The Hoch Ta'Lung

Author's Note: This is a complete player character class. It may or my not fit in with every Dungeonmaster's idea of how a class should be created or used. Extreme care should be used in inserting this class into any existing campaign as it could easily disrupt the game balance of that campaign. Be warned, until you have completely read this class, including any spells, do not say yes to it being used in your game.

Craft Spell List
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The Order of Hoch Ta'Lung

       The Hoch Ta'Lung are a order that has sworn itself to keep the creatures of the outer planes from upsetting the balance of the world. This ban applies to crreatures from any outer plane, good or evil. To this end they reason where they can, and fight where they must.
       The order has three branches. The first, are the warrior monks, trained in the weapons of nature, and the ways of the Mother and Father. They do the primary work of the Order. The second is the Craft, certain members of that class that have dedicated themselves to the purpose of the Hoch Ta'Lung. The last are the Priests, drawing power from those gods that are in accord with the order. We will discusse the warrior as the other two are standard classes with an added ethical set.

       A Hoch Ta'Lung Warrior uses a d10 for hit dice and gains a +3 hit point per level after 9th level. They use Saving Throw class E (Fighter if you don't have my Tables), and can wear no armor except for magical protections such as bracers, or rings. Cloaks are not allowed as they would interfear with free movement. The Hoch Ta"lung are martial artists, prefering unarmed combat, or weapons made from wood. While they will use some metal weapons, they avoid them when possible. Hoch Ta'Lung are trained to do real damage with both unarmed combat, or with weapons that usually do only "stun" damage. They can also heal any damage they personally inflect in the manner that Paladins can lay on hands. They can do this once a day for each level they have.

The allowed weapons of the Hoch Ta'Lung

WeaponDamageDamage TypeShield bonus
Any bow type
as per bow used
real
no
Kau sin ke
1-8
rereal
no
Lajatang
1-10
real
yes
Nunchahu
1-6
stun
no
Sai
1-4
stun
yes
Staff
1-6
real
yes
Tetsubo
1-8
real
no
Thee-piece rod
1-6
stun
yes
Tui-fa
1-6
stun
yes

        Stun damage is calculated normally until the end of melee. One fourth of "stun" damage is real, and lasts passed the melee. Three quarters of the damage will quickly fade at the end of the fight. (One turn for each point of stun damage.) A character brought to zero hit points that has part of that damage in stun damage will not be dead, but unconscious. They will remain out for the normal stun recovery. Any real damage they have taken will remain.

        Hoch Ta'Lung have a number of special maneuvers and disciplines to aid their cause as Follows:
        A Hoch Ta'Lung can perform the maneuver of Hidden Movement. This appears to be a teleport or blink maneuver to anyone that does not clearly see it, and that is the entire point. A Hoch Ta'Lung has a percentage chance (equal to Thief's "Move Silently" +bonus) to perform this maneuver on any round in which it was not performed in the previous round. If successful no one notices the Warrior's rapid movement to a new location. This grants a +2 for Initiative on that round.
        The Hoch Ta'Lung warrior is extremely hardy, and in tune with the land around them. When in a harsh environment the Hoch Ta'Lung will require only half the food and water required for a normal man. However, when entering a new environment they require 3 days to adapt to the conditions. This usually only applies to a sudden change, such as a teleport, or a sharp terrain break.
       The Hoch Tu'Lung gain the Healing skill as a ability of the class.
       The Hoch Ta'Lung can use only magic items usable by the Craft, Items of healing, magic weapons of the types permitted, or items of protective magic only. A Hoch Ta'Lung will not keep any items they cannot personally use, and no more items than they find personally useful.
       The Hoch Ta'Lung can focus their Ki, or spirit due to their close relationship with the Mother and Father. This concentration can be used for arcane effects. It can be called once per day, per level of the Warrior. It can only be used when the Warrior has rested the night before. The Abilities are:
-- Animal affinity: The warrior studies the seven sacred beasts when in training. They learn the nature of the beasts and how to call upon their abilities. The Warrior can call upon the abilities of one type of animal for every two levels they have. The animals can be chosen in any order. The Beasts are:
Hawk: The Hawk has great perception. When in tune with the Hawk the warrior can see as a hawk, and has a 10% per level chance of noticing invisible or hidden objects. This ability lasts for one round per Intelligence point
Wolf: The Wolf has great endurance. While in tune with the Wolf the Warrior banishes fatigue as per the Comfort spell. This ability lasts for one hour per Constitution point.
Monkey: The Monkey is the master of quickness. While in tune with the Monkey the Warrior has a +4 to his Dexterity. This ability lasts for one round per level.
Tiger: The Tiger is fearless in combat. While in tune with the Tiger the Warrior gains a +2 on all rolls to hit and damage. This ability lasts for 1 round per level.
Ox: The Ox has great strength. When in tune with the Ox the warrior gains his level in Strength. This is lifting and pulling power only, no combat adds are gained. This lasts for one turn per Constitution point.
Horse: The Horse has great speed. When in tune with the Horse the Warrior can run as a light horse. This lasts for one turn per Strength point.
Dragon: the most awesome of the beasts. When in tune with the Dragon, the Warrior gains +6 to his Charisma, and those that hear will take his words with great weight. This ability lasts for one round per level.
-- Distance strike: The Warrior must focus for one round, the next punch can be "thrown" 10 foot+ 1 foot/level
-- Structural damage: The Warrior must focus for two full rounds, the next strike will do 1d6 structural damage
The Hoch Ta'Lung gain craft spells at higher levels. Starting a 9th level the Hoch Ta'Lung warrior has limited access to craft spells. Each spell must be taught to the Warrior by a adept of the craft. They can know two spells for each one they can cast per day. They must prepare their spells prior to casting. Casting level is as a first level craft at ninth level and will progress to a maximum of 9th level at 17th level. They can only learn and cast spell of the first three craft levels.

Hoch Ta"lung, Experience for Level

Craft Spells Per level
Level
HD
AC
Hid. Move
+to Hit Eqv.
XP
Casting Lvl
   1   
   2   
   3   
1
1d10
8
15%
0
0
2
2d10
8
21%
0
2300
3
3d10
7
27%
0
4600
4
4d10
7
33%
+1
9200
5
5d10
6
40%
+1
20,000
6
6d10
6
47%
+2
38,000
7
7d10
5
55%
+2
76,000
8
8d10
5
62%
+2
154,000
9
9d10
4
70%
+3
310,000
1
1
10
+3
4
78%
+3
620,000
2
2
11
+6
3
86%
+3
930,000
3
2
1
12
+9
3
94%
+3
1,240,000
4
2
2
13
+12
2
95%
+4
1,550,000
5
2
2
1
14
+15
2
95%
+4
1,860,000
6
3
2
1
15
+18
1
95%
+4
2,170,000
7
3
2
2
16
+21
1
95%
+4
2,480,000
8
3
3
2
17
+24
0
95%
+4
2,790,000
9
3
3
3

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The Above is a work of fiction. All professions are fictional, any resemblance to professions living or dead is coincidental.

Copyright © Garry Stahl: December 2000. All rights reserved, re-print only with permission.

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