OSR-style classes for my upcoming Hubris Campaign Setting- Looking for feedback

This is a rough draft (subject to change due to play-testing, my flights of fancy, irritation, bowel movements, clarity, weirdness, stupidity, and other such notions) or my OSR style D&D rules inspired by Trent B’s New Feirland rules.

Feel free to give feedback, thoughts, or whatever about this.

Fighter

Info– HD- d8, Base Attack Bonus +1 per level, weapon damage d8

Roid Rage– Kill an enemy and get a second attack with melee or bow against a target within 5 ft (once per round).

Martial Prowess: Choose Two

Rapid Attack– Get a second attack, even with movement, at a -5 to roll, with bow or melee.

Unarmed Fighting– Treat hands as a deadly weapon and do 1d6 damage instead of pansy slapping of everyone else.

Blind Fighting– Don’t suffer the embarrassing -4 to swinging when can’t see.

Improved Critical- Score criticals on 19-20 instead of just natural 20.

Shielded Knight- Use shield as weapon.  Do ½ Fighter weapon dmg and enemy must make Con SV or -1 rolls next rnd.

 

Also Choose One-

Fleet Footed- Increase movement by 10ft.

Armor Training– Reduce Dex skill roll penalties by 1.

Bravery- +2 to Saves VS fear effects.

Imp Shield Use– Increase bonus AC from shield by +1

Pit Fighter– No longer suffer -2 to attack with Improvised Weapons.

Sharp Fighter– Increase weapon damage to d10

 

Every Third Level– +1 to an Attribute, +1 Damage, +1 Reaction/Morale (for followers) or +1 ‘Skill’.

 

Rogue

Info– HD- d6, Base Attack Bonus +1 per 2 levels, Weapon Damage d6

Skills Package (choose 4+ Int Modifier): 1. Stealth; 2. Tinkering; 3. Murder; 4. Survival;  5. Lore/Occult; 6. Perception/Investigation; 7. Symbology/Cryptology; 8. Engineering/Stonework; 9. Therapy/Medicine; 10. Exploration/Spelunking

Improved Back Attack– A Rogue that is successful in sneaking up on a target unawares is able to make an attack at a +4 (instead of the normal +2).  If the attack is successful it does double damage.  At 5th level the damage is tripled and at 9th level it is quadrupled.

Choose One-

Quick Draw– Rogues can draw small weapons without the need of making a successful Dexterity check.

Poisoner- You don’t need to roll when putting poison on your blade.  Can’t poison yourself by accident.

Imp Stealth– Move at full movement instead of normal ½ movement.

Rogue Luck– Gain an additional reroll per session.

Cantrips- Gain the ability to cast any level 0 Sorcerer spells.  Can use this ability equal to Int modifier +1.

Spry– Allocate one target that you are focusing on.  Gain an additional 1d3 bonus to AC.  This must be rerolled each round.

 

Every Third Level– +1 to an Attribute, +1 Damage, +1 Reaction/Morale (for followers) or +1 ‘Skill’.

Ranger

Info– HD- d6, Base Attack Bonus +1 per2 levels, Weapon Damage d6

Survivalist– Start with 1 point in Survival Skill

Favored Enemy– The Rogue has studied one enemy that has hounded them in the past.  Gain +2 to AC, Attack, and Damage against the enemy.  Also when making an Int check about the enemy gain +2 to roll.

Choose One

Archer- Can make two attacks with a bow in a single round.  Each attack must be resolved separately.

Animal Companion– You start with a cool faithful companion that is more epic than the normal version.

Also Choose One

Imp Aim- Aiming grants a +4 bonus to shots, instead of the normal +2.

Quick Reload- Reloading a Crossbow takes ½ round instead of a full round and loading a wheellock weapon takes one round instead of two.

 

Every Third Level– +1 to an Attribute, +1 Damage, +1 Reaction/Morale (for followers) or +1 ‘Skill’.

 

Barbarian

Info– HD- d10, Base Attack Bonus +1 per level, Weapon Damage d8

Rage– +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 one half level rounded down +1 (min of 2 rounds at level 1). Rage Con bonus x/day (min 1).  Can’t cast spells or use abilities of concentration.

Brute Force– A Barbarian with a 2-handed weapon is a terrible foe to face.  Add strength and a half modifier to damage instead of just the normal strength modifier.

 

Choose One

Thick Skin– Ignore two points of all damage.

Harsh Rager- Increase Rage use 1x.

Primal Vitality– Get an additional Second Wind per game session.

Chainmail Bikini/Cod-piece– When wearing no armor treat your AC as having Medium Armor equipped  (suffer no dex mods).

Insane Health– Star with an additional +4 HP at level 1.

Iron Will– While raging you are immune to mind altering effects and fear.

 

Every Third Level– +1 to an Attribute, +1 Damage, +1 Reaction/Morale (for followers) or +1 ‘Skill’.

 

Sorcerer

Info– HD- d6, Base Attack Bonus +1 per 3 levels, weapon damage d4, except quarterstaff (d6)

Abilities: Can Read & Detect Magic within 2 yards, after 1 round concentrating.

Summon Familiar– As per GM decision.  Should be natural animal.  Grants +2 HP to caster and allows caster to deliver touch spells through creature.  If the creature dies the Sorcerer suffers 3d6 damage and cannot summon a new familiar for 1 month.

Scribe Scroll: Must know spell to write.  100gp x spell level.  Time to scribe- 1 day x spell level.

Spells: Cast spells (see list below)- # spells equal to lvl +2/day.  Can cast any spells equal to ½ x level safely (max level 6).  Higher than that or extra spells see Extemporaneous-Channeling below.  Either knows all spells or starts with 1d3 lvl 0, 1d2 lvl 1, and roll d6- 1 of spell of that level (reroll 6) (GM’s call on how knowing of spells is handled).

Extemporaneous-Channeling: A character may cast any spell from the list, beyond normal spells/day, by rolling 11+ or higher on a D20 (Add Int Modifier). If the spell is higher level than you can normally cast, subtract the difference from the roll. Each daily attempt beyond the first carries a cumulative -5 penalty to the roll (increasing chance of bad stuff happening to you). If you fail, roll on the Bad Stuff Table.  If the roll is a critical failure, roll on the Terrible Stuff Table.

Every 3rd Level- +1 to an Attribute, +1 Reaction/Morale, +1 Attack Bonus or +1 ‘Skill’.

                                                   

Bad Stuff Table

1 Pain lances through you, doing 1d6 damage.

2 You are struck dumb and unable to talk for 2d6 rounds.

3 The spell goes off as you cast it centered on you.  Take damage/effect of the spell.

4 The void opens up and a small imp comes out and attacks the caster.

5 You are confused (as per spell) for 1d6+1 rounds- 1) Do nothing; 2) Attack self; 3) Attack friend; 4) Normal

6 You being jibbering and babbling like an idiot.  -1d4 to Charisma for 24 hours.

7 You feel your intelligence zapped from your brain.  -1d4 to Intelligence for 24 hours.

8 You become feeble and weak.  -1d4 to Constitution for 24 hours.

9 You are knocked unconscious for 1d6+1 hours.

10 You crossed a line and must roll on the Terrible Stuff Table.

Terrible Stuff Table

1 You catch a glimpse of what lies beyond and lose 1 Wisdom permanently.

2 A more powerful imp appears from the void that can only seen by the caster.  It attacks immediately.

3 Pain lances through your brain.  You lose 1 Intelligence permanently.

4 You are corrupted beyond redemption and are transformed into an Abomination.  Now NPC monster.

5 Strange Shadow Leeches appear from beyond and feast on the magic of your body.  No one else can see these disgusting slimy horrible little bastards.  You are drained of the ability to cast magic in a matter of seconds as you run around flailing your arms uselessly and screaming like a terrified child.  You cannot cast spells for 1d6 days.

6 Your body is wracked with pain.  You take 3d6 damage.

7 Something terrible from the void lashes out and mutilates your body, causing deep and gruesome scars to appear.  -1 to Charisma permanently.

8 Life is leached out of you- You age 3d10 years permanently.

9 In a flash of light you switch bodies with another player in the group!

10 You die in the most epically painful way possible.

 

Warrior Priest

Info– HD- d6, Base Attack Bonus +1 per 2 levels, weapon damage d6

Blessings: Choose One

Smite Evil- Once per day can attack an evil creature with holy fury.  Gain +20 to attack and adds an extra 2d6 damage (which can explode).

Divine Health- Immune to diseases, whatever the origin.

Lay On Hands– Heal target (including self) for 2hp/level once per day.

Also Get: Spells: Cast spells (see list below)- # spells equal to ½ lvl (min 1)/day.  Can cast any spell equal to ½ x level safely (max level 6).  Higher than that or extra spells see Righteous Begging below.  Knows all spells because their god told them.

Channel Energy- Does 1d6 dmg/3 lvl (max of 4d6 damage) in a 30ft radius to undead.  Can use this ability 3 times per day.  Protection from Good will negate the effect of Channel Energy.  Undead 2HD under the Cleric must make a Wisdom based save or cower in terror.  Undead 4 HD under die instantly.   At level 5 this can affect Demons and Devils as well.

Weapon of Deity- When using this weapon, receive +1 to attack and attack.

Invoke the Name- Invoking the name of a God is not to be taken lightly as it brings both boon and hardship.  A Warrior Priest can speak the name of their God and call forth holy powers once per day. See Invoking Powers of Deities below.

Righteous Begging– A Cleric can beg his god and may cast any spell from the list (inc. from scrolls), beyond normal spells/day, by rolling 11+ or higher on a D20 (add Chr Modifier). If the spell is higher level than you can normally cast, subtract the difference from the roll. Each daily attempt beyond the first carries a cumulative -5 penalty to the roll (increasing chance of your God g). If you fail, you lose the ability to cast spells for 1d3 days.  If you critically fail your god reaches through the cosmos and squishes you like a bug and die.  Pissing off a god is no laughing matter.

You Gotta Believe– You gotta do what the fuck your god says.  If you don’t he/she/it will give you a snobby look of derision and say and take your powers away for 1d3 days and mocks you with visions of people having a good time while you are impotent and lame.

Every 3rd Level- +1 to an Attribute, +1 Reaction/Morale, +1 Attack Bonus or +1 ‘Skill’.

 

 

Druid-

Info– HD- d6, Base Attack Bonus +1 per 2 levels, weapon damage d6

Choose One:

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.

Extemporaneous-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’.

 

Witch

Info– HD- d6, Base Attack Bonus +1 per 3 levels, weapon damage d4, Except Sickle/Scythe (d6)

Abilities:

Blood Boil– Once per day a Witch can draw dark power from within and make the blood of a target boil.  They must succeed at a Constitution Save or be wracked with feverish pain as their innards are cooked.   Successful save means target takes half damage.  Damage: Lvl 1-3 1d4; 4-6 1d6; 7-19 1d8; 10+ 1d8 as 2h weapon dmg (roll damage twice, take higher of the two).

Ravage (Wisdom)– Once per day a Witch is able to channel her negative energies and cause physical pain and wounds to targets in a certain radius, but at risk to herself.  The Witch must declare how much damage she wishes to inflict on the opponents, 1-2d6.  She then makes a Wisdom check.  If she succeeds all targets in a 15ft radius take that amount of damage (They can make a Wisdom Save to take ½ damage).  If she fails, then she takes that amount of damage.

Horror– Once per day a Witch can transform herself into a terrible horrible hag.  The transformation is painful and horrific to witness.  Gains the Rage ability from Barbarian and up damage to Barbarian level.  This lasts for 10 minutes and cannot be ended prematurely.

Summon Familiar– As per GM decision.  As a Witch it is generally a Bat, Rat, Cat, or Frog.  Grants +2 HP to caster and allows caster to deliver touch spells through creature.  If the creature dies, the Witch suffers 3d6 damage and cannot summon a new familiar for 1 month.

Spells: Cast spells (see list below)- # spells equal to lvl day.  Can cast any spells equal to ½ x level (Max Level 3).  A Witch chooses her spells from the Warrior Priest or Sorcerer spell list.

Ways of the Witch

Choose One:

Witches Luck or Bane– Able to bless or curse a target.  Blessed targets can reroll a failed roll, while baned must reroll a successful roll (Wisdom negages).  Can be used once per day.

Way of Pain– Can use either Ravage or Blood Boil one additional time per day.

Magical Blood– Must make Charisma check TN 11 (-5 to roll).  If successful is able to cast one level 5 spell per day.  Nothing negative happens if regular failure.  Critical Failure, the Witch ages 3d10 years.

Superior Familiar- The Witch can have a Wolf, Dog, Bob Cat, Boa Constrictor, or Giant (Lesser) Spider as a familiar.

Every 3rd Level- +1 to an Attribute, +1 Reaction/Morale, +1 Attack Bonus or +1 ‘Skill’.

 

 

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About wrathofzombie

I am a History major attending a community college until I can get more financial aid and attend a four year school. I am living in NJ with my girlfriend who is currently wrapping up on obtaining her PhD in Toxicology. I love Star Wars, Role-playing, video games, working out, reading, writing, and hanging with my girlfriend, dog (Perfect), and two kittens (Birch and Brambles). My main focus on this site will be my discussion of Role-playing games and ideas and hopefully contribute something worth a damn. View all posts by wrathofzombie

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