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The Bitch... Is Back... In Black...Class Description.ABILITY REQUIREMENTS: Wisdom 10
Intelligence 8
Dexterity 12
Charisma 10
Vanity 14
RACES: Any
Gender: Female, straight or gay
Males, 1% of gay
Starting Gold: (D4 + D6 + D8) * 20
Alignment: See Below
Hit Points: All bitches receive two hp per 3 Vanity points at level one
Upon obtaining an even level they will gain D4 pints and D6
upon gaining an odd level.
2
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Level Title Experience Ma Di
1 Innocent 0- 1 1
2 Droll 2500- 2 1
3 Drab 5000- 3 1
4 Niggler 10000- 3 1 2 1
5 Mole 20000- 3 2 2 1
6 Tease 35000- 3 2 2 1
7 Temptress 50000- 3 2 1 3 2 1
8 Seducer 75000- 3 3 1 3 2 1
9 Troll 100000- 3 3 2 1 3 2 1
10 Lunch Cutter 200000- 3 3 2 1 4 3 2 1
11 Sarcastic 350000- 4 4 2 1 4 3 2 1
12 Agitator 600000- 4 4 3 2 1 4 3 2 1
13 Sardonic 900000- 4 4 3 2 1 4 3 3 1
14 Tart 200000- 4 4 3 2 2 5 4 3 2
15 Trash * 1500000- 5 5 3 2 2 1 5 4 3 2
16 Obliviaan 1800000- 5 5 3 2 2 1 5 4 3 2 1
17 Slut 2100000- 6 5 4 2 2 1 5 4 3 2 1
18 Princess 2400000- 6 5 5 3 2 2 5 5 4 3 1
19 Goddess 2700000- 6 5 5 3 3 2 6 5 4 3 2
20 Cradle Snatcher 3000000- 7 6 5 4 3 2 6 5 4 3 2
3
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21 Bitch Queen 3300000- 7 7 6 5 4 3 6 5 4 3 2
22 Im not a Bitch,
Im the Bitch and
thats Miss Bitch
to ou.
3600000- 7 7 7 6 5 4 6 5 4 3 2
*- Coloured, Euro or White.
Due to the somewhat erratic nature of the bitch their alignment tends to change. A bitch may
only change one aspect of her alignment at any time. To do so she must either be confronted with a
practical situation with a multitude of logical or obvious conclusions (such as what to wear tonight)
or fail successive wisdom, vanity and constitution tests. Attempting to use a bitch skill may also
cause the bitch to change alignment, especially if the test fails. True bitches tend to obey the
following alignment philosophies.
Alignment Philosophy
Lawful That would be your law...
Chaotic I am so stable
Neutral Like, yeah, who cares...
Good Im not evil, Im just good looking
Evil When Im bad, Im damn good
In addition to the alignment change the bitch will under go a mood swing according to the
following table.
Roll Moods & Attitudes
1 Happy, cheerful, optimistic, helpful, friendly
2 Self-pity/ self-loathing, unhelpful, brooding
3 Pissed off, vengeful, cruel
4 Depressed, sullen, feeling inadequate
5 No Change
6 Independent, jealous and Proud
7 Impatient, Condescending
8 Lustful, self centred9 Centre of Attention, overbearing
10 No Change
At each mood swing there is a percent chance (equal to her Vanity value) that a Bitch will
loose a percentage of her personal funds (or party funds, whatever).
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ROLL Destination of Funds
1 Um, I forgot, what I did with it.
2 I gave it to a reputable charity.
3 Do you like my new dress.
4 Here have a drink on me.
5 Dont you just adore the pattern on my new weapon.
6 Its under a rock.
7 Some guy, said something about super annuation.
8 Another character in the group
9 I traded it to a Mage, for a frog. It died.
10 Another character in the group
Roll (2D4)Percentage Lost
2 50% 3 25%4 10% 5 Equal to Vanity Attribute
6 Equal to Bitch Level 7 Equal to Vanity * Level (Max 85%)
8 95%
Bitches start off with 2 initial weapon Proficiencies and 4 non-weapon Proficiencies. They
receive another weapon prof. every 4 levels and additional non-weapon prof. every 3 levels. Their
penalty for employing weapons they are not proficient in is -4. Bitches may choose non-weapon
Proficiencies from all Groups except the Fighter Group. Bitches can wear leather armour (or nice
shinny metal armour), but carry a hand mirror instead of a shield. The weapons that may be used
by this class are: staff, whip, stiletto, throwing knife, sling, lasso, cat-o-nine tails and a handbag.They have a bonus non-weapon proficiency in Reading/ Writing and one other in haggling,
information gathering or an artistic skill (not an instrument).
Bitches attack on the thief table, and save as thieves with the exception of paralysation,
poison, death magic and breath weapon, where they save as clerics of equal level. Spell books are
replaced by diaries, which are recognisable by the floral cover and a small lock. The key to which is
almost always worn around the bitchs neck. The diary is kept in a different location every week.
Bitches typically use their diary to store gossip, spells and other important information which
would be regarded as irrelevant to any other class.
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Bitch Skill Descriptions.Due to their covert, dark, self centred dealings, Bitches have modified have developed several
Thieving Skills. They have the below base scores, adjusted for Race and Vanity and gain anadditional number of points equal to their Vanity value to allocate to these scores (with no more
than 7 going to any one score per level) per level. No score, with the exception of read languages, can
ever be increased to above 80%
Bitching Skill Base Scores
Move Through Crowds 5%
Hide/ Find Diary 10%
Detect Bitch 20%
Read Between the Lines 10%
Spread Gossip 15%
Race MTC FHD DB RBL SG
Human -- -- -- -- --
Elf +10 +10 -10 -- -10
1/2 Elf +5 +5 -5 -- -5
Dwarf -10 +10 +10 -- -10
Centaur -5 +5 +15 -5 -10
Goblin +10 +5 -- -10 +5
Gnome -5 +15 +5 -20 --
Doppelganger -10 --- -- +10 --Bugbears -5 -5 -5 -- +15
Hobgoblin -5 +5 +5 -5 --
# Requires additional modifications for its current and previous form.
Vanity MTC FHD DB RBL SG
12-13 +6 +9 +7 +3 +12
14-15 +9 +11 +11 +8 +14
16-17 +12 +13 +15 +14 +16
18-19 +15 +15 +19 +21 +18
20+ +18 +17 +23 +29 +20
Move Through Crowds: Bitches are able to move there way through a throng with the grace,
dignity and poise of an elf on heat.
Hide/ Find Diary: Every Bitch needs a diary, a bitch may not advance levels without their diary
and as such rivals diaries are highly prized items. A bitch usually alternates between hiding her
diary on herself and with her belongings. One successful test will reveal the location of the diary. A
second test usually a body search or a looting spree with reveal the rivals diary.
Detect Bitch: This enables a Bitch to detect another bitch within a radius of 10m per vanity Point.
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Read Between the Lines: This skill enables a bitch to read the body language and vocal inflections of
an enemy, to determine their true motives, and possible course of action. This skill may only be
used once on an enemy per day.
Spread Gossip: One successful test to extract a scandalous rumour about an enemy andanother to pass it to three other characters per Bitch level. One further test may be used to
successfully twist the rumour further from the truth.
Bitches cast spells as Mages from their diary, although in a time of need they may cold
cast by calling to their deity Saint Yves Lauren, although most bitches are two vain to admit to
worshiping a being other than themselves. In fact a true bitch will never admit to the existence of
any being greater than themselves. Bitches gain a +4 bonus when casting against an enemy. Each
morning a bitch will invoke Saint Yves Lauren by grooming herself in front of a mirror (a sacred
circle is not necessary) and will memorise her spells for the day as she fards up. During the day she
may call upon the Saint to cast additional spells. She has a percentage chance of half her Vanity perlevel that her call will be heard and answered with the appropriate spell. Spells may not be cold cast
nor memorised without the diary.
A bitchs worst enemy, is of course any other bitch, whom she gains a bonus to cast against.
However most bitches by third level have a hated name. Any character who refers to a bitch by that
name, also faces the consequences of the bitch focussing additional mental energy at them during
spell casting. Typical hated names are Doll, Darlin, Darl, Lovey, Sweetie, Sugar Pop. At 20th level
any term of endearment will infuriate the bitch. During combat, or any other time a bitch will single
handedly engage any other bitch (after Detect Bitch has been used), before despatching of any other
enemy (hated name), and only then will attack any other character. Note that Move ThroughCrowds, Hide/ Find Diary, Detect Bitch, Read Between the Lines, Spread Gossip may not be used
during combat.
When two bitches confront or detect each other they will attempt to establish control over
each other. If there is two or more levels between them the lesser will concede defeat before combat
arises. However, combat may ensue, usually beginning with a preen off, followed by a name calling
session. Physical combat includes bitch slapping, biting, hair pulling. The victor is entitled to lord
over her victim by teasing for the rest of their lives, or until revenge is exacted. Bitches will not
tolerate another bitch in their vicinity. Bitches will never travel or adventure together.
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Bitch Level Descriptions
First Level
Every bitch, even an Innocent must have a diary. Each bitch begins adventuring with a diary
in which to record scandalous gossip, spells and other miscellaneous information, which as little ifany value to any other character, except maybe a rival bitch. Should a bitch lose her diary, she must
attempt every thing within her power to retrieve it. She is unable to cold cast or memorise any more
spells without it. Many bitches have pinned away, nagged incessantly for the rest of their lives after
losing their diary. If their diary is destroyed, they must gain another as quickly as possible to write
lamentations regarding the loss of the first diary. A bitch cannot cast spells from a destroyed diary,
she must learn them from scratch. A bitch is unable to advance in levels unless she has her diary on
her. A true bitch will attempt to seek and destroy all other bitches diaries, if time permits she will
riffle through to gleam what ever gossip and spell that she might find useful.
An innocent, is able to carry her diary on her person, so as to not burden her hands, and is
able to retrieve it without any visible effort. She may also will it into her hands from her pack, hermounts pack or a companion/plebs pack from a distance of less than 2m per bitch level. She may
also retrieve her diary if it is within sight at 3m per bitch level.
Second Level
Very few of bitches, however, allow themselves to appear old or ugly, most being vain
enough to use their magic to appear youthful and attractive. Bitches tend towards the melodramatic
in terms of dress, preferring to wear long, billowing cloaks and such apparel as will affect a certain
air of mystery about them. This "air of mystery," or secrecy is, in fact, a deeply ingrained character
trait of all bitches, even though no one else can detect it. They dont care
Third Level
All Bitches can pass through any type of social setting without leaving a discernible trail.
Characters who do not have specific tracking abilities will be unable to detect such traces, and even
rangers, foresters and hunter-class characters will find that bitches are -50% harder to track in social
settings than other characters. They also have a percent chance (13% per level) to be able to leave a
social setting without being noticed. An enemy Bitch may use their detect Bitch Skill to determine if
a known bitch is still in the immediate area.
Fifth Level
All Bitches have the ability to identify unknown fashion on sight. A successful check vs. the
bitch's Intelligence. means that the fashion in question has been identified. A further test enables the
bitch to make a snide remark (criticism) to the wearer. The wearer suffers -1 vanity (modesty)per
criticism for three changes of alignment.
To advance to sixth level a Bitch must seek out a bitch of the same level or higher and steal
her diary. The Bitch may bypass level six and advance to level seven should she be able to steal the
diary o a level ten bitch or greater.
Seventh level
Bitches are now capable of creating cosmetics, such as foundations, rouge, lip gloss andperfume, as per elixirs, potions, poultices etc. A bitch may not want to get her hands dirty and as
such instruct someone else to perform the work for her.
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8th Level
The bitch must acquire a companion (marriage is not compulsory, nor must he/she need to
adventure with the party). If the bitch is able to steal the affections companion of another bitch (of
equal or higher level) she may advance directly to level ten. She doesnt need to be faithful to the
companion, but she be pretty pissed of if he isnt faithful to her.
10th Level
To advance to 11the level and beyond, the bitch must steal the affections of another bitchs
companion. She may need to discard her first one, although another on the side is acceptable to a
bitch. Should she succeed in stealing the companion of a piece of trash (or higher) she may advance
to level 12.
12th Level
Bitches are immune to charm type spells as cast by other Bitches.
13th Level
Bitches are immune to charm type spells as cast by any enemy.
14th Level
Witches and Bitches become immune to all Charm spells cast by LG, TN or CE characters.
She will find it possible to attract a group of followers equal to her Vanity Attribute divided by
three rounded up. These followers will always be mindless plebs (of the appropriate persuasion)
who will follow the Bitchs instructions to the word. A loyalty ritual may be performed once a
month, granting the Bitch +1 (accumulative) charisma to her followers and reduce their Intelligence
and Wisdom to their racial minimums.
16th Level
Bitches receive an immunity to all criticism.
18th level
A bitch may double the number of plebs she gained at 14th level. At each additional level a
bitch may attempt to gain this number of plebs again.
20th LevelTo advance beyond 20th level a bitch needs to beg, borrow, steal, or otherwise gain the
affections of a number of other bitches companions. One point is awarded for the level of bitch who
losses her companion. No two victim bitches may be of the same level and the bitch needs fifty
Companion Points to advance to level 21 as well as the necessary experience points. As this level
generally coincides with the bitch obtaining 40 years of age (human anyway) each stolen companion
must be significantly younger than herself. Ideally they should be ideal specimens of outstanding
strength, vitality and wealth.
21st Level
Needs to steal an additional companion from an Obliviaan or higher. A bitch will need to dothis (plus have the relevant experience) to advance each level. From obtaining Level 21 (for the first
time) should she lose a companion to another bitch, she will lose one level and any level based
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abilities she has gained.
30th level
Bitches gain the ability to crash into all sociable/ fashionable planes at will.
Note: For a bitch to gain levels she must have enough experience points, in some cases a bitch mayjump levels in which case they are awarded enough XP to achieve this as they have managed to
perform an outstanding bitch feat.
Suitable Spells for a Bitch.
Bitch Slap Cantrip
Range 10M
Components V S
Failing a saving throw the victim feels a slight push against their chest.
The Sound of Three hands Clapping Level 1
Range 5M
Components V S
The victim is slapped by three invisible hands each for D4 points of damage per level of
the castor. To hit rolls are not required. A successful saving throw reduces damage by half. The
hands will permeate leather helmets. If the castor is level five the hands will permeate through allnon-magical metal helms. If the castor is at level ten the hands will permeate though enchanted helms
as long as the castors level -9 is greater than the enchantment on the helm.
Smudge Level 1
Range 20m
Components V M ( a piece of rough cloth)
This will cause the victims make up to become smudged, thereby reducing their charisma/
comeliness by 1. Additional reductions may be caused by subtracting the castors level from the
victims level.
PMT 1 Level 1
Range Self
Components Special
This spell causes the castor to go into a unarmed frenzy and berserk, with her bare hands
until she no longer considers herself to be under threat, (usually when the victim (perceived
assailant) has fled in terror or dropped to their knees). This may only be cast if the castor perceives
herself to be in immediate danger or is facing an enemy.
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You Can Look But You Cant Touch Level 2
Range 20M
Components S M (a piece of barbed wire)
This spell will enable the victim to approach the castor but will be unable to get closer than
five paces from her. Any attempt to get closer and the victim will suffer D4 points of damage from
electricity. A successful saving through will negate the electrical damage, but the victim still canttouch the castor.
Heart Breaker Level 2
Range Touch
Components S M (a dead heart)
This spell although similar to a Charm spell, will leave the victim after the charm has wanned
realising that they have been dropped. Their morale will hit rock bottom. Many victims have been
known to starve to death by refusing to eat. Others have disappeared altogether amid rumours that
they have become bed ridden from lethargy. A successful saving through enables the character to
eventually learn to live again, although it is not known if any have trusted their hearts to anyone
else.
PMT 2 Level 2
Range Self
Components V M (the Weapon)
Similar to PMT 1, although the castor is enable to seize the victims weapon (melee), and
wield it as though proficient with it. This is limited to one single handed weapon. The weapon is
consumed by the spell.
Flirt Level 3
Range 20m
Components V M (A goblet/ glass of an alcoholic beverage)
This will raise the charisma of the castor by 1 per three of their bitch levels to the victim,
who will perceive the castor as flirting with them. Many victims have later stated in court that they
castor was half naked and gesticulating towards them, a successful saving throw and the victim will
not feel the urgency to return the compliment.
Gossip Level 3
Range 20M diameter, with the castor at the centre
Components V S
The last piece of information heard, by the castor will be broadcast to every person within
the spell range, as though the speaker had told them directly. The persons voice will not be
disguised.
PMT 3 Level 3
Range Self
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Components V M (the Weapons)
As for PMT 2 but two one handed weapons may be used in a shadow style. The weapon is
consumed by the spell.
Chain Gossip Level 4Range 3 people per level of castor
Components V M (A length of silver string)
The last piece of information heard by the castor, may be transmitted through a chain of
people, as directed by the castor. The total number of people in the chain may be less than the
maximum. Each person in the chain will hear the voice as it spoke its message. Each person needs to
be within sight of the person that they are receiving the message from.
Group Flirt Level 4
Range 5m radius 20m from the castor
Components S V
All persons of appropriate persuasion act as though victims of the Flirt Spell.
PMT 4 Level 4
Range Self
Components V M (the Weapon)
As per PMT 3 although the castor is able to wield a two handed or pole arm weapon. The
Weapon is consumed by the spell.
Under The Thumb Level 5
Range Touch
Components V M (A Fire Diamond, an Ice Diamond, a Wind Diamond, a
Dark Diamond. The Victims Holy Symbol or equivalent.
This spell will entrap the affections of a victim (of the appropriate persuasion) for a number
of days equal to the castors Vanity Value. After this time the character will act as though charmed
by the bitch. This spell may not be cast on a victim, while they are still Under the Thumb of
another bitch, although once the initial spell wears off- they may fall under the influence of anotherBitch. A successful saving through allows a character to be charmed for this duration, and they will
not b charmed when the spell wears off. Whilst Under the Thumb the victim will not leave the
castors side, pandering to their every request and acting chivalrous enough to make even a quoggoth
puke.
Goddess Level 8
Range Special
Components Special
This spell has three forms depending on the victims. Firstly a bitch may cast it once over herentire entourage of plebs, such that they will worship the ground she walks on, no saving throws. It
may be cast on a companion, ensuring that he will not lose his affection for her for a year and a day,
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a successful saving through and he will act as though Under the Thumb for a month and a day. This
Spell may also be cast on another bitch, who will regard the castor as harmless (for one week),
regardless of what they Read Between the Lines. A successful saving through in this case causes the
spell to backfire and the castor believes that the victim is in deed their best friend and will happily
share their grievances and diary with them.
Beautality Level 10
Range Self
Components V S M (A Pika Pelt, The Frame of Chantels Horror, A Haagii Jaw Bone, a Litre of
Royal Blood, a Fresh Four Seasons Pizza, The Alcohol Gland from an
Alcohol Dragon)
This spell enables the castor to maintain her appearance (ideal) at the time of casting for the
next 6 and a half years. Although she will continue to age, only a true bitch will not be deceived by
the illusion.
Menopause Level 10
Range Self
Components Something special, incredibly rare and impossible to locate.
Similar to the PMT spells, this spell enables the castor to borrow one attack mode (magical
or mechanical) from the victim and use it against the victim. Stories abound, of bitches scorching
dragons by spitting at them with their own breath weapon. The castor is immune to the attack mode
(as used by the victim), unless a successful saving through is made.
Appendix A: Classes suitable for a pleb.
WARRIOR OAF
The Warrior Oaf is essentially a big, strong, and dull-witted human. Mongo from Mel Brooks'
Blazing Saddles is a good example of a Warrior Oaf. Requirements for this character are a Strength
of 18 and a minimum constitution of 16. This is necessary to compensate for his glaring deficits in
all other abilities. His size and apparent strength should be intimidating to others, therefore, he
must be human. It would be unreasonable to expect the DM to allow a dwarf, elf, half-elf, orHalfling to attain such proportions (ie. 7', 350lbs).
Maximum Intelligence and Wisdom are 7 (we suggest 1d4+3. In addition to providing a maximum
of 7 this method offers a good possibility that his INT and WIS will be less than that and guarantees
that the character will be able to speak at least on a simple level and that he will not necessarily act
on instinct).
Maximum Dexterity and Charisma are 12. A creature so big and slow-witted is simply not capable
of the grace, agility, and charm of a Robin Hood. In truth, his charisma should probably be much
lower but it is not inconceivable that men would chose to follow one who possesses such physicalpower or that a fair maiden would not be attracted to him much like she would to a puppy.
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Because he is lacking in intelligence and wisdom, the Warrior Oafs ability to learn is very limited.
For this reason, unlike most warriors, he begins with only 2 weapon proficiency slots and only one
non-weapon proficiency slot. He then accumulates slots as a normal warrior would.
His choice of weapons is limited to bludgeoning type melee weapons. He simply lacks the ability
to learn how to use swords, axes, picks, etc. and missile weapons (it is possible that he may be ableto become proficient in rock/boulder throwing but we're not sure how to do this). He may, and
should, use his first two weapon proficiency slots to specialise. I do not believe that this poses a
incongruity. Although he is mentally slow, it stands to reason that if he fights only with a club he
would become quite adept in its use and even a specialist. He may wear armour of any type
provided he can acquire some that fits his enormous bulk
His non-weapon Proficiencies are limited only to those requiring strength or constitution and then
only those which do not involve much skill. Although the Warrior Oaf may be quite good at
pounding nails he could not learn the skills necessary to be a carpenter. Some Proficiencies that he
could acquire are running, swimming, jumping, and endurance (which requires two slots).
Since his abilities render him incapable of understanding Law, the Warrior Oaf has to be chaotic in
alignment. I'm not certain how to describe him in terms of good vs evil. Some of it would probably
depend on his upbringing. However, his low intelligence and wisdom make him highly
impressionable and he could be swayed from one side to the other by someone who he considers a
friend. Again, Mongo is a good example. At first Mongo was essentially evil (I realise that
statement is debatable but I'm trying to figure this alignment thing out). However, after
development a fondness for Sheriff Bart, Mongo realigned himself with good. I suppose, therefore,
that the Warrior Oaf's alignment will depend much on the other members of his party. Still, it is
possible that the character could be inherently good or evil. A good Warrior Oaf who is adventuring
with an evil party might prevent a gang rape and bust a few of his colleagues heads in the process.
If evil and travelling with a good party, he might forcefully take a gem from a colleague and then bust
his head if he expresses disapproval. that statement is debatable but I'm trying to figure this
alignment thing out).
Clod
Description: Members of this kit are not part of a "group" in any normal sense. Some individuals are unusually strongand stupid. They blunder around life, taking things when they need them. Their thief abilities are significantlymodified in form, though not in result. This character is a sort of "duh, gee George, sure I canna open da puny littlebox for ya" type. They are invariably large and overweight for their race.
Ability requirements: Strength must be at least 15, Dexterity must be no GREATER than 16, and both Intelligence andWisdom must be less than 11. Members of this kit are permitted extraordinary strength up to 18/50 (roll d%; on a 01-50, STR = 18; on a 51-00, STR = 18/01-50).
Role: See description. Imagine a cross between the Abominable Snowman from the old Warner Brothers BugsBunny/Daffy duck cartoon and the classic thief.
Weapon Proficiencies: These thieves can use any inelegant weapon. Mostly this means clubs, saps, punching,
wrestling, axes, etc. No rapiers, bows, martial arts, etc. They may specialise in punching and wrestling (only).
Nonweapon Proficiencies: The whole point of this kit is rather antithetical to being highly skilled. No bonus orrequired Proficiencies. All Proficiencies for which Intelligence is the relevant ability cost an ADDED penalty of one
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slot.
Modification to thief abilities: Members of this kit lose some abilities outright, gain a few in exchange, and have therest altered noticeably. They lose the ability to Find Traps, Move Silently, Hide in Shadows, Detect Noise, ClimbWalls, and Read Languages totally. The following abilities are changed:
Pick Pockets: This ability is no longer the sly purloining of coins or pouches from an unknowingvictim. Instead, it represents an irresistible "grabbing" of the object. Its chance of success is the same
as for the normal ability, but there are some differences. First, whether successful or not the attempt
is totally obvious. Unless dead, the target will notice. If the thief tries to "pick" a pouch hanging
from the victim's belt, success means that the whole pouch was ripped off, the attaching thongs
torn. If the thief tries for something in a pocket, he shoves a big meaty hand inside and grabs
everything he can, most likely tearing the pocket off in the bargain. Ability modifiers: (STR, not
DEX, applies)
STR SCORE MODIFIER RACE MODIFIER
15 0 Human 0
16 0 Gnome -5%
17 +5% Halfling -5%
18 +10% Dwarf 0
18/01-50 +15%
If the victim is holding the item to be "picked," the following modifiers apply: Strength ofopponent = same penalty as the thief would get as a bonus, above; Held with two hands = -15%. If the held object is a weapon, the victim gets a free attack against the thief. If that attackhits, the "pick" attempt automatically fails.
Open locks: This skill is simply the opening of locked objects through the creative use of force.
Special tools are normally required to open locks effectively. Members of this kit don't use any of
those wimpy-ass girlie-tools that normal thieves do, though. Crowbars, sledge hammers, big rocks,
and spiked clubs are frequently used. This method has advantages and disadvantages over the
normal method. Normal traps like poisoned needles in locks and contact poison just don't do
anything to the thief, obviously. Moreover, an attempt takes a mere round (spent smashing, prying,
and gouging the offending closure). The problem is that most objects are too, er, delicate to handle
this sort of treatment. Generally, if the DM thinks the locked object (or its contents, if a chest or
box) is liable to be broken by the mistreatment of the lock, s/he should have it save versus the blow.
Strong items like solid steel doors need not save at all. Large chests and strong wood doors might
save vs. normal blow, perhaps at a bonus. Ivory coffers and crystal boxes would need to save vs.
crushing blow at a penalty. Noise is also a drawback of this method. Ability modifiers (relevant
ability is STR):
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STR SCORE MODIFIER RACE MODIFIER:
15 0 Human 0
16 +5% Gnome 0
17 +10% Halfling 0
18 +15% Dwarf +5%
18/01-50 +20%
With normal lock picking, the DM can assign bonuses or penalties depending on the quality of the
lock. The same may be done here. The thief may try again to open a lock on a later round (if the
noise doesn't attract someone before then, or the punishment break the closure outright, making itmoot) at a cumulative penalty of -10% per round. (The damage tends to jam & fuse the lock in
place.)
Remove traps: Not dissimilar to Open Locks. These thieves couldn't FIND a trap on their own if
their life depended on it. But if a friend points one out, the thief can "remove" it quite effectively.
The technique is essentially that of catastrophically setting it off. As above, a few "tools" are
needed. If the roll is successful, the thief sets the trap off, causing it to fail/jam/whatever. The thief
NEVER takes damage from the trap if his roll is successful; if damage would normally be
unavoidable, the result for the thief should be mostly cosmetic (e.g. if a fireball is set off in the room,
the thief should lose one to three hit points and have his face and body comically blackened). Otherparty members need by no means get off this easily. If they happen to be standing in the wrong
place when the trap is set off, too bad for them. This skill applies both for mechanical and magical
traps, though magical traps cause a -10% penalty to the roll. There are no ability modifiers for this
skill. Failure sets the trap off automatically; and, if the thief CAN be affected by it, he automatically
is.
New Thief Abilities
Move unstoppably: As was mentioned earlier, every member of this kit is large and overweight.
These thieves possess an uncanny skill to barge through obstacles with little or no harm tothemselves. This skill is usually invoked either (1) while frantically making for the exit or (2) while
mindlessly trying to get hold of something interesting. If used successfully, intervening objects will
be knocked over, spilled, scattered, stomped on, jostled, or otherwise disturbed in the most chaotic,
noisy way possible. There are four basic types of obstacle this thief needs to worry about:
(1) "Huh? Did I hit something?" A single chair. A shorter humanoid. Something minor like
that. +10%.
(2) "Oooff!" A dining room set. A few people gossiping in a group. A bunch or barrels. A
single much bigger humanoid. A short picket fence. A thick hedge. +/- 0%.
(3) "Oww!" A plaster wall. A small group of militiamen. A big fence. -20%.
(4) "...." A stone wall. A bunch of nasty dudes bigger than the thief. A Blade Barrier spell. Theroll cannot succeed unless the thief has funny magical stuff to allow it. The thief moves at full
normal movement through the area for up to a round or until the DM deems that he must stop
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or roll again. The path behind the thief is open for other party members to use. If the thief
attempts to Move Unstoppably through one or more armed entities, that's OK. If he
succeeds, the victims must each save vs. DEX or fall to the ground. Even if they retain their
footing, they attack and defend at -2 for 1-6 segments. If he fails, each of the intended victims
can attack the thief as he passes.
STR SCORE MODIFIER RACE MODIFIER
15 0 Human 0
16 0 Gnome -20%
17 +5% Halfling -25%
18 +10% Dwarf -10%
18/01-50 +15%
Thump: Thieves of this kit do not get the "backstab" ability per se. Instead, they gain the ability to"thump" a surprised opponent on the noggin. The thief may use any proficient blunt weapon. If the
victim is wearing armour, s/he is assumed to be wearing a helmet unless there is some reason to think
otherwise. A "thump" will be only a normal called shot to the head if the opponent is not surprised.
Modifiers:
Thief is 1 foot or more taller than victim: +1 to hit
Thief is 1 foot or more shorter than victim: -1 to hit
AC, helmet worn: normal AC of opponent
AC, no helmet: AC = 8 (modified by magic but not DEX since the opponent is by definition
surprised)
Plus all normal bonuses for attacking from behind, etc., if applicable.A successful hit does normal damage PLUS:
At levels 1-4: double this amount as temporary damage
At levels 5-8: x3 as temporary damage
At levels 9-12: x4 as temporary damage
At levels 13+: x5 as temporary damage
This temporary damage wears off normally. Note also that all this damage goes to the head if you
are using the optional "stunned" and "useless" table from the Complete Fighter's Handbook.
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Thieving Skill Base Scores:
SKILL BASE SCORE
Pick Pockets 25%
Open Locks 15%
Remove Traps 10%
Move Unstoppably 10%
At level one the thief gets 40 discretionary points. Every level thereafter he gets 20. No abilitymay be raised above 95%.
Special benefits: In order to live long enough to reach adulthood, all people as dorky as thosein this kit have to have a sizeable stock of luck. This may be handled in two ways.1. Every time the thief sets off some kind of disaster by using one of his 4 special skills (not
thump) and would be imperilled in some way not previously mentioned, he can attempt a saving
throw vs. breath weapon. Success means that he avoids danger is some comical, near-miraculous
way.
2. The other way is for the DM to decide when the PC/NPC has acted particularly true to his kit &
that it would be good for morale/comedic relief/encouragement to allow the player a save as above
to avoid danger.
Special hindrances: Duh, need one comment on this? They are constantly blundering into dangerous
situations and relying on the cleverness of friends. They are slow and dimwitted, with all the
disadvantages that normally accompany that failing.
Races: Most thieves in this kit are human, though other races are represented. Elves may not
participate in this kit. Interestingly, NPC giants, trolls, and other large humanoid groups have few
thieves NOT members of this kit.
The Swashbuckler
Stats:
Strength: 9 or better (no "to hit" bonuses for high Strength)
Intelligence: 6 or better
Constitution: any (9 or better recommended)
Charisma: 14 or better
Wisdom: 16 or lower *
Dexterity: 15 or better
* Wisdom will range from 4-6 at first level, then go up one point per level until the rolled stat is
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reached. The Swashbuckler will gain full Wisdom at 12th level in any case. He or she is allowed to
use the modifiers from the original Wisdom score for saving throws vs. mental attacks involving will
force, resisting ego swords, etc., but not for rolling vs. Weaknesses.
Races allowed: human, elf, and half-elf. The GM may place special restrictions on elves and half-
elves.
Weapons: +1 "to hit" with light swords (foil, rapier, saber, or cutlass). Can use other light weapons
(quarterstaff, dagger, etc.), excluding martial-arts weapons. No Polearms or bows are allowed.
Black powder pistols are allowed if they exist in the campaign world--however, they are
cumbersome to use.
Armour: None. (Gets a double Defensive Adjustment against a similar weapon type--ie., foil vs.
foil, rapier vs. Cutlass, etc.). Can use a buckler. The GM may rule that leather armour is allowed at
very low levels (1-3).
Alignment: chaotic only. Titles differ by alignment: Swashbuckler (good), Rogue (neutral), and
Villain (evil).
Magic items allowed: items for fighters, items that raise dexterity, items useable by all classes.
Description: Swashbucklers are a subclass of fighters with some Rogue abilities, whose training
emphasises swiftness and agility.
Experience Chart
Experience Hit dice/ Title Abilities
points level (Good-Neutral/Evil)
(d8)
0 1/1 Wastrel/(same) d4+2 skills (AAACMM)
2,251 2/2 Profligate/(same) A skill
4,501 3/3 Spendthrift/(same) M skill
10,001 4/4 Prodigal/Rake C skill20,001 5/5 Rascal/Schemer A skill
40,001 6/6 Scoundrel/Knave M skill
90,001 7/7 Fencer/Outlaw C skill
150,001 8/8 Swordsman/Opponent A skill *
225,001 9/9 Rogue/Foe M skill *
325,001 10/10 Swashbuckler/ C skill *
Rogue/Villain
650,001 11/11 (same) A skill *
975,001 12/12 (same) M skill *
1,300,001 Mandatory retirement * *
* The Swashbuckler may opt to remove one of his Weaknesses.
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* * He or she can either remain at 12th level indefinitely or switch to another class. Most have an
affinity for the fighter or thief classes.
Beginning at first level, a Swashbuckler gets:
Attacks and weapon proficiencies as a fighter
Jumping (front, back, sideways, and vertically) as Thief-Acrobat
Automatic first strike in combat, except when surprised or fighting another
Swashbuckler/Rogue/Villain
Base movement at 12"
d4 + 3 Weaknesses
d4 + 2 Skills
Skill in one gaming or gambling scenario involving skill, not chance. Examples: chess, backgammon,
poker, blackjack, etc. When playing the game, the Swashbuckler gets to make TWO rolls to
determine the outcome and takes the most favourable one. Furthermore, the Swashbuckler selects anew game every time (s)he gains a level.
Weaknesses
1. SPENDTHRIFT--Every time the Swashbuckler accumulates more
than 50 g.p. and is in a non-critical situation, (s)he must save vs. Wisdom on d20 or spend {(d6
+d4) X 10}% on one or more other Weaknesses.
2. EGOTISM--This Weakness can take several forms: FOPPISHNESS--the Swashbuckler feels
compelled to wear the latest, most expensive fashions and refuses to be seen in public otherwise.
VANITY--Roll 4d10 + 60 to determine the Swashbuckler's vanity. 95-00 is megalomania. He or
she will be egotistical, conceited, and snobbish; (s)he may seek revenge for minor wrongs, irk localofficials, brag too much, etc. Morale checks for henchmen and associates will have the
Swashbuckler's Vanity score subtracted from their roll! INTELLECTUAL PRIDE--(requires
Intelligence of 12 or greater)--The Swashbuckler will place great stock in his/her mental prowess,
wanting the party to follow his/her ideas, wanting to be the first person to figure out puzzles,
riddles, etc.
VAINGLORY--the Swashbuckler will continually be trying to perform brave (or foolhardy) feats
in order to be immortalised in story and song. The GM may opt to make these Weaknesses un-
removable.
3. WANDERING EYE--the Swashbuckler will hit on any member of the opposite sex with a
comeliness score of 14 or above. The target of this Weakness will save vs. Wisdom(SUBTRACTING the Mental Attack Adjustment) with the following modifiers: -3 if married or
engaged, -4 if lawful, -1 per level, -5 if under oath of celibacy, -10 if (s)he has been seduced and
dumped by a Swashbuckler before; +4 if chaotic, +2 if elf, +1 if half- elf, +5 if cleric of Aphrodite or
similar deity, +10 if the target is a Swashbuckler and the PC has a comeliness of 14 or better. Please
keep in mind that subtracting a negative yields a positive, so someone with a very low Wisdom and
a Mental Attack Adjustment of -3 will actually roll a save at
- -3 and ADD three to the base roll. The Swashbuckler may continue attempts for (d4 X
Swashbuckler's level) days before losing interest.
4. GAMBLING--the Swashbuckler must make a save vs. Wisdom on d20 to resist an invitation to
gamble (if (s)he rolls a 1, (s)he immediately invites others to gamble!). Once begun, theSwashbuckler will continue the game until (s)he's broke or the other players quit.
5. DRINKING--takes one of two forms (d%)
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01-70: The Swashbuckler drinks to intoxication after failing a save vs. Wisdom in non-critical
situations. Roll once a day.
71-00 The Swashbuckler collects and drinks the finest, most expensive beverages (s)he can afford.
6. FAMILY PROBLEMS--Swashbucklers are often second (or later) children of minor noble
houses. Roll d8:1-3 Disinherited
4-6 Disowned and disinherited
7 Disowned, disinherited, and in trouble with parents' liege *
8 Disowned, disinherited, in trouble with parents' liege, PLUS d6 other nobles *
* The Swashbuckler will not return to his/her homeland until (s)he has removed at least one
Weakness and/or has the means to make amends.
7. OUTSTANDING DEBT--Although the creditors now know that the Swashbuckler is a poor
credit risk, (s)he will start at first level with a debt of (d% X 100) gold pieces. This is the ONLY
Weakness that can be removed prior to reaching 8th level. The Swashbuckler may well have to deal
with collectors ("There's an ogre magi here to see you!"), grovel for more time, etc. Roll for thealignment of the creditor(s):
d6: 1-2 lawful, 3-4 neutral, 5-6 chaotic
d6: 1-2 good, 3-4 neutral, 5-6 evil
8. SECRET--The Swashbuckler has something in his/her past that (s)he's ashamed of. Secrets 6
and 10 do not apply to elves or half-elves. Roll d10:
1 Used to be another chaotic alignment
2 Sired (or had) a baby and abandoned it
3 Robbed a store; frittered away the money
4 Stole from one or both parents to support Weaknesses
5 Killed someone * *6 Had an affair with a noble's spouse
7 Destroyed a powerful person's valuable property * *
8 Briefly belonged to politically suspect organisation
9 Got drunk and did something SO humiliating that it can't even be mentioned here!
10 Family background--roll d8: 1-3 peasant background d4 generations back; 4 orc blood d4
generations back; 5 Swashbuckler born d6 months after parents wed; 6 Swashbuckler was the
product of mother's affair; 7-8 parents or sibling(s) are what the Swashbuckler would consider a
disgraceful alignment, profession, religion, or status.
* * If the Swashbuckler is Good alignment, there is a 90% chance that it was accidentally. Secrets
cannot be removed. The player can customise them with the GMs approval.9. A PHOBIA or OBSESSION--these will be assigned by the Dungeon Master. An obsession is
often the only stable element in an otherwise chaotic life. These Weaknesses also cannot be
removed except under extraordinary circumstances.
A Swashbuckler can take a MAXIMUM of two Secrets and/or one Debt as Weaknesses.
A Swashbuckler starts out with d4 + 2 skills. The first three must be Aristocratic, the next either
combat or miscellaneous, any other miscellaneous only. Every time the Swashbuckler increases a
level, (s)he gains another skill--however, the skills acquired must alternate between "aristocratic" and
other types.
Aristocratic skills
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1. HERALDRY--The Swashbuckler can identify shields and devices. If the shield/device is not
from his/her homeland, the Swashbuckler has a 10% chance per month (s)he's stayed in the region to
identify it.
2. RIDING
3. HUNTING--This basically entails going into the forest with dogs, with servants to handle theanimals, clean the kill, etc. This in no way confers Ranger-like abilities!
4. FALCONRY--Hunting, as above, with raptors instead of dogs
5. POETRY
6. MUSIC--the Swashbuckler can play one instrument at 10% skill per level. This skill can be
taken more than once.
7. DANCING--courtly dancing
8. ETIQUETTE--courtly etiquette
9. SINGING--as Music, but success rate is 15%/level.
10. COMBAT RIDING--requires Riding as a prerequisite. The Swashbuckler will not need to
save vs. Dexterity when slashing an opponent from a moving horse.11. FLIRTING--allows the Swashbuckler to guess whether someone will be responsive to his/her
attentions.
12. COURTLY LOVE/COURTSHIP:
For male Swashbucklers: Adds 1 to target's saving throw for every skill the Swashbuckler has in
Music, Poetry, and Singing. Each type of skill will only count for one point, even if the
Swashbuckler has taken multiple skills in Music. The Swashbuckler will need to spend d4 turns
composing an original song for his beloved. For female Swashbucklers: Adds 1 to target's saving
throw for each of the Swashbuckler's skills in Dancing, Flirting, and Etiquette.
13. EPICURISM--Swashbuckler can identify fine food and wine.
14. LITERACY--can read and write Common.15. LANGUAGES--If the Swashbuckler has Literacy, (s)he can learn to speak and read other
languages. This skill can be taken as many times as Intelligence permits.
16. ARISTOCRATIC LORE--The Swashbuckler has a 7% chance per level for Legend Lore about
his/her homeland, 3% for territories near the homeland, and 1% for distant lands.
Miscellaneous skills
A Swashbuckler's miscellaneous skills won't be very time-consuming or difficult to learn (no magic
or smithing, for example). Swashbucklers won't take skills that they consider beneath their dignity--
for example, cooking or sewing ("The SERVANTS do that!"). A Swashbuckler's skills must beprimarily urban. Within these limits, Miscellaneous skills can encompass just about every category
in the campaign. Criminal skills (thief skills, disguise, con artistry, bribery, lying, and smuggling) are
lumped under Miscellaneous. The only thief skills allowed are: Pick Pockets/filching, Find (but not
Remove) Traps, Move Silently, Hear Noise, and Climb Walls. A Swashbuckler can take one
thief/criminal skill, a Rogue two, and a Villain three.
Combat Skills
1. FENCING--gives another +1 with a specific type of light sword (or other weapon). This skill
can be taken more than once, but the cumulative pluses on a weapon due to FENCING may not
exceed +3. The Swashbuckler may, of course, opt to take this skill on more than one weapon.2. BUCKLER--lowers armour class another 2 places due to skill and dexterity when using a
buckler. This does not apply to non-frontal or area attacks. The GM may allow this skill to be
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taken more than once.
3. FLORENTINE FIGHTING--allows the Swashbuckler to fight with a sword (or dagger) in each
hand with no penalty. Damage will be normal.
4. EVASION--Once a turn, a Swashbuckler can make a saving throw vs. dexterity to see if (s)he
dodges an opponent's blow. This ability cannot be used if the Swashbuckler is blocked in, surprised,or trying to evade an area-effect missile or magic. The GM may want to limit this ability to x times
per game, x times per level, or even x times per lifetime.
Eventually the Swashbuckler will attract the attention of a Villain of equivalent level. The
Swashbuckler and the Villain will share at least one Weakness (usually an egotism weakness), and a
rivalry will ensue. The Villain may not always seek the Swashbuckler's death--sometimes a public
or private humiliation will do. When a Swashbuckler and a Villain clash in combat, the loser will
lose a level if (s)he survives.
Fights between Swashbucklers and Villains are invariably hand-to- hand; after all, the object is toprove oneself the better fighter! The Villain, however, will probably resort to nefarious means to
lure the Swashbuckler into the confrontation in the first place-- kidnapping his/her fiance,
threatening innocent bystanders, putting posters up all over town publicly challenging the
Swashbuckler, etc. Characters and enemies with Weakness--Egotism--Intellectual Pride will place
more emphasis on outwitting their enemies (and gloating if they can get away with it)!
Henchmen: Swashbucklers do not attract henchmen in the usual manner. Upon reaching 8th level
(and every level thereafter), (s)he has a 1 in 4 chance to attract either a temporary (75%) or
permanent (25%) sidekick. Temporary sidekicks will only remain with the Swashbuckler until (s)he
gains a level; permanent sidekicks are fanatically loyal, will stick around indefinitely, and willprevent the Swashbuckler from gaining another sidekick of any type for as long as the sidekick lives.
The sidekicks will be the same general alignment (good/neutral/evil) as the Swashbuckler. A sidekick
will always be someone the Swashbuckler secretly considers "inferior" to him or herself--a Villain
with Intellectual Pride, for instance, may accept a big, dumb ogre as a sidekick; a foppish or
vainglorious Swashbuckler prefers someone who won't outshine him or her. Permanent sidekicks
are never Swashbucklers, but several adventuring Swashbucklers can work together if their
Weaknesses (and alignments) are compatible. (The G.M. will determine Weakness compatibility--a
bunch of Swashbucklers may well enjoy drinking and gambling together, but get on each other's
nerves if they're continually choosing the same person to flirt with, trying to outdo each other in
glory-seeking, bragging at each other's expense, etc.).
Here's an example of how skills and Weaknesses work--Indiana Jones as a 10th-level Swashbuckler:
S: 13
I: 17
C: 20 *
Ch: 15
W: 19 *
D: 17
* raised by artefact above rolled stats.
Skills (assuming maximum roll on initial skills):
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ARISTOCRATIC COMBAT MISCELLANEOUS
Literacy Fencing--whip Basic Archaeology
Riding Fencing--whip Advanced Archaeology
Language (pick one) Fencing--whip Legend Lore (Religion)Language (pick one) Florentine fighting Ciphering
Language (pick one) Evasion Find Traps
Language (pick one)
Weaknesses:
Family problems--disinherited by father (removed)
Secret--real name
Secret--knows the location of the Holy Grail Intellectual pride (cannot be removed)
Obsession--recovering ancient religious artefacts
Phobia--snakesWandering eye (removed)
This character class also allows enough flexibility that you could play a Sherlock Holmes-type
character instead: Aristocratic skills would include Literacy, Music, Custom--Law, and Etiquette;
Combat skills fencing (x 3) and Custom--Boxing; General skills Disguise, Observation, Crime Lore,
and Psychology; and Weaknesses Intellectual Pride (x 3), Obsession--solving crimes, and an
opposing Villain. If anyone wants to write up Inigo Montoya or Edmund Blackadder, be my guest!
-------------------------------------------------------------------
Possible restrictions on elves and half-elves: the D.M. should enforce some restrictions if in his/her
opinion the character would be too powerful otherwise.
Some suggested restrictions are:
A. Limit elves and half elves to one level per 3 points of Dexterity, OR use the next set of
restrictions:
B. Elves retain their racial bonus of +1 "to hit" with swords, but their cumulative bonuses from
FENCING cannot exceed +2 per weapon.
c. They do not have any special skills at first level; at most, the D.M. may permit one Aristocraticskill. They gain another Aristocratic skill upon reaching 2nd level, then proceed in normal C-M-A-
C-M fashion.
D. If they take a Language as an Aristocratic skill, they lose one racial language (they'll always
know Elvish, though).
E. At the GMs option, elves (and maybe half-elves) can be assigned 1-2 extra Weaknesses.
The Rake
A swash-buckling, thief, suited for political adventures, although can fit into almost any
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society. Developed in the Pearl islands whose culture is opposed to theft, but which encourages
trickery, agility and the cleverness of thieves. Rakes have al thief abilities except for Pick Pockets
and backstabbing. This class although suited to any social setting is popular among noble or
senatorial families, whose members are above petty thievery and (literal) backstabbing as a matter of
honour. (Grand scale thievery, corruption and treachery are still, paradoxically, perfectlypermissible to some of these people).
A Rake Character, is created exactly like a thief but with no Pick Pockets or back stabbing
skill. Instead the rake gets a + 1 to charisma (18 max) and will generally be recognised as being either
a 'gentleman' or a 'lady'. A rake with initiative can dodge (D) on melee attack by rolling their Hide in
Shadows percentage. If the player declares no attacks, they can try to dodge each incoming melee
attack for that round. Ranged spells, area affect attacks and missiles cannot be dodged, and the
maximum chance to dodge must never exceed 90%.
Rakes earn experience, gain levels, wear armour and carry arms as thieves. They may not
belong to thieves guilds, thieves do not consider them to be of their profession. Many rakes are
lawful. A rake may not become a thief, nor may a thief become a rake.
Insider
These rakes are able to get inside organisations and governments, find required information/
evidence and get out before getting caught. These characters gain Reading/ writing, Heraldry and
Foraging (only in offices, used to find hidden documents) as bonus Non Weapon Proficiency's. It is
also suggested that they take Interrogation (although this is carried out subtly), or information
gathering. As these characters move frequently to avoid being known and recognised, they are able
to learn either another language, or if working with a partner or group, they may develop their own
sign language, or signalling system.
Diplomat
Diplomats are used by governments and nobles to act on their behalf when tension is too
great to put themselves at risk. Diplomats wear a medallion to signify who they are working for, and
gain a + 1 to all reaction rolls against people who are associated with their employer, eg subjects.
Due to the nature of their work Diplomats learn Bureaucracy, Fast Talking and Riding Land Based
as bonus non weapon proficiencies. These characters are able to specialise in a one handed sword,
for three weapon proficiency slots, they gain the + 1 to hit, + 2 for damage and may not have any
for than 3 attacks every 2 rounds, multiple attacks begin at fifth level.
AmbassadorAmbassadors are permanent representatives of governments and royal families, in foreign
cities and countries. Thy must work in conjunction with both governments and as such they gain a
+ 1 to any reaction roll, when dealing with other political figures. They are trained in Politics,
Bureaucracy, History, Geography and Reading/writing, of both their native land and the land that
they are sent to (bonus NWPs). Due to the amount of study that they undertake, they lose the
ability to speak one language less than they normally could, as well as losing 1 weapon proficiency
slot, and 2 Non Weapon Proficiency slots.
SWANKER
Description
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These characters are often those who don't get onto well with their own gender. Males are
considered to be pansies and females butch. This can cause quite a few problems socially as these
characters are often the first target when a character becomes enraged, or needs to vent some anger.
As such these characters have become adept at removing themselves from the potential battle fields,
although they are more than capable of handling themselves in battle. Due to their rather outlandishbehaviour, quick wit and sharp tongue these characters may find themselves accidentally offending
others. Usually these characters are the ones that every body wants to have a go at although they
are rather difficult to pin down.
Role
In a party these characters feel at home in cities and towns, where for various reasons they
tend to attract unwanted, and often unwarranted attention. They are known to the local law
enforcement agency, as those who are charged with disturbing the peace and fighting in public often
cite these characters as the cause of their behaviour. When adventuring outdoors, these characters
tend to remain by themselves, carrying out what ever duties have been assigned to them and havingas little as possible to do with other party members. When meeting a character for the first time,
some sort of dominance must be established, in which the character will attempt to better, and out
do the opponent. By this the character is able to determine their pecking order within the parties
ranks. These characters are often used as scouts, to move ahead of the party; or to guard the rear,
from a rather safe distance.
Weapon proficienciesAll swords, especially one handed
All bows
All cross bows
Non weapon proficiencies Bonus: Etiquette Reading/writing
Recommended: Camouflage, Interrogation, Persuasion, Tumbling,
Blind Fighting, Persuasion, Signalling, Musical instrument
Primary terrain: Urban
Armour: Any
Hated race: Anyone who has previously displayed hostility or intentionally insulted or
injured the
character.
Notes:
- Has access to Rogue, Fighter and General NWP.
- + 2 to AC when wearing leather or studded leather armour
- -2 to reaction rolls on members of own gender.
- Is able to Move Silently and Hide in Shadows as a Ranger, although double negatives are taken if
the character is wearing armour greater than Hide.
- If attempting to Move Silently, or Hide in Shadows outside of an Urban environment, these
character do so at half of their MS and HS percentages, unless they have camouflage, each of these
skills may be use separately but not together unless the character is in an urban environment.
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- Does not carry excessive equipment, and will often refuse to carry other's belongings.
- Can specialise in one sword and one bow/cross bow. If the character specialises in a one handed
sword, the character is able to use two of that weapon without hindrance, additional attacks due to
specialisation are lost.
- Can swanker, exaggerated movement, accompanied with walking/ striding. If used outdoors, thecharacter may become the focus of attention. If used indoors other character may become infuriated
with the character who is obviously attempting to show off.
Appendix B: Familiar BitchesSo, you think a bitch isnt bad enough, through in a familiar or two. Bitches may acquire a
familiar when ever they want to (Im not going to stop them) by charming them. The following a re
a few suggestions. The bitch is responsible for the upkeep of the familiar. The bitch may not harm
or let someone else harm her familiar, just as the familiar is unable to harm its bitch. Standard
Familiar Rules apply
Cat, Damned
Climate / Terrain: Any Land Movement Rate: 18
Frequency: Very Rare Hit Dice: 5
Organisation: Solitary THAC0: 13
Activity Cycle: Any No. of Attacks: 3 - Claw / Claw / Bite
Diet: Human / Demi-Human Flesh Damage / Attack: Claw - 1d6+2 / Claw - 1d6+2 / Bite- 1d12+3
Intelligence: Low (5 - 7) Special Attacks: Tree Pounce, Fiery Hiss
Treasure: None Special Defences: See Below
Alignment: Chaotic Evil Magic Resistance: 20 %
No. Appearing: 1 - 3 (1d6 divided by 2) Size: Medium
Armour Class: 3 XP Value: 1, 500
Appearance:
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A Damned Cat is the feline equivalent to a Hell Hound, except that it is a little bit more
advanced. It's fur is a rustic brown with bright red stripes. These cats have coal black eyes, and an
even darker tongue. It stands 4 to 5 feet tall at the shoulder, and smell of burned flesh. Where their
paws touch the ground (or tree), flames spruce up leaving blackened claw marks along the surface.
Combat:
Damned Cats are very clever hunters, but do not hunt in more than a pack of three. They
stay quiet until sighting their prey. This gives them a -7 bonus to surprise against their enemies.
Damned Cats leap silently from tree to tree (leaving their scorch marks) until they come in sight of
their adversary. They then ponce out at their enemy from the trees. If they successfully hit the
enemy on the ponce, their is a 45 % chance the victim will be knocked out, plus the initial 1d10
points of damage the ponce inflicts.
The second attack of the Damned Cat is usually it's fiery hiss. The cat's tail stretches out
and the cat exhales a burst of flame up to 15 yards (60 feet) long. This does 1 point of damage for
every yard closer the victim is. Example: 15 yards away = 1hp gone. 1 yard away = 15hp gone.If the subject of pain is still alive after the initial attacks, a Damned Cat would move in to
either rip him apart with it's 4 inch claws, or tear the flesh from his bones with it's 6 inch teeth.
The defences a Damned Cat has are as follows:
1) Immune to all fire
2) Are only surprised on a 1 or a 2 on a 1d10
3) Have a 75 % chance to see invisible or concealed creatures.
Habitat / Society:
These fiery feline beasts are commonly found in the Abyss, and are usually gated to the
Prime Material Plane to wreak havoc across it for some evil God or demon. In the Abyss, they
usually roam the heated levels searching for tormented souls to tease. Damned Cats have 5 Hit Dice,
and use their bulk to make lesser demons and Hell Hounds suffer. These cats do not reproduce on
the Prime Material Plane at all, so cannot be tamed by natural ways. Only magic can bring these
slashing kittens to order. After killing all of it's prey, a Damned Cat will eat Human or Demi-
Human carcasses first. These are also the ones they attack first.
Ecology:
Damned Cats have little place in the ecology of the Prime Material Plane, but are very
dangerous, and when tamed, can do major damage. Fire Giantess' usually use these ferocious kitties
to destroy their lovers Hell Hounds. They do not make as good guards though, for they seem to
wander off and look for something to kill.
Cat, Ghoul
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Climate / Terrain: Any Land Movement Rate: 18
Frequency: Very Rare Hit Dice: 8
Organisation: Solitary THAC0: 12
Activity Cycle: Any No. of Attacks: 3 - Claw / Claw / Bite
Diet: Human / Demi-Human Flesh Damage / Attack: Claw - 1d8+2 / Claw - 1d8+2 / Bite - 1d12+Paralyzation
Intelligence: Low (5-7) Special Attacks: Decomposition Mist -
once a day
Treasure: None Special Defences: See Below
Alignment: Chaotic Evil Magic Resistance: Nil
No. Appearing: 1 Size: Medium
Armour Class: 1 XP Value: 3, 600
Appearance:
These cats are an undead version of the Damned Cat, but with different abilities and a
completely different look. Rotting green flesh surrounds the skeletal remains of a giant cat, standing
4 to 5 feet tall at the shoulder. Burning red eyes stand out against the white bone, and burn terror
into any who gaze upon them. Wherever these creatures touch, the immediate area around them dies
and decomposes into a blackened ash. They distinctly smell of rotting corpses, and their intelligence
allows them to follow orders for those who have raised them from their grave.
Combat:
Ghoul Cats are usually found in the presence of Ghouls, but there can never be two GhoulCats within 1 mile of each other. They attack first by blasting their enemies with a Decomposition
Mist that reaches out in a cone shaped blast starting at the creature's mouth, and then travelling 30
feet long, 20 feet wide, and 5 feet high. All those who are caught in this desolating mist suffer these
consequences, unless a save versus Breath Weapon is successfully made. This blast has no effect on
walls, or dead objects. Only living, breathing things (people, trees, etc. )
1) On the first round after being hit, the victim's skin starts to itch uncontrollably, causing no
damage, but a -4 to attack.
2) On the second round after being hit, the victim's skin break's open into sores, oozing pus for 1d4
damage, and the -4 to attack.3) On the third round (and every other before getting cured) after being hit, the victim's skin will
actively decompose and fall from the body in chunks, causing 4d4 damage, plus the victim will not
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To counteract the effects of the mist, a Cure Disease spell or two Dispel Magic spells must
be cast - OR - the victim's sores must be bathed in one vial of holy water for every 5 hit points of
damage taken. These treatments only halt the continuing of the decomposition. However, a Cure
Wounds spell, potion, etc. or rest will restore the skin.
If their enemies are not dead, the cat will leap in and use it's paralysing byte to disable the
remaining victim's. This paralysing bite does an initial 1d12 damage, plus 1d10+4 rounds of
paralysed activity (which is none, since the victim is paralysed). The only way to negate this
paralysing bite is to roll a saving throw versus Paralysation with a negative 2 hindrance. They would
then continue to rip their opponents apart with their claws, causing 1d8+2 damage every time they
hit. Any person who is destroyed by a Ghoul Cat becomes a Ghoul in 1d20 turns unless blessed by
holy water and lain below the ground (buried).
Ghoul Cats are immune to the cold, illusions, hold spells, and sleep and charm spells. The
immediately seek out the creatures who use magic against them, seeing as they pose the greatest
threat towards their existence.
Habitat / Society:
Ghoul Cats are found in the presence of Ghouls, and are found eating corpses along side their
companions.
Ecology:
Ghoul Cats delight in tearing apart living creatures, especially Humans and Demi-Humans, for they
taste the best. These beasts were probably once Damned Cats, but have now been risen to do an evil
wizard's or priests bidding.
What a cute rodent Golden Spirit Hamster
CLIMATE/TERRAIN: Any MOVEMENT: 15
FREQUENCY: Rare HIT DICE: 1/4
ORGANISATION: Solitaire or Pack THAC0: 20
ACTIVITY CYCLE: Any NO. OF ATTACKS: 1
DIET: Herbivores DAMAGE/ATTACK: 1/2
INTELLIGENCE: Animal (1) SPECIAL ATTACKS: Nil
TREASURE: Nil SPECIAL DEFENSES: Nil
ALIGNMENT: Neutral MAGIC RESISTANCE: Nil
NO. APPEARING: 1-20 SIZE: T (5' long)
ARMOUR CLASS: 7 MORALE: Unreliable (2-4)
XP VALUE: 5
The Golden Spirit Hamster is a small rodent with short legs and a small bobtail, characteristics of an animal thatspends most of its active life underground; however it is not strictly subterranean. The Golden Spirit Hamster
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Combat: Golden Spirit Hamsters normally flee from anything bigger then themselves.Trapped Golden Spirit Hamsters will bite to survive and hopefully flee.
Habitat/Society: The main concern to a Golden Spirit Hamster is food. The Golden Spirit
Hamster thrives on a diet of green vegetables and various grains. They cram their food intocheek pouches and later store it in their dens.
Interestingly enough, the Golden Spirit Hamster's great love is alcohol even in preference towater. In fact, "spirit" in its name refers to the hamster's great love for alcohol and not to anyreligious or undead connection.
The Golden Spirit Hamster has the unique characteristic of having a huge capacity for alcoholbeing able to drink its body weight in alcohol per day (although it expends about the sameamount as well). Furthermore, the Golden Spirit Hamster has an immunity to alcohol which hasno dire consequences (ie. intoxication, hang-overs, alcoholism) on the hamster as it does toother mammals.
The hair of the hamster becomes more beautiful as he consumes alcohol turning from brown toa deep golden colour. The hair becomes more golden, more fluffy, and more silky. In fact, awell "feed" hamster's pelt can fetch a few platinum pieces.
Another side-effect to drinking alcohol causes the Golden Spirit Hamster to purr. The purr isvery soothing, relaxing, calming, and hypnotic. A person becomes very peaceful and stressfree. A person's morale is modified by +5.
The Golden Spirit Hamster's love of alcohol can make it quite a pest especially to those thatstore large quantities of alcohol. Wood is no barrier to the hamster and he will gnaw his waythrough wood to get to alcohol. With their high and quick reproduction (see Ecology), thehamster's can infest an area and become quite the pests destroying barrels and barrels ofalcohol. There are few things worse then finding beautiful, golden, purring hamsters at thebottom of a empty tun (250 gallon capacity) of wine.
On the other hand, the Golden Spirit Hamster is a popular pet because it is clean andrelatively odourless, easy to take care of, and safe to handle. Many tavern patrons haveenjoyed buying a beer or glass of wine for the Golden Spirit Hamsters caged at the bar.Golden Spirit Hamsters must be kept in non-wood cages, preferably with solid bottoms, orthey will gnaw their way out. The floor of the cage should be covered with sawdust, woodshavings, and/or straw. In nature, the Golden Spirit Hamster makes its home in undergroundden where it is safe from attack by predatory birds such as hawks and owls. During cold timeslike the winter months, the Golden Spirit Hamster can reach a semi-dormant state but does notgo into complete hibernation.
Ecology: A female can have four to five litters of six to eighteen young each year after a shortgestation period of six weeks. The life- span of the animals rarely exceeds three years.Natural enemies to the Golden Spirit Hamsters are birds of prey, felines, and largercarnivorous rodents.
Snake, Dream
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CLIMATE/TERRAIN: Any non-arctic FREQUENCY: Very
ORGANISATION: Solitary ACTIVITY CYCLE: Night
DIET: Carnivore INTELLIGENCE: Animal
TREASURE: Nil ALIGNMENT: Neutral
NO. OF APPEARING: 1 ARMOUR CLASS: 7
MOVE: 6 HIT DICE: 2
THAC0: 19 NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1d2 SPECIAL ATTACKS: Poison
SPECIAL DEFENSES: Nil MAGIC RESISTANCE: Nil
SIZE: S (4' long) MORALE: Average
XP VALUE: 120
Dream snakes are nocturnal hunters. They are white, grey, pearl, or smoke in colour, growing to
perhaps 4 feet in length. Their bite is poisonous, but the poison causes sleep, not death. Once prey
has been drugged, the snake will swallow it (thus, the prey die of suffocation). The snake will flee a
drugged attacker. Those who are poisoned and save vs constitution will sleep for one turn. Those
who fail their constitution roll will sleep for one turn, then go into convulsions until they die (about
a day later for humans).
Snake, Scorpion
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CLIMATE/TERRAIN: Temperate forests and mountains NO. OF ATTACKS: 4
FREQUENCY: Very rare DAMAGE/ATTACK: 1d6+1/1d6+1/1d8+1/1d8+1
(per 10 hit points)
ORGANISATION: Solitary or family SPECIAL ATTACKS: Poison, crush, rend,swallow
hole
ACTIVITY CYCLE: Day SPECIAL DEFENSES: +1 save vs fire, detectmagic
DIET: Carnivore MAGIC RESISTANCE: Nil
INTELLIGENCE: Low to Average (7-9) SIZE: H (1 foot per hit point)
TREASURE: B MORAL: Elite (13-14)
ALIGNMENT: Lawful neutral XP VALUE: 6 hit dice 3,000
NO. OF APPEARING: 1-2 (if 2, 10% chance will bewith 3-8 young)
7 hit dice 4,000
ARMOUR CLASS: 2 8 hit dice 5,000
MOVE: 15 9 hit dice 6,000
HIT DICE: 6-10 (1-3 for young) 10 hit dice 7,000
THAC0: 13 (18 young)
The scorpion snake is a vicious predator inhabiting temperate highlands. This creatureresembles a huge viper with green or brownish scales and a light brown underbelly. Thesnake has a massive set of pincers and a scorpion-like tail, making it look like a cross between
a snake and a giant scorpion. These claws are not exoskeletal, however. They are coveredwith exceptionally thick scales, and the pincers consist of a sort of ivory instead of chitin. Thesecreatures are highly territorial, and intelligent enough to have developed strategies to defendtheir territory, land which they know very well. There are reports of an arctic species with a furry
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COMBAT: This much-feared creature is cunning and dangerous in combat. It's thick scales afford
excellent protection, and their intelligence often proves to be a rude, and often lethal, surprise to
inexperienced foes. Their ability to detect magic (100 foot radius) and excellent senses make them
difficult to surprise.
Scorpion snakes are well armed, possessing both a venomous bite and sting. Anyone bitten
or stung must save vs poison at -4 or die in 2-5 rounds. If the save is successful, the victim suffers
2d8+8 points of damage, and is in pain for 1d8 hours (-4 on all rolls). The pain effects are not
cumulative, but the damage is. If the snake rolls 4 above the required roll when biting a victim 2 sizes
smaller, the snake has the option of swallowing the victim whole (he will suffocate unless he can
escape). Scorpion snakes are immune to their own venom.
The scorpion snake's claws are almost as fearful as it's deadly venom. Any strike that hits
by 3 or more above the required to hit results in the victim being grasped. The dungeon master
should roll to see where the claw hits, as this will effect the characters options. The other claw (andthe mouth and sting) can then hit with a +4 bonus. Any claw which has grasped automatically hits
for each successive round. If a victim is grasped in both claws, the snake may rend on the same
round and each subsequent round for 2d10 + 1/5 the snake's hit points. The snake may also
constrict using whatever rules the dungeon master favours for these attacks. Any victim grasped in
both claws loses all dexterity bonuses on armour class. The claws have an effective strength of 19.
HABITAT: Scorpion snakes are either solitary, or mated pairs. Scorpion snakes mate for life. As
was stated earlier, these creatures are territorial; when a pair are mated, they will live in the larger of
the two territories. Unmated snakes will not tolerate snakes of the same sex in their territory.
Territorial disputes are resolved by means of non-lethal combat (claws only) in which the first tograsp the other's head in both claws wins. The victor then either passes through unmolested, or
claims all or part of the loser's territory. Territorial boundaries are marked with a special musk
which identifies the owner. Creatures smaller than a large horse are considered game, and are usually
ignored unless the snake is hungry. Larger creatures are seen as territorial rivals, and are attacked
without mercy. Scorpion snakes speak their own language, and can be reasoned with if a way is
found to communicate.
ECOLOGY: Scorpion snakes are likely the creation of some insane wizard. Unlike most reptiles,
they are warm-blooded and can survive cold conditions. At the end or Autumn, they will go on a
killing spree, stocking up on food for the winter. The meat is preserved with the same musk oil thatis used for marking territory. Scorpion snakes are much prized for their many useful components.
Claw ivory sells for 10 to 60 gold pieces per hit die of the snake, depending on quality. The venom
is much prized by thieves and assassins, and can also be used to produce a powerful antidote to
many toxins. The musk oil can be distilled into a variety of preservatives and tanning agents.
Alchemists will pay handsomely for scorpion snake venom, musk or blood. The scales and hide
make excellent armour as well. Many foolhardy adventurers have gotten themselves killed trying to
make a quick gold piece hunting scorpion snakes.
Phuzz
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CLIMATE/TERRAIN: Temperate Woodlands NO. OF ATTACKS: 2
FREQUENCY: Common DAMAGE/ATTACK: 1-4/1-4
ORGANISATION: Tribal SPECIAL ATTACKS: See below
ACTIVITY CYCLE: Any SPECIAL DEFENSES: See below
DIET: Omnivore MAGIC RESISTANCE: 25%
INTELLIGENCE: High to Genius (13-18) SIZE: S (1' tall)
TREASURE: L, M, (B) MORAL: Average (8-10)
ALIGNMENT: Any XP VALUE: 1/2 hit dice 420
NO. OF APPEARING: 1-10 / 3-60 1 hit die 650
ARMOUR CLASS: 3 2 hit dice 975
MOVE: 24 3 to 4 hit dice1,400
HIT DICE: 1/2 to 4
THAC0: 1/2 HD to 1 HD: 20
2 HD to 3 HD : 19
4 HD : 17
Phuzz are small woodland creatures. They are completely covered in thin light brown fur. They
appear as small balls of fluff, with only 8 small round brown eyes, a long nose and two pink feet
visible. Their feet are disproportionately large (8"). Phuzz are sub-divided according to their age.
The older phuzz have grey fur and limited spell use. The fur colour is only their natural colour, but
because of their chameleon powers a group of phuzz are often many coloured. Their eight eyes are
arranged around their head in such a manner that all around is constantly watched, because of this
phuzz can never be surprised. Their large nose confers an excellent sense of smell and most creatures
can be detected up to 240' away. Owing to their small size and their speed, phuzz surprises 4 in 6
times. Phuzz are immune to all forms of fire, cold and electricity. In a phuzz village there is usually
the following distribution phuzz ages:
50 % 1/2 HD 20 % 1 HD 15 % 2 HD 10 % 3 HD 5 % 4 HD
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their own language at 1/2 hit dice and gain one extra language per each hit dice category they progress
through. Phuzz with 2 hit dice have 2 spells from Group 1. Phuzz with 3 hit dice have 2 from
Group 1, and 1 from Group 2. Phuzz with 4 hit dice have 3 from Group 1, 2 from Group 2, and 1
from Group 3 The do not need to pre-select which spells they can use in a day the ability is natural.Each spell takes 1-6 segments to use.
Group 1
Charm person
Jump
Shield
Command
Protection from evil
Sleep
Friends
Push
Spider climb
Hypnotism
Sanctuary
Any offensive spell is rarely used because it renders the phuzz using it unconscious for 1-4
turns.
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Dragon, Pink
Climate/Terrain: Any Ocean or Beach Hit Dice: 12(Base)
Frequency: Very Rare Thac0: 10(At12HD)
Organisation: Solitary or Clan No.of Attacks: 3+Special
Active Cycle: Any Damage/Attack: 1D6/1D6/4D8
Diet: Special Special Attacks: Special
Intelligence: Exceptional(15-16) Special Defenses: Variable
Treasure: Special Magic Resistance: Variable
Alignment: Lawful Evil Size: G(38'Base)
No. Appearing: 1(2-5) Morale: Alight(15-16)
Armour Class: 0(Base) XP Value: Variable
Movement: 9,Fl30(C),Sw12
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Age Body Tail AC Breath Spells MR XP
1 3-6 2-4 3 2D8+1 Nil Nil 1400
2 8-18 4-10 2 4D8+2 Nil Nil 20003 18-25 10-13 1 6D8+3 Nil Nil 3000
4 25-30 14-20 0 8D8+4 Nil 9% 6000
5 31-38 21-30 -1 10D8+5 1 18% 8000
6 41-51 30-40 -2 12D8+6 2 27% 9000
7 52-63 40-55 -3 14D8+7 3 36% 10000
8 64-68 55-60 -4 16D8+8 41 45% 11000
9 69-75 60-75 -5 18D8+9 521 54% 1300010 76-85 75-80 -6 20D8+10 632 63% 16000
11 86-95 80-90 -7 22D8+11 743 72% 17000
12 96-100 90-100 -8 24D8+12 854 81% 18000
Appearance: When first hatched, the scales of a Pink Dragon are soft as felt (AC 10) but quickly
harden about a half hour after hatching. As a Pink Dragon ages, its scales become brighter and
brighter. The sight of a Great Wyrm Pink Dragon is slightly painful to the eyes. Pink Dragons
speak Common, a Language common to all Evil Dragons and 25% of Hatchlings have the ability to
communicate with all intelligent creatures, this chance increases by 2% for every age category of the
Dragon.
Combat: Pink Dragons are reluctant to enter close combat as they are quite vain, but will fight
fiercely when angered. Pink Dragons love their breath weapon, though, and will use it before
entering melee combat.
The breath weapon of a pink dragon is a cone of flame 100' long and 10-80' wide. This breath
does the listed damage save Versus. Breath weapon for half.
Pink Dragons are immune to Fire and Heat at Hatchling and gain the following abilities as they
age;
- Burning Hand 1/day at very young
- Mirror Image 2/day at Juvenile
- Flame Strike 1/day at Adult
- Pol mor h Other 3/da at Venerable
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Pink Dragons cast their spells at 7th level plus combat modifier.
Habitat/Society: Pink Dragons consider themselves the most beautiful creatures in existence andwill work hard to maintain their beauty. Their treasure will often include many mirrors and other
reflective surfaces. Many have considered Pink Dragons dainty, and have paid for that as they were
engulfed in flames. Pink dragons are reluctant to fight hand to hand (or Claw to Claw), but will
share their breath weapon freely. Insulting a Pink Dragon's appearance is almost certain doom (or a
good fight). As a race, Pink Dragons feel insulted if they are not made into Armour when slain. If a
Pink Dragon sees Adventurers walking away from the body of another Pink Dragon they have slain,
he/she will become angry if the scales are left intact as this is considered a great insult.
Ecology: Pink Dragons are health food fanatics, which is strange considering that their system can
metabolise anything. They often eat salads, not realising that rock will do just as well, and tastebetter too. Since dragons have such highly efficient systems, they do not gain weight and thus the
origin of this trait is quite mysterious.
Appendix C: Getting a Feel For Your BitchNot all Bitches are alike. Below are the steps necessary to make a very unique and exciting Bitch.
1) Choose an appropriate sex for the Bitch. Randomly, any female may be a Bitch, although a
minority (1%) of gay males may be Bitches.
2) Choose an appropriate race in respects to the environment (ie. area, population, politics, etc.).
3) Generate ability scores as describe in your RPG system. The Bitches highest ability should
probably be Vanity.
4) Height and weight can be generated randomly using Table 3