is increased to +3 and the bugbear’s great size and strength grants a +1 morale bonus to bugbear henchmen, retainers, and followers. At 8th level, the damage bonus is increased to +4, and at 12th  level it is increased to +5.

·         Mystic Path: When a bugbear gains a level of experience, he may choose to gain one level of arcane or divine spellcasting in lieu of all other benefits he would normally accrue from leveling (e.g. hit points, attack throws, saving throws, proficiencies, etc.) A bugbear may acquire a maximum of 4 arcane casting levels and/or 6 divine casting levels in this manner.

·         Naturally Stealthy: Opponents encountering bugbears suffer a -1 penalty to surprise rolls.

·         Shaggy Hide: Bugbears’ base unarmored AC is 2 instead of 0. However, bugbears may not wear human-sized armor due to their hide. Custom-made bugbear armor has quadruple normal cost.

·         Subterranean: Bugbears gains infravision to a range of 60’.  

·         Unempathic: Bugbears suffer a -2 penalty to the reactions, loyalty, and morale of humans and demi-humans.

 

Additional points allocated to the Bugbear Value stack with points allocated to the Fighting Value for purposes of calculating the rate of improvement for attack throws, to a maximum of 4.

EXAMPLE: The standard bugbear warrior is built with Hit Dice 2, Fighting Value 1, Bugbear Value 2. The bugbear warrior’s attack throws increase as if his Fighting Value were (Fighting Value 1 + Bugbear Value 2 =) 3.

Experience Point Progression After 8th level

Unlike the experience point progression for human and demi-human classes, the experience points progression required to advance in Bugbear classes always continues to double, even after 8th level. 

 

Base Class (Bugbear Monsters)

Bugbear Warrior

Hit Dice 2, Fighting Value 1b, Bugbear Value 2.

Prime Requisite:  STR

Requirements:     STR 9

Hit Dice:                 1d8 + 2d8+1 bonus HD at first level

Maximum Level:  11

Bugbear warriors served as elite commandos in the ancient Empyrean War. Bred for strength, toughness, and stealth, bugbears excel at nocturnal raids and close combat.

At first level, bugbear warriors hit an unarmored foe (AC 0) with an attack throw of 7+. Bugbear warriors thereafter advance in attack throws by one point every level of experience (i.e. as monsters). They save as fighters of two levels higher than their actual level of experience. Bugbear warriors are trained to fight with battle axes, hand axes, great axes, javelins, morning stars, spears, swords, two-handed swords, and war hammers. They may wield a weapon and shield, a two-handed weapon, or fight with two weapons. They may not wear any armor, but their shaggy hide provides a base unarmored AC of 2.

Bugbears are born to battle. At first level, they gain 2d8+1 bonus hit dice (modified by CON). They deal +1 damage in combat due to their inherent strength. Bugbears get larger as they advance in experience, growing approximately ½ inch of height and 10 lbs of muscle per level. When they reach 2nd level, their damage bonus is increased to +2. At 3rd level, the damage bonus is increase to +3. At 5th level, the damage bonus is increased to +4 and the bugbear’s great size and strength grants a +1 morale bonus to bugbear henchmen, retainers, and followers. At 8th level, the damage bonus is increased to +5.

Despite their size, bugbears are naturally stealthy. Opponents encountering bugbears suffer a -1 penalty to surprise rolls.

Some bugbear warriors take a mystic path, serving their tribes as shamans or witch doctors. When a bugbear warrior gains a level of experience, he may choose to gain one level of arcane or divine spellcasting in lieu of all other benefits he would normally accrue from leveling (e.g. hit points, attack throws, saving throws, proficiencies, etc.) A bugbear warrior may acquire a maximum of 4 arcane casting levels and/or 6 divine casting levels in this manner.

All bugbears are subterranean, and have infravision to a range of 60’.  Bugbears are innately cruel, with little empathy for others, a trait that gives them a -2 penalty to the reactions, loyalty, and morale of humans and demi-humans.

Bugbears speak their native tongue and two bonus languages, selected from the following list based on their tribe’s proximity to other beastmen and monsters: Draconic, Gnoll, Goblin, Hobgoblin, Kobold, Ogre, Orc, or Troll.

 

 

 

OK, the Bugbear was a bit trickier because a baseline bugbear has 3+1 HD! I wanted to simultaneously reflect the fact that a bugbear of 3+1 HD is effectively a "1st level bugbear" while still ensuring that the bugbear XP was such that getting to the next HD (4+1) would cost 12,000XP.

Why 12,000XP? In ACKS Core I wrote that "A character transformed into a monster may increase in HD through adventuring. It requires 3,000xp plus 500xp per special ability (*) for a 1 HD monster to advance to 2 HD.  The amount of XP required doubels with each HD." (And monster XP does not stop doubling.)

That would imply:

  1. 0 XP
  2. 3000 XP
  3. 6000 XP
  4. 12,000 XP
  5. 24,000 XP
  6. 48,000 XP
  7. 96,000 XP
  8. 200,000 XP
  9. 400,000 XP
  10. 800,000 XP
  11. 1,600,000 XP
  12. 3,200,000 XP
  13. 6,400,000 XP
  14. 12,800,000 XP

So a bugbear with 3+1 HD to begin with would need to accumulate 12,000XP to gain another HD. You will note that the Bugbear XP curve in the class above matches this perfectly. A 1st level bugbear has 3+1 HD and needs 12,000 XP to reach 2nd level, etc. Note that a bugbear of higher than 7th level (10+1 HD) would be almost mythically rare, as that's effectively 14th level for a fighter.

 

“Note #1: Damage bonuses are converted into dice by adding the bonus to the average die roll than mapping it to a new larger or smaller die…”

:frowning: do not understand. perhaps i’m wrong but:
1d4+3 = average roll 2.5 +3 = 5.5, so next higher die would be a d6 - ?
1d6-1 = average roll 3.5 -1 = 2.5, so next higher die would be d4 - ok
1d6+1 = average roll 3.5 +1 = 4.5, so next higher die would be d6 - ?
1d8+5 = average roll 4.5 +5 = 9.5, so next higher die would be d10 - ?

if mapping a die means mapping the average we have:

5.5 → d10
2.5 → d4
4.5 → d8
9.5 → 2d8

Ah, question answered by myself…cough

Does my math seem right?

If Orc 0 costs 1,000, then it is built on (1000/40), 25 custom powers?

“Bestial Tongues” is a slightly underpowered Bonus Languages, so we’ll call that 1.

60’ Infravision is usually 2 powers, but the penalty in sunlight is probably worth a 1 power discount (since a +1 to hit is worth one power).

Unempathic… Not sure if that should be a bonus, or really just flavor (especially since it’s mostly cancelled out by 4th level). Let’s say 0 custom powers for now.

Fearsome Size and Mystic Path are therefore 23 custom powers between them. Part of Fearsome Size is a damage bonus very much like the fighter damage bonus, and we know that is worth 2 custom powers (one for each melee and missile). The morale bonus is probably worth 2 custom powers (it’s a big bonus, but it’s gained at 4th level, mitigating it somewhat), slightly more if it were gained at 1st level (+1 in certain conditions is worth 1, so +2 in all conditions is probably worth about 3, maybe 4).

That accounts for 4 custom powers, bringing our remaining total down to 19. Mystic Path is pretty powerful, because it allows for a lot of versatility. And, well, because it’s all that’s left to make up the xp differential. So that must be a 19 custom power-power.

Carrying those same assumptions over to the Bugbear means BattleBorn is probably worth about 220 custom powers.

I’m not sure that’s what’s happening, I think Orc 2 is 1500 solely because if a player were transformed into an Orc, it’ll take 3000 xp. 500 + 1000 + 1500. I think monster class conversions don’t really work with the racial class build guidelines.

I’m not sure that’s what’s happening, I think Orc 2 is 1500 solely because if a player were transformed into an Orc, it’ll take 3000 xp. 500 + 1000 + 1500. I think monster class conversions don’t really work with the racial class build guidelines.

Hello,

I created a Goblin Custom Classes to add to this thread, but I am unable to copy and paste from Word without losing all of the formatting of the Orc and Bugbear Custom Classes above. I tried the Plain text and Filtered HTML text formats, and tried re-saving my Word document as Filtered HTML.

The text is readable as plain text, but it would be nice to add to this thread in the same format as the prior entries. Any instruction is appreciated.

Thanks!

To make those posts, I used the Visual Editor and simply cut and paste directly from Word into the Forums.

Only administrators have the Visual Editor currently, and even there, it was removed as the default choice due to persistent bugs.

I could switch it over: I am not aware of any security issues with the Visual Editor or the CKEditor it’s built on.

Is the quote bug the root cause for text formatting no longer working (as in: you turned it off)?

Nope, entirely different bugs :-).

bobloblah: Just realized you might have been talking about a different kind of formating. Here are the issues I’m aware of:

  1. If you look at below the comment textfield, just above the “Save” and “Preview” buttons, there is a pulldown menu that says “Text format: Plain text”. For normal formating for this site, you want “Filtered HTML”.

  2. “Visual Editor” is another format, but I didn’t turn it off: it’s NEVER been available to anyone but administrators/editors. It has some interface bugs, like making text smaller without being told to (and not being able to change the text back!).

  3. Quoting is a filter that can apply to any of the other filters. It’s broken in all of them, and borks the site in ways that are a pain to fix.

Thanks! I hadn’t

noticed
the
  • pull-down

Restore life and limb on thread!

This really interested me, as I have designs on a beastman campaign, though I had a couple questions. For the divine mystic path is it cleric caster levels (ie: no spells till divine 2?) would turn undead/Divine class restrictions come into play at that time (such as the cleric’s weapon restrictions?)

Secondly what would a gnoll custom race look like? from this thread something like this?

fearsome size (3 powers?)
unempathetic (0 powers)
Bestial tongues (1 power)
mystic path (??? powers)
natural AC of 1 (1 power)

Thanks for posting this. Between those and the Hobgoblin Warchanter class hinted at in D@W, I’m looking forward to more monstruous mayhem!