other classes/races: goblin, hobgoblin, kobold, orc, gnoll, truadon, aranox,
eagle.
Goblin
Prime Requisite: Strength
Experience Bonus: 5% for Strength 13-15, 10% for Strength16-18
Hit Dice: 1d6 up to 9th level
Maximum Level: 9th
Armor: Any
Weapons: Any small melee weapon; short bow; light crossbow
Weapon Mastery: DemiHuman
Base Armor Class: 8
Move: 90(30)
Attack Table: Fighter(start as Normal Man, switch level increases one step up chart)
Save As: Fighter(start as Normal Man, switch level increases one step to left on chart)
Languages: Goblin, Hobos, Dwarvish
Special Abilities:-2 Armor Class vs large opponents; lance attack; set spear; fighter abilities gained at level 9: parry, disarm; command ability as described in GAZ10 gained at level 3; Hide indoors as Halfling; wolf empathy(as per monster empathy skill in GAZ10); at level 2 animal training(wolf) and riding(wolf) skills; -1 to Attack Rolls in the Daylight
Prime Requisite: Strength
Experience Bonus: 5% for Strength 13-15, 10% for Strength16-18
Hit Dice: 1d6 up to 9th level
Maximum Level: 9th
Armor: Any
Weapons: Any small melee weapon; short bow; light crossbow
Weapon Mastery: DemiHuman
Base Armor Class: 8
Move: 90(30)
Attack Table: Fighter(start as Normal Man, switch level increases one step up chart)
Save As: Fighter(start as Normal Man, switch level increases one step to left on chart)
Languages: Goblin, Hobos, Dwarvish
Special Abilities:-2 Armor Class vs large opponents; lance attack; set spear; fighter abilities gained at level 9: parry, disarm; command ability as described in GAZ10 gained at level 3; Hide indoors as Halfling; wolf empathy(as per monster empathy skill in GAZ10); at level 2 animal training(wolf) and riding(wolf) skills; -1 to Attack Rolls in the Daylight
Level
|
XP
|
1
|
0
|
2
|
1,750
|
3
|
3,500
|
4
|
7,000
|
5
|
14,000
|
6
|
30,000
|
7
|
60,000
|
8
|
120,000
|
9
|
240,000
|
Hobgoblin
Prime Requisite: Strength and Dexterity
Experience Bonus: 5% for Strength and Dexterity 13-15, 10% for Strength 16-18 and Dexterity 13-15
Hit Dice: 1d10 up to 9th Level. Starting with 10th level, +3 Hp per level and Constitution adjustments no longer apply.
Maximum Level: 12th
Armor: Any
Weapons: Any
Weapon Mastery: Fighter
Base Armor Class: 8
Move: 90(30)
Attack Table: Monster
Save As: Fighter
Languages: Hobos, Goblin
Special Abilities: Set Spear; Fighter Combat options at 9th level; Command ability as described in GAZ10 gained at level 1, alertness skill
Level
|
XP
|
Attack Rank
|
1
|
0
|
|
2
|
2,450
|
|
3
|
4,900
|
|
4
|
9,800
|
|
5
|
19,600
|
|
6
|
40,000
|
|
7
|
80,000
|
|
8
|
160,000
|
|
9
|
320,000
|
|
10
|
440,000
|
|
11
|
560,000
|
|
12
|
680,000
|
G
|
800,000
|
H
|
|
920,000
|
I
|
|
1,040,000
|
J
|
|
1,160,000
|
K
|
|
1,280,000
|
L
|
|
1,400,000
|
M
|
Kobold
Prime Requisite: Dexterity
Experience Bonus: 5% for Dexterity 13-15, 10% for Dexterity 16-18
Hit Dice: 1d4 per level up to 8th Level.
Maximum Level: 8th
Armor: Leather
Weapons: Any small melee weapon; short bow; light crossbow
Weapon Mastery: DemiHuman
Base Armor Class: 7
Move: 90(30)
Attack Table: Fighter(start as Normal Man, switch level increases one step up chart)
Save As: Fighter(start as Normal Man, switch level increases one step to left on chart)
Languages: Kobold, Gnome, Orc
Special Abilities: -1 to Damage Rolls; -2AC vs Large oppoenents; Hide as Halfling reversed(90% indoors, 33%outdoors); infravision; backstab as Thief; Escape skill; Command ability as described in GAZ10 gained at level 4
Level
|
XP
|
1
|
0
|
2
|
1,550
|
3
|
3,100
|
4
|
6,200
|
5
|
12,400
|
6
|
25,000
|
7
|
50,000
|
8
|
100,000
|
Orc
Prime Requisite: Strength
Experience Bonus: 5% for Strength 13-15, 10% for Strength 16-18
Hit Dice: 1d8 per level up to 9th level. 10th level, +2 HP and Constitution adjustments no longer apply.
Maximum Level: 10th
Armor: Any
Weapons: May not use mechanical weapons
Weapon Mastery: DemiHuman
Base Armor Class: 8
Move: 90(30)
Attack Table: DemiHuman
Save As: Fighter
Languages: Orc
Special Abilities: -1 to Attack Rolls in Daylight; Set Spear, Fighter Combat Options at 10th Level; Command ability as described in GAZ10 gained at level 1; Brawling skill as described in GAZ10; Gains ability to use mechanical weapons(such as crossbows and catapults) at Level 4
Level
|
XP
|
Attack Rank
|
1
|
0
|
|
2
|
1,450
|
|
3
|
2,900
|
|
4
|
5,800
|
|
5
|
11,600
|
|
6
|
25,000
|
|
7
|
50,000
|
|
8
|
100,000
|
|
9
|
200,000
|
|
10
|
320,000
|
C
|
440,000
|
D
|
|
560,000
|
E
|
|
680,000
|
F
|
|
800,000
|
G
|
|
920,000
|
H
|
|
1,040,00
|
I
|
|
1,160,000
|
J
|
|
1,280,000
|
K
|
|
1,400,000
|
L
|
|
1,520,000
|
M
|
Truadon
Prime Requisite: Strength and Dexterity of 9 or better.
Experience Bonus: 5% for strength or Dexterity 13-15, 10% for strength and Dexterity 16-18
Hit Dice: 1d12 per level up to 12th level.
Maximum Level: 12th
Armor: Leather
Weapons: Axe, Club, Dagger, Hammer or Mace, Spear
Weapon Mastery: Non-Fighter
Base Armor Class: 6
Move: 240(80)
Attack Table: Monster
Save As: Dwarf
Languages: Trudor
Special Abilities: natural weapons: bite(2d4) or 2 claws(1d3); half damage from dragon breath; Hide Outdoors as Halfling; Brachiation(as the 3.5 edition feat); tracking skill; infravision
Level
|
XP
|
1
|
0
|
2
|
2,150
|
3
|
4,300
|
4
|
8,600
|
5
|
17,200
|
6
|
35,000
|
7
|
70,000
|
8
|
140,000
|
9
|
280,000
|
10
|
400,000
|
11
|
520,000
|
12
|
640,000
|
Gnoll
Eagle
Aranox
No comments:
Post a Comment