Thursday, May 30, 2024

Jaguarfolk at a Glance [Hackmaster]

 Jaguarfolk at a Glance
Ability Adjustments:
Wis -1
Dex +2
Con -1
Lks +1
Cha -1

Pros:
*Size Medium for HP (10 + Constitution Bonus)
*Low Light Vision
*Free purchase of Listening, Observation, Sneaking, Tracking
*Initiative Bonus & Hiding in Natural Surroundings (as elf)
*Claws: Jaguarfolk have retractable claws on their hands and feet. As a weapon, these do d3p hacking damage; Speed 5, Reach 0. When used to aid in climbing, Jaguarfolk are always considered at least Novice climbers, and the climb is one degree easier. Jaguarfolk may make one purchase of Climbing at half cost.

Cons:
*Native Language is Jaguarfolk. Other langauges purchased in character creation cost 2 BP.
*Strange and Exotic: As animal-like outsiders, the base reaction to jaguarfolk is Disdain; many have to be convinced that they are people. Someone with an Animal Phobia of Felines, or a Superstition that cats are unlucky, will Fear them.
*Clothes and Armor: Jaguarfolk themselves seldom wear clothing, and never wear armor.  With tails, digitigrade stride, and top-mounted ears, Jaguarfolk also cannot wear standard boots, shoes, helmets, or armor. Jaguarfolk of all classes begin without proficiency in armor, though they retain shield proficiency if their class provides it, and may learn shield proficiency normally.  Armor Proficiency requires 50% more BP to learn, and all armor must be custom made. Clothing for colder weather requires a 25% mark-up, mostly in foot protection.
*Magic Aversion: Jaguarfolk seldom use the magic of mages, hybrid mages, sorcerers, or witch doctors; those who do are almost always evil. A jaguarfolk of these classes will have the Nagging Conscience quirk if not-evil. This quirk may be bought off normally.
*Aversion to Cold: Jaguarfolk despise the cold and suffer the following penalties in chilly weather or versus supernatural effects:
•a -1/5% penalty to all rolls/checks when the temperature is below 50° F.
•a -2/10% penalty to all rolls/checks when the temperature is below 32° F.
•save at a -4 against Cold-related spells and effects
•suffer an extra 10% damage (rounded up) from cold related spells and effects


Class Costs:
Fighter 20
Ranger 30
Barbarian 30
Thief 30
Rogue 70 (they do not have the social exposure to use many of a rogue's skills)
Assassin 35
Mage 50
Fighter/Mage 35
Fighter/Thief 25
Mage/Thief  40

Clergy: Deities common among the Jaguarfolk are the Shimmering One, the Great Huntress, and the Bear (who they, quite reasonably, do not envision as a bear).  These clergy are available for 30 BP. Uncommon deities include the The Traveler, The Watcher, The Storm Lord, Risk, and the Laugher. These clergy are available for 40 BP. Some darker tribes worship the Emperor of Scorn, the Seller of Souls, The Prince of Terror, or the Vicelord. These are also available for 40 BP. Other deities are relatively unknown among the Jaguarfolk; they require 70 BP.

Captain: 70
Sorcerer: 40
Illusionist: 50
Outdoorsman: 20
Shaman: 30
Witch Doctor: 40

Saturday, May 11, 2024

AD&D Multiclassing, Level Limits, and XP Division

 So, an idea I had a number of years ago that recently floated across my brain. It is primarily for 1st edition, but works ok for 2e (where level limits are higher). Now, my preference is to get rid of level limits altogether, but that's a bit too much change for some people. This is a tweak to make multiclassing less onerous once you've hit level cap on one of you classes.

When you multiclass, you divide your XP between two classes... a fighter/thief gets 100xp, they get 50xp in each class. However, once they hit the fighter level limit, they still have to give half their XP to the fighter class... they're not getting any better, but they're paying full price for it. This changes things a little.

Under these rules, you still divide your XP... but only until you have paid for your maximum level again. Alternatively, you can look at it as post-cap level gains in your continuing class as having a "tax" of your old class's XP.

So, let's have an example. A 1e Halfling has a fighter level limit of 4, and is unlimited in thief. You hit 4th level fighter at 8001 XP, and at that point you're also a 4th level thief. You get to 10,001 XP, you become a 5th level thief. Normally, you would get  6th level thief in another 10,000 XP, at 20,001. That would require you to earn 20,000xp, though, since you're splitting it in half. In this case, though, you only have to earn 18,000... 10,000 to earn thief, and 8000 to keep up your fighter side.  7th level thief takes a single-classed character 22,500 XP, and a multiclass character 45,000 XP. Under this, it would cost 30,500 XP... 22,500 for a new level of thief, and 8,000 to keep up your fighter side. 8th level is 70k, or another 27500 for a single classed. Instead of 55,000 for a multiclass character, it would be 35,500... 27500+8000.