In an post I described the playable races of Hubris. I also laid out the themes I was using in developing the world. The most important of these being: Sword and Sorcery, Weird, and Grim. I also wanted this to extend into the classes as well.
My ruleset is a hack of Trent B’s Old School-style rules, which is where my heart lies.
I wanted to keep the elegant simplicity of Trent’s system, but add a few abilities, etc that could make each class slightly more “varied.” All of these abilities are gained or chosen at level one.
Info- HD- d6, Base Attack Bonus +1 per 2 levels, weapon damage d6
Animal Companion- You start with a cool faithful companion that is more epic than the normal version.
Animalistic- Ability to grow claws that do class damage. Never be caught without a weapon.
Way of the Animal- Use Wild Shape 1 additional x/day.
Savagery- +2 to Damage and +2 to saving throws against mind altering affects and fear. Ignore amount of damage equal to ½ level rounded down. Also incur -2 to AC and -2 to Intelligence checks. Rage lasts a number of rounds equal to 1/2 level rounded down +1 (min of 2 rounds at level 1). Can’t cast spells or use abilities of concentration. Can use 1x/day.
Also Get: Wild Shape- Able turn into a small or medium sized animal. This operates like the Polymorph Self spell. The druid chooses the animal upon gaining this ability. Once the selection is made it cannot be undone. A druid can change into wild shape 1x/day. Every 3rd lvl a new Wild Shape is chosen as well as using Wild Shape another time per day.. At level 10 the druid is able to take the shape of a large version of one of his totems. This can be used in lieu of one of the standard Wild Shape. Max of 3 shapes and x/day.
Forced Shifting- A Druid can attempt to use Wild Shape beyond normal times/day or transform into a shape she doesn’t know by rolling 11+ or higher on a D20 (Add Wis Modifier). Each daily attempt beyond the first carries a cumulative -5 penalty to the roll. If a 1 is rolled you still transform into the animal but are stuck in that form until someone can cast a Polymorph spell on you to bring you back to your normal hippy self.
Natural Digs- Druids know how to make weapons of stone, wood, and bone with ease, should they have the materials available. Also knows how to make light leather armor.
Woodland Stride- A Druid is able to move through obstructions like thorns, brambles, roots, thick branches, and the like as if they were water. A Druid will suffer no damage from troubles like Thorns. A Druid also leaves no tracts when walking in nature.
Spells- Cast spells (see list below)- # spells equal to lvl +2/day. Can cast any spell equal to ½ x level (max level 6). Knows all spells because they hugged a tree.
All Natural- If a Druid uses any metal weapons or armor they are unable to cast spells for 24 hours.
Every 3rd Level- +1 to an Attribute, +1 Reaction/Morale, +1 Attack Bonus or +1 ‘Skill’.