Al’Numur
Requirements: Minimum STR 9, DEX 9, and WIS 9
Prime requisite: STR and DEX
Hit Dice: 1d6
Armor: None
Weapons: None
Languages: Local Common
Touched by the hand of God, and blessed with the abilities to protect
their faith and all the people of the book. Al’Numur are people selected to
bare the gifts of God, take The Shape, and crush the servants of the Fallen
Angel. When in battle, the Al’Numur take The Shape, and gain characteristics of
a tiger with the ferocity to match. Striking out with tooth and claw, moving
with great alacrity, and as the years pass more and more abilities granted from
on high. There are rumors that the Fallen Angel has servants akin to Al’Numur,
but whose shape is that of a hyena. Those cannot be confirmed and are most
likely the ramblings of goat herders by the camp fire.
Ignore the dagger please. |
Al’Numur take a
sacred oath that they shall never use weapons or armor beyond what God has
given them. When choosing an alignment, Al’Numur must be of Lawful alignment
and revere the tenants of the faithful. If at any point the Al’Numur
violates a serious tenant of the faith, they will lose the ability to use The
Shape until they have atoned for their sins via an Imam. The Al’Numur is
expected to help provide for their community and will need to tithe (Zakat) to
a local Lawful organization 20 percent of the money they acquire.
Though they are
seen as a holy figure, people are often unnerved by the presence of an Al’Numur.
The predator nature of the warriors can scare the average man, and they often
lead very lonely existences. People who see them in battle are often frightened
to the point of fleeing, even if they are being protected. The sight of The
Shape can only be tolerated by the stoutest of hearts, or the loyalist of
friends.
In order to receive a 5% experience bonus either the character's DEX or WIS must be above 13. If both of these are above 13, the the bonus is 10%
In order to receive a 5% experience bonus either the character's DEX or WIS must be above 13. If both of these are above 13, the the bonus is 10%
AC: As the Al’Numur increases in level, so does their AC. They become tougher and quicker with The Shape.
# of Att: The rate of attacks increases over time as they learn to
combat evil.
Damage: The strength of the Al’Numur’s teeth and claws become more
deadly as they increase in level.
Hit As: The strikes of an Al’Numur can overcome supernatural defenses. Their
natural weapons count as the appropriate level category.
Move: As the Al Numur increases in ability, so does their Movement Rate.
Special Abilities
A – Heightened Senses – The Al’Numur can only be surprised on the roll
of a 1 on a D6.
B – Regeneration – By spending 1 round in prayer, the Al’Numur can restore
hit points equal to their level, once a day.
C – Speak with God’s Creatures – At this level the Al’Numur learns to communicate
with all of God’s natural animal creations.
D – Blessed by the Angels – The Al’Numur automatically takes half damage
from Breath related Saving Throws. If the warrior makes the saving throw, it
reduces that damage to one quarter, rounded down. Attacks will always do a minimum
of 1 damage.
E – Speak the Word – The Al’Numur can speak with any creature that God
has given language.
F – Driven by the Word – Al’Numur at this level cannot be dissuaded from
the path. They are immune to ESP, Hold and Slow Spells, any magical Charm,
Quest, and Geas.
G – Beyond the Flesh - The Al’Numur’s senses expand to not require sight.
Once per day, for a number of rounds equal to their level, the Al’Numur can fight
without being able to see using only other senses to guide them. They can also detect
creatures that are Invisible, and can tell if they are being watched
(physically or magically).
Al'Numur have the following abilities equivalent to a similar level Thief.
Female Al'Numur are rarer,but not unheard.
This class is heavily inspired from two sources. First, is the BECMI
style monk with which a lot of the stats are similar. Next, is the story Throne of the Crescent
Moon by Saladin Ahmed. If you have not checked out this story, I recommend
it. The link to it is HERE.
I am unsure on the balance of this class, and I am looking for any feedback that people want to throw at me. I kept finding reasons to increase and decrease the relative power level. I came to what I believe is a healthy balance. I am currently working on a setting for B/X and Old School Essentials that is Arabian Fantasy. A link to all my articles is HERE. |
The damage numbers are a bit odd, although some of the other gains as the character levels up may offset them. For example, damage at Level 6 (1d6+2 or 3-8) is better than at Level 7 (1d8)! However, number of attacks increases from 3/2 to 2/1. The mix seems a little odd to me but I do like the character concept.
ReplyDeleteThe max damage output per round never goes down. They are always on an upwards curve.
ReplyDeleteThe max damage, yes. But, in some places, the least possible damage is significantly different. As I pointed out, the Level 6 damage is at least 3 points (no chance of being less), while Level 7 can be 1-2 (25% chance). A 3-8 damage spread is better than 1-8 even if the highest possible damage for both is 8. The oddity of a "greater floor of damage at the lesser level" is at levels 3-4, 6-7, 9-10, and 12-13.
ReplyDeleteSo I think it's odd to see the lower level damage be better than the higher level damage. But the only way I can see to change it is the remove all the "+2" damage listings (such as 1d6+2) and replace them with the next die damage (so 1d6+2 would be replaced with 1d8). This would make the possible damage the same at these levels. The bonus would come in the increased number of attacks between the levels, not the damage.
Anyway, I tend to "play" with things like this; that doesn't mean a change is needed. I like what you're working on and look forward to seeing how it all turns out!
That isn't a bad suggestion....I like it.
ReplyDelete