Saturday, May 27, 2023

Holy Slayer (new class)

 Instruments of the gods, holy slayers are assassins tied to religious institutions. In my own game world this would be followers of the Unnamed Saint of Nkume. In many regards the class is very similar to the assassin with a few adjustments.


Holy Slayer


Requirements: Minimum WIS 9

Prime requisite: DEX

Hit Dice: 1d4

Maximum level: 14

Armour: Leather, shields

Weapons: Any

Languages: Alignment, Common


Alignment: Holy Slayers must be of lawful alignment.

Adjust ability scores: In step 3 of character creation, a holy slayer may not lower STR.


Disguise

As per the assassin.


Divine Magic

Holy Symbol: A holy slayer must carry a holy symbol.

Deity disfavour: Holy slayers must be faithful to the tenets of their alignment and religion. Holy slayers who fall from favour with their deity may incur penalties. 

Each time the holy slayer gains a level there is a 1-in-6 chance they will be called upon by their order to carry out an assassination with a 5-in-6 chance the individual is in a near by location. Failure to answer the call will result in the holy slayer being branded a renegade, cast out and hunted by their own order.

Spell Casting: From 9th level, a holy slayer may pray to receive spells. The power and number of spells gained by the holy slayer is the same as a paladin of equivalent level.


Hirelings

As per the assassin.


Holy Slayer Skills

As per the assassin skills.


Poison

As per the assassin.


After Reaching 9th Level

A holy slayer may found his own secret order or attempt to take over an existing guild of assassins or thieves, secretly using it to further his religion's goals.


Holy Slayer Level Progression

As per the assassin.

Saturday, May 20, 2023

Gladiator (new class)

Legends of the arena, warriors of both skill and entertainment. Enter the Gladiator. 





Gladiator


Requirements: Minimum CHA 9 and Minimum DEX 9

Prime requisite: STR

Hit Dice: 1d8

Maximum level: 14

Armour: no armour, shields allowed

Weapons: Melee and thrown only

Languages: Alignment, Common


Agile Fighting

A gladiator gains +1 to their AC at 4th, 6th, 8th and 10th level.


Awareness

Gladiators are only surprised on a roll of 1. 


Combat

Gladiators can use all melee or thrown weapons but are untrained in the use of other ranged weapons. Gladiators scorn the use of armour other than shields preferring to survive on their martial skill alone.

Single combat: In a battle, a gladiator must attack the most powerful or worthy foe in single combat. Gladiators who do not seek out worthy foes do not increase their fame and thus do not gain experience.


Hospitality

A gladiator of 3rd level or higher has achieved a level of fame and can expect hospitality and free lodging from all innkeepers. A gladiator is expected to extend a level of entertainment to other patrons in return.


Showmanship

Gladiators have a +1 to hit when fighting in front of an audience.


After Reaching 9th level

 Upon reaching 9th level a gladiator may found a training school attracting 4d6 first level gladiators to study under them.


Gladiator Level Progression

As fighter.


Saturday, May 13, 2023

Shadow warrior (new class)

Evil monks? try the shadow warrior!


Shadow Warrior


Requirements: Minimum DEX 9, minimum WIS 9

Prime requisite: STR, DEX

Hit Dice: 1d6

Maximum level: 14

Armour: None, no shields

Weapons: Any

Languages: Alignment, Common


Alignment: A shadow must be chaotic. If the character’s alignment ever changes (for any reason), they lose all class abilities and become a fighter of the same level.


Prime requisites: A shadow warrior with at least 13 in one prime requisite gains a 5% bonus to experience. If both STR and DEX are 16 or higher, the shadow warrior gets a +10% bonus.


Awareness

Shadow warriors are only surprised on a roll of 1. This may mean that a shadow warrior is able to act in the surprise round while their companions are surprised.


Infravision Starting from 1st level shadow warriors have 30’ of infravision increasing to 60’ at 5th level and 90’ at 10th level.


Limited Possessions

 A shadow warrior may only keep four magic items at a time and must donate 90% of their wealth to their order or other evil causes.


Order Code

Shadow warriors are bound by the stringent codes of their orders. A shadow warrior who fails to live up to the code of his order loses all class abilities and becomes a fighter of the same level.


Shadow Armour

When standing in darkness or shadows a shadow warrior has +2 to their armour class.


Shadow Blink Once a day a shadow warrior may step into a shadow and emerge from another shadow that they can see within 180' of the original shadow.


Shadow Warrior Skills

Shadow warrior can use the following skills, with the chance of success shown below:

▶ Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the shadow warrior falls at the halfway point, suffering falling damage.

▶ Deflect Missiles (DM): A roll is required to attempt to deflect non-magical missile attacks.

▶ Hear noise (HN): In a quiet environment (e.g. not in combat), a shadow warrior may attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching.

▶ Hide in shadows (HS): Requires the shadow warrior to be motionless—attacking or moving while hiding is not possible.

▶ Move silently (MS): A shadow warrior may attempt to sneak past enemies unnoticed.


Strike Invulnerable Monsters

A shadow warrior of 4th level or higher is able to use unarmed attacks to hit monsters that can normally only be harmed by magic.


 Unarmed Combat

 A shadow warrior’s unarmed strikes do 1D4 damage instead of the usual 1D2, upon reaching 4th level this becomes 1D6, at 8th level 1D8 and at 12th level 1D10.

 Unarmed attacks which hit by 5 or more than the required amount have a 4 in 6 chance to blind the target for one round.


 After Reaching 9th Level

  There can only be a limited number of shadow warriors at each higher level. When a shadow warrior has enough experience points to reach 9th level, they challenge an existing 9th level shadow warrior. The character only advances to 9th level if the other shadow warrior is defeated. Such challenges may take any form that is agreed by both parties, including combat (which need not be fatal). This process is repeated at each subsequent level.

 

Shadow warriors who attain 9th level or above may found their own cloister which is funded by their order. 2D6 1st level shadow warriors will join the new cloister as students.






Shadow warrior Level Progression

Saving Throws

Level XP HD     THAC0 D   W  P  B   S

1         0     1d6       19 [0] 12 13 14 15 16

2         3,000     2d6       19 [0] 12 13 14 15 16

3         6,000     3d6       19 [0] 12 13 14 15 16

4         12,000     4d6       17 [+2]         10 11 12 13 14

5         24,000     5d6       17 [+2]         10 11 12 13 14

6         45,000     6d6       17 [+2]         10 11 12 13 14

7         95,000     7d6       14 [+5]           8   9 10 10 10

8         175,000     8d6       14 [+5]           8   9 10 10 10

9         350,000       9d6       14 [+5]           8   9 10 10 10

10         500,000     9d6+2*       12 [+7]           6   7   8   8   8

11         650,000     9d6+4*       12 [+7]           6   7   8   8   8

12         800,000     9d6+8*       12 [+7]           6   7   8   8   8

13         950,000     9d6+10*     10 [+9]           4   5   6   5   5

14         1,100,000 9d6+12*     10 [+9]           4   5   6   5   5

* Modifiers from CON no longer apply. D: Death / poison; W: Wands;

                                                                         P: Paralysis / petrify; B: Breath attacks;

                        S: Spells / rods / staves.


Shadow warrior Skills Chance of Success

Level CS DM     HN HS MS 

1         87  10 1–2 10  20 

2         88  15 1–2 15  25 

3         89  20 1–3 20  30 

4         90  25 1–3 25  35 

5         91  30 1–3 30  40 

6         92  40 1–3 36  45 

7         93  50 1–4 45  55 

8         94  60 1–4 55  65 

9         95  70 1–4 65  75 

10         96  80 1–4 75  85 

11         97  90 1–5 85  95 

12         98  95 1–5 90  96 

13         99  97 1–5 95  98 

14         99  99 1–5 99  99

Saturday, May 6, 2023

Charlatan (new class)

A sliver tongued con man enters the town, step forward the charlatan for all your lie spreading needs! Consider this a non-spell casting bard with questionable intentions.


Charlatan


Requirements: Minimum INT 9

Prime requisite: CHA

Hit Dice: 1d4

Maximum level: 14

Armour: Leather, no shields

Weapons: Missile weapons, one handed melee weapons.

Languages: Alignment, Common


Alignment: A charlatan may not be of lawful alignment.


Charlatan skills

The charlatan can use the following skills with the chance of success shown below

▶ Detect Fakery (DF): It takes one to know one, a charlatan can detect fakery in people, objects or buildings.

▶ Know Alignment (KA): By spending a turn conversion with an individual a charlatan can come to know their alignment.

▶Pick Pockets (PP): As per the thief skill.


Disguise

As per assassin.


Enchantment

As per Bard.


Extra languages

As per bard.


After reaching 12th level

A charlatan can establish a front for their cons, attracting 2d6 followers of 1st level. The followers will serve the character with some reliability; however, should any be arrested or killed, the character will not be able to attract followers to replace them.


Charlatan level progression

The charlatan uses the thief progression table.


Charlatan Skills Chance of Success

Level   DF KA PP

1          20 15 20

2          25 20 25

3          30 25 30

4          35 30 35

5          40 35 40

6          45 45 45

7          55 55 55

8          65 65 65

9          75 75 75

10        85 85 85

11         95 95 95

12         96 96 105

13         98 97 115

14         99 99 125


Saturday, April 29, 2023

Shaman (new class)

Barbarians will only accept magic from their tribal faith but who are those divine casters? Here is my take on the barbarian clerics, a druid-barbarian mashup. Enjoy! 


Shaman


Requirements: Minimum STR 9. Minimum DEX 9

Prime requisite: CON and WIS

Hit Dice: 1d8

Maximum level: 14

Armour: Leather, chainmail, shields

Weapons: Any

Languages: Alignment, Common


Prime requisites: A shaman with at least 13 in one prime requisite gains a 5% bonus to experience. If both CON and WIS are 16 or higher, the shaman gets a +10% bonus. 

Literacy: A 1st level shaman cannot read or write, irrespective of INT score


Cure Poison

As barbarian.


Divine Casting

As a druid of the same level with the exception that a shaman may not use any magic item unless it is associated with the faith of their tribe.


Identification

As druid


Fear Magic

As barbarian.


Pass Without a Trace

As druid.


Path Finding

As druid.


Shape Change

As druid.


Strike Invulnerable Monsters

As barbarian.


After reaching 8th level

A shaman may raise a horde as a barbarian can.


Shaman Level Progression

The Shaman is the same as a regular barbarian in every regard to level progression with the addition of spells learnt as if they were a druid of the same level.


Saturday, April 22, 2023

Swashbuckler (new class)

 Swashbuckler


Requirements: Minimum CHA 9

Prime requisite: CHA and DEX

Hit Dice: 1d6

Maximum level: 14

Armour: Leather, no shields

Weapons: Missile weapons, daggers, sword, short sword

Languages: Alignment, Common


Prime requisites: A swashbuckler with at least 13 in one prime requisite gains a 5% bonus to experience. If both CHA and DEX are 16 or higher, the swashbuckler gets a +10% bonus.


Daring Attack

Using the daring manoeuvre ability, a swashbuckler can make a daring melee attack. The attack inflicts double damage if successful. Against an unaware opponent, the swashbuckler also gains a +4 bonus to hit.


Dual Wielding

 Skilled in the art of the blade a swashbuckler may carry a second bladed weapon in their off hand which they can choose to give either a +1 AC bonus or a +1 to hit bonus when attacking with their main weapon.


Evasion

When retreating from melee, a swashbuckler ability to make a daring manoeuvre negates the opponent’s usual +2 bonus to hit.


Swashbuckler skills

 Swashbucklers can use the following skills with the chance of success shown below.

▶ Climb sheer surfaces (CS): A roll is required for each 100’ to be climbed. If the roll fails, the swashbuckler falls at the halfway point, suffering falling damage.

▶ Daring manoeuvre (DM): Swashbucklers throw caution to the wind and attempt all sorts of feats in combat such as swinging from chandeliers, running along narrow railings and vaulting obstacles. A roll is required for every 60’ travelled or new action attempted. The referee should modify the chance of success as they see fit based on the conditions and riskiness of the manoeuvre.

▶ Falling (FA): When able to make a daring manoeuvre, swashbuckler suffer no damage from the first 10’ of any fall. Damage due to falling from a greater height is reduced by the listed percentage (rounding fractions down).

▶ Pick pockets (PP): A swashbuckler may attempt to pick pockets as per a thief of the same level.


After reaching 9th level

 A swashbuckler can establish a stronghold attracting 2d6 level 1 swashbucklers as followers. These swashbucklers will serve the character with some reliability; however, should any be arrested or killed, the PC will not be able to attract apprentices to replace them.


Swashbuckler Level Progression

                                                                            Saving Throws

Level XP         HD         THAC0 D W P B S

1         0         1d6           19 [0] 13 14 13 16 15

2         1,500 2d6           19 [0] 13 14 13 16 15

3         3,000 3d6           19 [0] 13 14 13 16 15

4         6,000 4d6           17 [+2]         13 14 13 16 15

5         12,000 5d6           17 [+2]         12 13 11 14 13

6         24,000 6d6           17 [+2]         12 13 11 14 13

7         50,000 7d6           14 [+5]         12 13 11 14 13

8         100,000         8d6           14 [+5]         12 13 11 14 13

9         200,000         9d6           14 [+5]         10 11 9 12 10

10         320,000         9d6+2*       12 [+7] 10 11 9 12 10

11         440,000         9d6+4*       12 [+7] 10 11 9 12 10

12         560,000         9d6+6*       12 [+7] 10 11 9 12 10

13         680,000         9d6+8*       10 [+9] 8 9 7 10 8

14         800,000         9d6+10*     10 [+9] 8 9 7 10 8

* Modifiers from CON no longer apply.     D: Death / poison; W: Wands;

                                                                   P: Paralysis / petrify; B: Breath attacks;

                                                                    S: Spells / rods / staves.


Swashbuckler Skills Chance of Success

Level CS DM FA PP 

1         87  60   25 20

2         88  65   25 25 

3         89  70   25 30 

4         90  75   33 35 

5         91  80   33 40 

6         92  85   33 45

7         93  90   33 55

8         94  95   50 65

9         95  99   50 75

10         96  99   50 85

11         97  99   50 95

12         98  99   66 105

13         99  99   66 115

14         99  99   75 125

Saturday, April 15, 2023

Wizard Slayer (new class)

 Sworn to kill evil mages the wizard slayer is a barbarian alternative.


The Wizard Slayer is the same as the Barbarian presented in OSE:Advanced with the following changes.


Remove:

Cure Poison

Forage and Hunting


Add:

Requirement: Wisdom 9

Alignment: Lawful only

Barbarian Skill: Detect Illusion: A Wizard Slayer has a 5% chance to detect an illusion, increasing by 5% per level after the first level.

Barbarian Skill: Detect Magic: A Wizard Slayer has a 25% chance to detect magic, increasing by 5% per level after the first level.

Know Alignment: A Wizard Slayer may know the alignment of a person, creature or object it touches.

Protection from Evil: A Wizard Slayer has a +1 to saving throws against spells and abilities of affected creatures and a +1 AC vs creatures affected. Enchanted, constructed, or summoned creatures: The ability additionally prevents such creatures from attacking the wizard slayer in melee, though they may still make ranged attacks. If the wizard slayer engages such a creature in melee, this protection is broken.

Fallen Dwarf Hold Generator

 I am putting together a series of tables for those who wish to create a Moria or Erebor for their own campaign. Reclaiming fallen dwarven h...