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MOTHPEOPLE

Mothpeople are rare creatures that live in caves and dungeons. Typically neutral in alignment, they want to be left alone
to commune with a diety-ish type being known as ‘The Great Light’, but will fight to protect their territory. Despite their
nocturnal ways, they love light and will investigate lamps, torches, etc. Gifts of these devices will secure friendship with
mothpeople.

[Picture from: https://www.artstation.com/artwork/AyzZX]

Requirements
All mothpeople require a minimum Dexterity and Charisma of 9 or better.

Mothpeople Value
Value Mothpeople XP Cost
4 Mothperson + 15 Thief Skills 1,450
3 Mothperson + 10 Thief Skills 1,110
2 Mothperson + 5 Thief Skills 750
1 Mothperson + 3 Thief Skills 550
0 Mothperson 350

When building a mothpeople custom class, assign between 0 and 4 build points to the class’s Mothperson Value.

Mothpeople 0 (XP Cost 350): At Mothperson 0, the class represents a full-grown, adult mothperson. It will have the
following custom powers:

• Fluffy Antenna: The mothperson, owing to their fluffy-yet-sensitive antenna, gains a +1 bonus to avoid surprise
and a +4 bonus on any proficiency throws to hear noises and detect secret doors. With a proficiency throw of
18+ they can notice secret doors with just casual observation.
• Blindsight: Mothpeople are nocturnal creatures, able to sense minute movements of air with their fluffy-yet-
sensitive antennae, granting them blindsight to a range of 60'. This blindsight functions like infravision, except it
is not affected by light sources, magical darkness, or other visual phenomena but rendered useless in high wind.
• Flying: Mothpeople gains a flying movement rate of 30' per turn. They cannot fly while wearing heavier than
leather armor or while over-encumbered.
• Four Arms: The mothperson may fight with up to four weapons. The class descriptions below will have more
information about how this works.

Mothpeople 1 (XP Cost 550): The class gains all the custom powers of Mothperson 0 as well as 3 Thief Skills.

Mothpeople 2 (XP Cost 750): The class gains all the custom powers of Mothperson 0 as well as 5 Thief Skills.

Mothpeople 3 (XP Cost 1,100): The class gains all the custom powers of Mothperson 0 as well as 10 Thief Skills.

Mothpeople 4 (XP Cost 1,450): The class gains all the custom powers of Mothperson 0 as well as 15 Thief Skills.

MOTHPEOPLE KNIGHT
Prime Requisite: STR
Requirements: DEX 9; CHA 9
Hit Dice: 1d6
Maximum Level: 13

The great defenders of the mothpeople, these knights are the first and last line of defense.

All mothpeople have several traits unique to their species. First, they all have fluffy antenna, which gives a +1 bonus to
avoid surprise and a +4 bonus on any proficiency throws to hear noises and detect secret doors. With a proficiency
throw of 18+ they can notice secret doors with just casual observation. Secondly, they have blindsight. It functions like
infravision, except it is not affected by light sources, magical darkness, or other visual phenomena but rendered useless
in high wind. Third, they are able to fly. They have a flying movement rate of 30' per turn. They cannot fly while wearing
heavier than leather armor or while over-encumbered. Finally, all mothpeople have two legs for walking and four arms
that they are able to fight with! A mothperson may wield as many as four small one-handed weapons (such as hand axes
and short swords), one per hand; three small-one handed weapons and possibly one shield; two small-one handed
weapons and one or two shields; one two-handed medium or large weapon in one pair of hands and a shield or weapon
in a third hand, or a pair of weapons or shields in the other hands; or a pair of two-handed medium or large weapons.
The new fighting styles available to a mothperson, and the benefits gained from Fighting Style proficiency (not every
mothpeople class has access to Fighting Style proficiency, nor can every mothperson class use every Fighting Style), are
shown on the accompanying table. A mothperson can also of the ordinary fighting styles available to human fighters, as
well (e.g. two weapon fighting). Note that the mothperson only has one attack in its attack routine, regardless of how
many weapons it carries.

Mothpeople Fighting Styles Base Bonus Fighting Style Proficiency


1 small weapon & 2 shields +2 AC (from 2 shields) Additional +1 AC
1 small weapon & 3 shields +3 AC (from 3 shields) Additional +1 AC
2 small weapons & 1 shield +1 to attack throws, +1 AC (from shield) Additional +1 AC
2 small weapons & 2 shields +1 to attack throws, +2 AC (from 2 shields) Additional +1 AC
3 small weapons +2 to attack throws Additional +1 to attack throws
3 small weapons & 1 shield +2 to attack throws, +1 AC (from shield) Additional +1 to attack throws
4 small weapons +2 to attack throws, +1 to damage Additional +1 to attack throws
1 medium/large weapon & 1 shield +1 to AC (from shield), deal 1d8/1d10 Additional +1 AC
1 medium/large weapon & 2 shields +2 AC (from 2 shields), deal 1d8/1d10 Additional +1 to damage rolls
1 medium/large weapon, 1 small weapon, 1 shield +1 to attack throws, +1 AC, deal 1d8/1d10 Additional +1 to damage rolls
2 medium/large weapons +1 to attack throws, +1 to damage rolls, deal 1d8/1d10 Additional +1 to damage rolls

Mothpeople Knights are trained in the use of all weapons, but no armor. They may fight wielding a weapon and shield,
wielding a two-handed weapon, or wielding a weapon in two hands, as well as all forms of Mothpeople fighting styles.
At first level, Mothpeople Knights hit an unarmored foe (AC 0) with an attack throw of 10+. They advance in attack
throws and saving throws by two points every three levels of experience (like fighters). They also increase their base
damage roll from successful missile and melee attacks by +1 at 1st level and by an additional +1 at 3rd, 6th, 9th, and 12th
level.

EXAMPLE: Lämp-Lover is a Mothperson Knight with an attack throw of 10+. If she arms herself with 1 short sword,
she attacks at 10+ for 1d6 damage. However, if she arms herself with 3 short swords, she will attack at 8+ for 1d6
damage. Finally, if she arms herself with 4 short swords, she will attack at 8+ for 1d6+1 damage.

To better defend the homes of the mothpeople, Mothpeople Knights have hardened fluff. At 1st level, a mothpeople
knight’s hardened fluff give them a +2 bonus to AC and decrease the damage from any non-magical attacks by 1 point
per die. At 7th level, this protection increases to +4 AC and 2 points per die. At 13th level, the hardened fluff provide a
bonus of +6 AC (equivalent to plate armor!) and decrease damage from non-magical attacks by 3 points per die.

EXAMPLE: Lämp-Lover is a Mothperson Knight is a 7th level Mothpeople Knight with 13 DEX. Her AC is 5 (+4 from her
hardened fluff and +1 from her DEX). She is struck by an ogre, dealing 2d6 damage. The damage roll is a 3 and a 5,
but Lämp-Lover reduces the damage from non-magical attacks by 2 points per die, so she takes 1 and 3. Lämp-Lover
therefore only takes 4 damage from the ogre.

The damage reduction is applied per die. Damage can be reduced to 0, but not less than 0, on each die. The AC bonus
from hardened fluff stacks with potions of invulnerability, rings of protection, and similar effects, but does not stack
with armor. Attacks from monsters of 5 HD or more are considered magical attacks due to the monster’s ferocity.

Starting at level 2, mothpeople knights learn how to flit and flutter during battle, as long as they are unarmored and
able to move freely. They immediately gain +1 AC, +2 AC at 7th level, and +3 AC at 13th level. This stacks with hardened
fluff (both bonuses are combined on the table below).

At level 3, mothpeople knights become immune to fear. The defense of mothpeople overrides their fight or flight
response!

At level 4, when a mothpeople knight is required to consult the Mortal Wounds table, the player may roll twice and
choose the preferred result to apply. The character also subtracts their class level from the number of days of bed rest
required to recover. They will be back in the fight quickly!

At level 5, a mothpeople knight’s dedication to the mothpeople manifests itself as an immunity to poison This includes
all mundane and magical poisons. Also, they give extra morale for moths. Despite the name, any henchmen and
mercenaries hired by the character (even non-mothpeople) gain a +1 bonus to their morale score whenever the
mothpeople knight personally leads them.

At level 7, a mothpeople knight won’t let disease stop them. They become immune to disease. This includes all
mundane and magical (even those spread by mummies or werewolves) diseases!

At level 9, a mothpeople knight learns a secret ritual to summon an ancestral spirit to help defend the people.
Effectively, they can cast invisible stalker once per month. It takes 1 turn (10 minutes) to cast the secret ritual. Unlike a
normal invisible stalker, as long as the request is clearly in the interest of a mothpeople settlement (not just the interest
of the mothpeople knight or the party), the invisible stalker will obey gladly and loyally. If the request is selfish or not
clearly in the interest of a mothpeople settlement, then the invisible stalker will act just like the spell describes.
Furthermore, assuming they have enough gold on hand, they may build an outpost to spread and defend mothpeople.
When they do so, up to 1d4+1x10 0th level mercenaries and 1d6 mothpeople knights of 1st-3rd level will come to apply for
jobs and training. If hired, they must be paid standard rates for mercenaries.

Mothpeople Knight Level Progression


Hit AC
Experience Title Level Special Abilities
Dice Bonus
0 Mothperson Squire 1 1d6 Hardened Fluff +2
2,700 Mothperson-At-Arms 2 2d6 Flit and Flutter +3
5,400 Mothperson Guard 3 3d6 Immune to Fear +3
10,800 Mothperson Bulwark 4 4d6 Back In the Fight +3
21,600 Mothperson Skirmisher 5 5d6 Immune to Poison, Morale for Moths +3
43,200 Mothperson Preserver 6 6d6 +3
85,000 Mothperson Patroller 7 7d6 Immune to Disease +5
170,000 Mothperson Marcher Lord 8 8d6 +5
317,500 Mothperson Knight 9 9d6+2 Outpost, Summon Ancestral Defender +5
465,000 Mothperson Knight, 10th Level 10 9d6+4 +5
612,500 Mothperson Knight, 11th Level 11 9d6+6 +5
760,000 Mothperson Knight, 12th Level 12 9d6+8 +5
907,500 Defender of All Mothdom 13 9d6+10 +7

Mothpeople Attack, Damage, and Saving Throws


Poison
Petrif. & Blast & Staff & Atk. Damage
Level & Spells
Paralysis Breath Wands Thr. Bonus
Death
1 15+ 14+ 16+ 16+ 17+ 10+ +1
2 14+ 13+ 15+ 15+ 16+ 9+ +1
3 14+ 13+ 15+ 15+ 16+ 9+ +2
4 13+ 12+ 14+ 14+ 15+ 8+ +2
5 12+ 11+ 13+ 13+ 14+ 7+ +2
6 12+ 11+ 13+ 13+ 14+ 7+ +3
7 11+ 10+ 12+ 12+ 13+ 6+ +3
8 10+ 9+ 11+ 11+ 12+ 5+ +3
9 10+ 9+ 11+ 11+ 12+ 5+ +4
10 9+ 8+ 10+ 10+ 11+ 4+ +4
11 8+ 7+ 9+ 9+ 10+ 3+ +4
12 8+ 7+ 9+ 9+ 10+ 3+ +5
13 7+ 6+ 8+ 8+ 9+ 2+ +5

Mothpeople Knight Proficiency List: Alchemy, Ambushing, Arcane Dabbling, Beserkergang, Caving, Combat Reflexes,
Combat Trickery, Command, Contortionism, Dungeon Bashing, Eavesdropping, Fighting Style (any), Illusion Resistance,
Intimidation, Leadership, Manual of Arms, Military Strategy, Precise Shooting, Prophecy, Running, Siege Engineering,
Signaling, Skirmishing, Sniping, Swashbuckling, Unarmed Fighting (Player’s Companion), Vermin-Slaying (Player’s
Companion), Weapon Finesse, Weapon Focus
MOTHPEOPLE LIGHT-TAKER
Prime Requisite: DEX
Requirements: DEX 9; CHA 9
Hit Dice: 1d4
Maximum Level: 13

To survive the caves and dungeons that mothpeople call home, they often use the skills of Mothperson Light-Takers to
explore, sneak, and (in some cases) steal what they need to keep living. They aren’t great fighters, but Mothperson
Light-Takers are incredible at sneaking and subterfuge.

All mothpeople have several traits unique to their species. First, they all have fluffy antenna, which gives a +1 bonus to
avoid surprise and a +4 bonus on any proficiency throws to hear noises and detect secret doors. With a proficiency
throw of 18+ they can notice secret doors with just casual observation. Secondly, they have blindsight. It functions like
infravision, except it is not affected by light sources, magical darkness, or other visual phenomena but rendered useless
in high wind. Third, they are able to fly. They have a flying movement rate of 30' per turn. They cannot fly while wearing
heavier than leather armor or while over-encumbered. Finally, all mothpeople have two legs for walking and four arms
that they are able to fight with! A mothperson may wield as many as four small one-handed weapons (such as hand axes
and short swords), one per hand; three small-one handed weapons and possibly one shield; two small-one handed
weapons and one or two shields; one two-handed medium or large weapon in one pair of hands and a shield or weapon
in a third hand, or a pair of weapons or shields in the other hands; or a pair of two-handed medium or large weapons.
The new fighting styles available to a mothperson, and the benefits gained from Fighting Style proficiency (not every
mothpeople class has access to Fighting Style proficiency, nor can every mothperson class use every Fighting Style), are
shown on the accompanying table. A mothperson can also of the ordinary fighting styles available to human fighters, as
well (e.g. two weapon fighting). Note that the mothperson only has one attack in its attack routine, regardless of how
many weapons it carries.

Mothpeople Fighting Styles Base Bonus Fighting Style Proficiency


1 small weapon & 2 shields +2 AC (from 2 shields) Additional +1 AC
1 small weapon & 3 shields +3 AC (from 3 shields) Additional +1 AC
2 small weapons & 1 shield +1 to attack throws, +1 AC (from shield) Additional +1 AC
2 small weapons & 2 shields +1 to attack throws, +2 AC (from 2 shields) Additional +1 AC
3 small weapons +2 to attack throws Additional +1 to attack throws
3 small weapons & 1 shield +2 to attack throws, +1 AC (from shield) Additional +1 to attack throws
4 small weapons +2 to attack throws, +1 to damage Additional +1 to attack throws
1 medium/large weapon & 1 shield +1 to AC (from shield), deal 1d8/1d10 Additional +1 AC
1 medium/large weapon & 2 shields +2 AC (from 2 shields), deal 1d8/1d10 Additional +1 to damage rolls
1 medium/large weapon, 1 small weapon, 1 shield +1 to attack throws, +1 AC, deal 1d8/1d10 Additional +1 to damage rolls
2 medium/large weapons +1 to attack throws, +1 to damage rolls, deal 1d8/1d10 Additional +1 to damage rolls

Mothpeople Light-Takers are trained combatants, although not as skilled as fighters. At first level, they hit an unarmored
foe (AC 0) with an attack throw of 10+. They advance in attack throws and saving throws by two points every four levels
of experience. Because of their need for stealth and free movement, light-takers cannot wear armor heavier than
leather, and cannot use shields or exclusively two-handed melee weapons such as great axes or polearms. They may use
any missile weapons and any one-handed melee weapons. They may fight with 2 small one-handed weapons, wielding a
medium one-handed weapon with two hands, 3 small one-handed weapons, 4 small one-handed weapons, or 2 medium
one-handed weapons (which are wielded with two hands each).

EXAMPLE: Lämp-Lover is a Mothperson Light-Taker with an attack throw of 10+. If she arms herself with 1 short
sword, she attacks at 10+ for 1d6 damage. However, if she arms herself with 3 short swords, she will attack at 8+ for
1d6 damage. Finally, if she arms herself with 4 short swords, she will attack at 8+ for 1d6+1 damage.
To assist in the survival of the mothpeople race, a Light-Taker is trained in a variety of skills, which improve as the Light-
Taker levels up. When a Light-Taker attempts to make use of one of their skills, the character or Judge will make a
proficiency throw of 1d20. (Usually the Judge will make rolls for these abilities, because
The character is not always aware when they have failed.) After applying any relevant modifiers (e.g. due to the
complexity of a lock), the result is compared to the target value listed on the Light-Taker Skills table below for the
appropriate skill. A result that is greater than or equal to the value listed for the proficiency throw that corresponds to
the Light-Taker’s level is a success. A roll of 20 is always a success, and a roll of 1 is always a failure.

Mothpeople Light-Taker Skills


Find And Hide in
Level Open Locks Move Silently Hear Noise
Remove Traps Shadows
1 18+ 18+ 17+ 19+ 14+
2 17+ 17+ 16+ 18+ 13+
3 16+ 16+ 15+ 17+ 12+
4 15+ 15+ 14+ 16+ 11+
5 14+ 14+ 13+ 15+ 10+
6 12+ 13+ 12+ 14+ 9+
7 10+ 11+ 10+ 12+ 8+
8 8+ 9+ 8+ 10+ 7+
9 6+ 7+ 6+ 8+ 6+
10 4+ 5+ 4+ 6+ 5+
11 3+ 3+ 2+ 4+ 4+
12 2+ 2+ 2+ 3+ 3+
13 1+ 2+ 1+ 2+ 2+

Opening Locks: With the aid of thieves’ tools, a Light-Taker may pick mechanical locks. They may only try to pick a
particular lock once, and if they fail, they may not try the same lock again until they reaches a higher experience level.
The Judge may apply bonuses or penalties to the roll, depending on the complexity of the lock.

Finding and Removing Traps: Through careful inspection and probing, a Light-Taker may find hidden traps and then
attempt to disable or discharge the trap harmlessly. A Light-Taker may only try to find or remove a trap once in any
given area. The Judge may apply bonuses or penalties to the roll, depending on the complexity of the trap. If the Light-
Taker fails, they may not try again until he reaches a higher experience level. Note that these are separate skills, for a
Light-Taker must find a trap before they can remove it.

Moving Silently: Light-Takers may move with total silence. When successful, even keen eared guards will not hear the
movements of a Light-Taker. However, the Light-Taker always thinks they are successful in this skill, and will not know
otherwise unless and until others react to their presence. Light-Takers may move silently at ½ their standard combat
movement rate without penalty. If they move greater than ½ speed, they take a -5 penalty to the proficiency throw. If
they run, they take a -10 penalty.

Hiding in Shadows: A Light-Taker may attempt to skulk unseen in the cover of darkness. A Light-Taker will always think
they are successful in this skill, and will not know otherwise until others react to their presence. A Light-Taker will
remain hidden so long as they stay motionless. If they moves, they must make a new proficiency throw to hide.

Hearing Noises: Light-Takers can attempt to listen for noises in a cave or hallway and at a door or other locations. The
Light-Taker must be quiet and in a quiet environment.
Light-Takers are light on their chitinous feet, which means they are only trained to fight in leather or lighter armor.
However, they gain a +1 bonus to initiative and a +1 bonus to Armor Class if able to move freely. At level 7, the AC bonus
increases to +2, and at level 13 the AC bonus increases to +3.

Light-Takers are able to surprise attack their enemies. When attacking with surprise, the character gets a +4 bonus on
attack throws and deals double damage on the attack.

They also know their way while underground. The character is able to keep maps in their head of where they are when
exploring underground caves, cavern complexes, and rivers. On a proficiency throw of 11+, the Light-Taker will be able
to automatically know the route they took to get where there are, if they were conscious at the time.

Upon reaching 6th level, the Light-Taker is able to ruffle their fluff to impress others... or at least make a hostile person
friendly. The ruffling of their mothy fluffliness gives the Light-Taker a +2 bonus to reaction rolls to impress and
intimidate people they encounter. If this bonus results in a total of 12 or more, the subjects act as if charmed while in
the presence of the Light-Taker.

At 8th level, the strange insectoid bodies are able to twist in unnatural shapes, which allows them to squeeze through
seemingly impossible gaps, escaping jail cells, or even slipping out of manacles. They may make a proficiency throw of
18+ each round to escape from bonds or to slip between the bars of a portcullis.

A 9th level, the Light-Taker may establish an underground refuge, which is similar to the hideout that a thief gets. The
underground refuge is typically in a cave, dungeon, or other underground location. 2d6 Light-Taker apprentices of 1st
level will come to work with the character. If hired, they must be paid standard rates for ruffians. A successful character
might use these followers to start a Light-Taker’s Guild. Additional rules for hideouts are detailed in the Campaign
chapter of the core ACKS books (Chapter 7).

Mothpeople Light-Taker Attack and Saving Throws


Petrif. & Poison & Blast & Staffs & Attack
Level Spells
Paralysis Death Breath Wands Throw
1-2 13+ 13+ 16+ 14+ 15+ 10+
3-4 12+ 12+ 15+ 13+ 14+ 9+
5-6 11+ 11+ 14+ 12+ 13+ 8+
7-8 10+ 10+ 13+ 11+ 12+ 7+
9-10 9+ 9+ 12+ 10+ 11+ 6+
11-12 8+ 8+ 11+ 9+ 10+ 5+
13 7+ 7+ 10+ 8+ 9+ 4+
Mothpeople Light-Taker Level Progression
Hit AC
Experience Title Level Special Abilities
Dice Bonus
0 Match-Misplacer 1 1d4 Surprise Attack, Know The Way +1
1,600 Firefly-Fetcher 2 2d4 +1
3,200 Candle-Snatcher 3 3d4 +1
6,400 Flint-Pincher 4 4d4 +1
12,800 Torch-Pilferer 5 5d4 +1
25,600 Lamp-Looter 6 6d4 Ruffle The Fluff +1
51,000 Beacon-Robber 7 7d4 +2
102,000 Fire-Grabber 8 8d4 Twist in Unnatural Shapes +2
229,600 Light-Taker 9 9d4+2 Underground Refuge +2
357,200 Light-Taker, 10th Level 10 9d4+4 +2
484,800 Light-Taker, 11th Level 11 9d4+6 +2
612,400 Light-Taker 12th Level 12 9d4+8 +2
740,000 Stealer of the Sun 13 9d4+10 +3

Mothpeople Light-Taker Proficiency List: Acrobatics, Alchemy, Arcane Dabbling, Climbing, Combat Trickery, Healing,
Illusion Resistance, Land Surveying, Language, Lip Reading, Lockpicking, Magical Music, Mapping, Mimicry, Passing
Without Trace, Performance, Precise Shooting, Running, Seduction, Signaling, Skirmishing, Skulking, Sniping,
Swashbuckling, Tracking, Trap Finding, Trapping, Vermin-Slaying (Player’s Companion), Weapon Finesse
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