The Adventurer Idea V0.1

This is an OSR class. Working this through a series of blog posts over time. Heavily inspired by this post.

by Matt Rhodes

HD: 1d12.
Die Bonus: +1
Saves: All saves are 15 (roll under to save)

You learn 1d4 skills* of your choice.

Choose one of the following categories. You gain the benefits listed in that category. When you level up, pick the same or another category and gain the benefits again. When you level up, you can change another one of your previous levels to a new category. So if you're level 3 going to level 4, you not only choose what your level 4 category is, but can change your level 1, 2, or 3 category as well, but only one of them.

All the tables, and the list of tricks (and maybe skills) are obviously not in this blog post.

Esoteric
-Roll on the esoteric traits table (or a table marked as an esoteric replacement).
-+1 to saves vs magic.
-+1 on rolls against arcane, divine, eldritch, or mystical problems**.

Learn'd
-You learn a new skill.
-+1 to all saves.
-+1 on rolls requiring book smarts or overall intelligence to solve problems, and to creating things.

Tricky
-Learn a trick of your choice.
-+1 to saves vs poison, disease, or being coerced.
+1 on rolls to trick others, be stealthy, using equipment for problems, or steal things.

Warlike
-Roll on the warlike traits table (or a table marked as a warlike replacement).
-+1 to saves vs being restrained or intimidated.
+1 on rolls when dealing with any problem by dealing damage to it or forcing it through non-magical means.


*Skills, mechanically, allow you to take 10 and to add your Die bonus. They also allow for special things if you get over 20 with them.
**Problems, mechanically, are anything you as a player need to solve. This can be attacking a monster, solving a riddle, finding a trap, learning how to break a curse, etc.

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