Monday, November 14, 2016

Class: Yon Ape People v3

Yon Ape People

The Yon are a species of highly intelligent ape. Their society is very close-knit and orderly, with each village based around two industries; cultivating the flowering fruits their diet is based on, and tending the giant honeybee hives that form the center of each village. As village populations grow, members take a queen bee and hive materials and set out to create a new village and hive complex.

Every member of Yon society reveres bees, in fact, they worship them. The huge hive at the center of the village is also a temple where the Yon gather to pray, exchange news, and organize for work projects. The hum of the giant bees in and around the hive is soothing to the Yon and gives them a clear-headed that can't be found away from the hive. Tending and protecting the hive, and glorifying the queen, gives the Yon purpose. It is everything to them.

But not all of them.

Some Yon do not hear the call of the bee queen. They find the hum of the hive distracting. They may have an uncharacteristic fondness for violence. They may discover that other people value gold and jewels and money, and with those things, they can become powerful in their own right. They think they're crazy, or maybe everyone else is crazy. Either way, they leave their village as an outcast. An outcast free to adventure and make their fortune in the world. Many find quick work as warriors for hire due to their great strength and intimidating visage.

Yon Ape Adventurer


Hit Die: d8
Bonuses: +1 melee damage, +1 To Hit. Open Doors, Bushcraft, and Climb skills start at 2 in 6.
Saves: Fortitude: 16, Reflex: 17, Willpower: 16. At levels 4, 8, 12, 16, and 20 all saves receive a +2 bonus. If using the regular LotFP saves, then the Yon saves as a Fighter.
Experience: As Dwarf
Level Up: Roll once on the following table every level after 1st.
  1. No need for armor: You have a +1 to AC in melee when you are not wearing armor, other than a helmet and/or shield.
  2. Favored Enemy: Choose an animal, monster, or sentient species. You get a +1 to hit and +1 to damage against that specific type of creature, every time this is rolled. You are also -2 on Reaction rolls with creatures of that type. You can pick anything from mosquitoes to bears to dragons to humans.
  3. Intimidate: +1 to Charisma checks to instill fear against others. Opposed check: your Charisma mod + d20 vs their Wisdom mod + d20. High roll wins. If they lose, they are immediately put in a defensive stance for d4 rounds. If they lose by 10 or more, they immediately flee.
  4. Save Bonus: +1 to all saves.
  5. Attribute Bonus: +1 to any attribute.
  6. Bonus of +1 to a skill.
  7. To Hit bonus: +1.
  8. Use two-handed weapon one handed. If re-rolled, you can wield a two-handed weapon in your off hand, as well.
  9. Defensive Stance: +1 to Armor Class, -2 to hit.
  10. Offensive Stance: +1 to hit, -2 AC.


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