Shipyard Locked
How long do I have?
- Joined
- Apr 25, 2017
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Here's a rough draft of a class I intend to use in Old School Essentials. I'd like some opinions to help improve it.
Context:
- This is a replacement for the thief that incorporates elements from it and the ranger (or more specifically OSE's Warden class, non-magical ranger).
- I intend to stick to the four core classes.
- There are no elves, dwarves or halflings in this setting.
- I'll likely be giving the fighter a small selection of special abilities to choose from too, as suggested in the OSE magazine Carrion Crawler.
- I'll be using side initiative.
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New Class: Outlaw
Requirements: None
Prime requisite: DEX
Hit Dice: 1d6
Maximum level: 14
Armour: Leather, Chainmail, shields
Weapons: Any
Languages: Common
Outlaws survive in the shadows of society by their wits and special skills. They can be equally comfortable in urban, wilderness, or dungeon environments. Their presence in a party improves everyone's chances of evading danger, but they do tend to have unsavory reputations.
> Combat: Outlaws can use all types of weapons and can use leather armour, chainmail, and shields. Because of their need for stealth, they cannot use plate mail.
> Sneak Attack: When attacking a surprised opponent in the first round of combat, an outlaw receives a +4 bonus to hit and doubles any damage dealt.
> Outlaw Skills: At 1st level, an outlaw selects two of these special skills. They select one more at 5th and 10th level.
1. Stealth – When monsters make a surprise check against a party with the outlaw in it, they are surprised on a 4-in-10 chance. In addition, outside of a combat encounter the outlaw can attempt to hide in situations where ordinary people cannot, such as in mere shadows, light foliage, behind narrow pillars and the like.
2. Perception – When listening for distant sounds or actively searching to detect secret doors or room traps, the outlaw succeeds with a 2-in-6 chance.
3. Quickness – A party with the outlaw in it wins ties when rolling for initiative.
4. Diplomacy – If the outlaw attempts to speak with monsters, he may add +1 to the reaction roll.
5. Technical – The outlaw can pick locks, find treasure traps, and deactivate treasure traps with a 2-in-6 chance. Normal characters cannot succeed at any of those things. Each roll can only be attempted once, and a trap requires a roll to find it before a roll can be made to deactivate it. Opening locks requires thieves' tools.
6. Sticky-fingered – The outlaw can pick people's pockets, swipe small objects unnoticed, and perform other sleight of hand tricks. Normal characters cannot succeed at any of those things. The odds of success are 3-in-6 against a victim who has less HD than the outlaw and 2-in-6 if they have equal or more HD. The attempt is only noticed by the victim on a 6.
7. Path-Finding - A party with the outlaw cannot lose direction in clear or grasslands terrain. It has only a 1-in-6 chance of losing direction in barren lands, hills, mountains, and woods. It has only a 2-in-6 chance of losing direction in deserts, jungles, and swamps. In addition, A party with the outlaw succeeds at foraging with a 2-in-6 chance.
8. Tracking – The outlaw can identify and follow tracks through normal environments. Normal characters cannot succeed at this task. The base odds of doing this successfully are 3-in-6, but they can increase or decrease based on many environmental factors like the age of the trail, rain conditions, or the size of the creature being tracked. In addition, a party with the outlaw finds prey when hunting with a 5-in-6 chance.
> After Reaching 9th Level: An outlaw can establish a thief den or bandit camp, attracting 2d6 apprentices of 1st level. These criminals 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. A successful outlaw might use these followers to start a Thieves' Guild.
> Outlaw Level Progression: Same as Thief.
Context:
- This is a replacement for the thief that incorporates elements from it and the ranger (or more specifically OSE's Warden class, non-magical ranger).
- I intend to stick to the four core classes.
- There are no elves, dwarves or halflings in this setting.
- I'll likely be giving the fighter a small selection of special abilities to choose from too, as suggested in the OSE magazine Carrion Crawler.
- I'll be using side initiative.
------------------------------------------------------------
New Class: Outlaw
Requirements: None
Prime requisite: DEX
Hit Dice: 1d6
Maximum level: 14
Armour: Leather, Chainmail, shields
Weapons: Any
Languages: Common
Outlaws survive in the shadows of society by their wits and special skills. They can be equally comfortable in urban, wilderness, or dungeon environments. Their presence in a party improves everyone's chances of evading danger, but they do tend to have unsavory reputations.
> Combat: Outlaws can use all types of weapons and can use leather armour, chainmail, and shields. Because of their need for stealth, they cannot use plate mail.
> Sneak Attack: When attacking a surprised opponent in the first round of combat, an outlaw receives a +4 bonus to hit and doubles any damage dealt.
> Outlaw Skills: At 1st level, an outlaw selects two of these special skills. They select one more at 5th and 10th level.
1. Stealth – When monsters make a surprise check against a party with the outlaw in it, they are surprised on a 4-in-10 chance. In addition, outside of a combat encounter the outlaw can attempt to hide in situations where ordinary people cannot, such as in mere shadows, light foliage, behind narrow pillars and the like.
2. Perception – When listening for distant sounds or actively searching to detect secret doors or room traps, the outlaw succeeds with a 2-in-6 chance.
3. Quickness – A party with the outlaw in it wins ties when rolling for initiative.
4. Diplomacy – If the outlaw attempts to speak with monsters, he may add +1 to the reaction roll.
5. Technical – The outlaw can pick locks, find treasure traps, and deactivate treasure traps with a 2-in-6 chance. Normal characters cannot succeed at any of those things. Each roll can only be attempted once, and a trap requires a roll to find it before a roll can be made to deactivate it. Opening locks requires thieves' tools.
6. Sticky-fingered – The outlaw can pick people's pockets, swipe small objects unnoticed, and perform other sleight of hand tricks. Normal characters cannot succeed at any of those things. The odds of success are 3-in-6 against a victim who has less HD than the outlaw and 2-in-6 if they have equal or more HD. The attempt is only noticed by the victim on a 6.
7. Path-Finding - A party with the outlaw cannot lose direction in clear or grasslands terrain. It has only a 1-in-6 chance of losing direction in barren lands, hills, mountains, and woods. It has only a 2-in-6 chance of losing direction in deserts, jungles, and swamps. In addition, A party with the outlaw succeeds at foraging with a 2-in-6 chance.
8. Tracking – The outlaw can identify and follow tracks through normal environments. Normal characters cannot succeed at this task. The base odds of doing this successfully are 3-in-6, but they can increase or decrease based on many environmental factors like the age of the trail, rain conditions, or the size of the creature being tracked. In addition, a party with the outlaw finds prey when hunting with a 5-in-6 chance.
> After Reaching 9th Level: An outlaw can establish a thief den or bandit camp, attracting 2d6 apprentices of 1st level. These criminals 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. A successful outlaw might use these followers to start a Thieves' Guild.
> Outlaw Level Progression: Same as Thief.