Tuesday, December 31, 2019

OSE Class: Goblin

So there are a lot of different versions of goblin classes but I wanted to go ahead and throw my hat in the ring as well. The approach I took was using the Halfling class as a base and working off of that. I find "weird" classes to be appealing and the idea of being able to do an all Goblin group is especially interesting to me. Without further ado, here is the Goblin!


Goblin
You are not like the others in your clan. For one reason or another, you didn't fit and it was leave or die. So you left and now are trying to find your place in a world that loathes you.
Requirements: Minimum DEX 9 and CON 9
Prime Requisite: DEX
Hit Dice: 1d6

Armor: Appropriate to Size
Weapons: Appropriate to Size (no 2 handed weapons)
Languages: Common, Goblin
Saves: Halfling
Level Progression: Halfling
Features:
  • Defensive Bonus: Due to small size, they gain +2 bonus to AC when attacked by large opponents (larger than human sized).
  • Hiding: 
    • Dungeons: Goblins can hide with a 90% chance of success. 
    • In the Woods or Undergrowth: 2-in-6 chance of success.
  • Detect Trap: 2-in-6 Chance.
  • Infravision: Can see 60’ in the dark.
  • Light Sensitive: -1 to-hit in full daylight.
  • Outsider: Goblins suffer -1 on Reaction Rolls when interacting with NPCs if their true nature is revealed.
  • Compulsion: Goblins have poor impulse control. Choose or Roll 1d6 to determine their compulsion- 
    • 1- Eccentric Speech: Speaks strangely such as only in 3rd person, sentences out of order, only in rhyme or riddle. 
    • 2- Borrower: “Borrows” small things from places they visit and people they meet. 
    • 3- Raw: Only eats raw bloody meat. 
    • 4- Dysmorphic: Believes that they are something other than a goblin.
    • 5- Fear: Afraid of non-threatening things such as children, small dogs, dolls, etc. 
    • 6- Superstitious: Holds strange personal beliefs and rituals that must be appeased or suffer -2 to all Mental checks each day they do not do it.

Tuesday, December 3, 2019

OSE Class- The Could-Have-Been

*It's been a little bit since I last posted. New job adjustments and what-not.  But now things have calmed down again so let's jump back into it with a new class!*


The Could-Have-Been
You do not know where you came from or what your purpose is. Your clothes are not your own but you do not know where you got them. Fully dressed, you might look sick but otherwise “normal”. But beneath the thick coat and long tangled hair, something is amiss. You are the unnatural product of mixing magic and life. How that is expressed differs from setting to setting whether it be stitched together parts from various bodies or a clockwork heart. Requirements: Minimum STR 9 and CON 9 Prime Requisite: STR Hit Dice: 1d8 Armor: Leather, Chainmail, Shield. Weapons: Any Weapon Languages: Common and Random Language (You do not know why you know this) Saves: Fighter Level Progression: Fighter Features:
  • Amnesia: You do not know where you come from or who made you. You carry around a memento without context in the pocket of a strangers coat.
  • A Doom that Walks: Unless care is taken to conceal it, your unnatural state will be noticeable to others who encounter you and they will be uncomfortable. -1 on Reaction Rolls for anyone who realizes what you are.
  • Unsettled Husbandry: Animals sense that you are unnatural. -1 when trying to ride or handle animals.
  • Sensitive to Magic: Due to your unnatural beginnings, you are more sensitive to magic than most. 30% chance to be able to detect the direction and general strength of an enchantment within 60'. Requires that you do nothing else but "sense" for one Turn. Ability needs to recharge for a Turn after using.
  • Resistant to Poison: Lvl 1-3: +2 to Saves to Resist Poison; Lvl 4-10: +4
  • Resistant to Charm:  Lvl 1-3: +2 to Saves to Resist Charm; Lvl 4-10: +4