Siamangs
Level | Title | Exp. Points | Hit Dice |
1 | Siamang Medium | 0 | 1d4 |
2 | Siamang Seer | 3,000 | 2d4 |
3 | Siamang Conjurer/ess | 6,000 | 3d4 |
4 | Siamang Magician | 12,000 | 4d4 |
5 | Siamang Enchanter/ress | 25,000 | 5d4 |
6 | Siamang Warlock/Witch | 50,000 | 6d4 |
7 | Siamang Sorcerer/ess | 100,000 | 7d4 |
8 | Siamang Necromancer | 200,000 | 8d4 |
9 | Siamang Wizard/ess | 300,000 | 9d4 |
10 | 10th Level Siamang Wizard/ess | 400,000 | 9d4+1* |
* Constitution adjustments no longer apply |
Siamangs are larger species of gibbon, different enough from gibbons to be classified separately. Several features make them distinctly different from standard gibbons. First, siamangs are often twice the size of standard gibbons, having longer, denser shaggy hair, often quite dark in color. Second, the first two digits of each of a siamang’s feet feature a thin connecting membrane. Finally, siamangs have a gular sac, a large throat pouch that can be inflated to the size of its head. This gular sac enables the siamang to make loud, resonating calls and songs. It is this sac (through these powerful calls and songs) that enables them to be quite capable spellcasters.
The prime requisite for an siamang is Intelligence. Siamangs with an Intellgigence score of 13 or greater will gain a +10% bonus to earned experience points.
RESTRICTIONS: Siamangs determine their hit points using four-sided dice (d4). They may advance to a maximum of 10th level of experience. Siamangs are prohibited from wearing any type of armor or using a shield, and may only use a dagger as a weapon.
SPECIAL ABILITIES: Siamangs fight and save as magic-users of the same level, and may use the same magic items permitted to magic users. Siamangs also use spells as a magic-user of the same level and are able to climb trees as a thief of the same level. Like other apes, siamangs are able to swing through trees at a rate equal to their standard movement, and may hang from trees by their arms and use their feet attack and defend with -1 “to hit” and +1 AC penalties (respectively). In addition to common, Siamangs speak the language of apes, and use the sign language understood by apes, but are able to use the sign language “dialect” of gibbons.
Beginning at 9th level, siamangs gain the ability to create magic items (as a magic-user).
The prime requisite for an siamang is Intelligence. Siamangs with an Intellgigence score of 13 or greater will gain a +10% bonus to earned experience points.
RESTRICTIONS: Siamangs determine their hit points using four-sided dice (d4). They may advance to a maximum of 10th level of experience. Siamangs are prohibited from wearing any type of armor or using a shield, and may only use a dagger as a weapon.
SPECIAL ABILITIES: Siamangs fight and save as magic-users of the same level, and may use the same magic items permitted to magic users. Siamangs also use spells as a magic-user of the same level and are able to climb trees as a thief of the same level. Like other apes, siamangs are able to swing through trees at a rate equal to their standard movement, and may hang from trees by their arms and use their feet attack and defend with -1 “to hit” and +1 AC penalties (respectively). In addition to common, Siamangs speak the language of apes, and use the sign language understood by apes, but are able to use the sign language “dialect” of gibbons.
Beginning at 9th level, siamangs gain the ability to create magic items (as a magic-user).
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