Saturday, September 30, 2023

Talking Animal - A Greylands OSE Class

I kept working on a replacement for the dwarf and halfling classes from B/X, similar to my take on the Elf, in a continuing effort to help define the setting of my campaign a bit more. However that one was just not coming together. After spending over a week of not being able to actually write it out, I decided that if it isn’t working, it isn’t working. Instead I am going to draw on another common trope of folk stories, which is animals talking and behaving like humans.

Thanks to everyone on Discord who helped with ideas and links to existing ones, and thanks to this blogpost in particular since I am basically copying large chunks of it!


Talking Animal

Requirements: Minimum DEX of 9
Hit Dice: 1d6
Maximum Level: 9
Weapons and Armor: A Talking Animal can use any weapon appropriate to its size (so no two-handed swords or polearms for example), but not firearms. They can wear up to medium armor (as long as it is tailored to them individually) and can use shields.

Description


Like their bigger and stronger cousins, the War Bears, this class represents what are ostensibly normal animals that due to the powers of Chaos and the influence of the Primordial Beasts have the ability to speak the human tongues, walk on their hind legs and even use their paws to wield weapons or use tools.

Talking Animals are seen as a fantastical curiosity in the stable corelands of the world, but out in the rough and unfinished parts that still feel the influence of Chaos, they are rarely even given a second thought.

These animals do not really have any real culture or customs, being simply individual occurrences (or at most, a small family unit), however a common practice is a sort of ancestral veneration of the Primal Beast that is associated with their specific species. Beyond that they simply act like other people in whatever area they are, though often in slightly exaggerated stereotypical manner in some unconscious attempt to draw attention to, and act as a mirror of, certain human traits. Most talking animals tend to feel mildly embarrassed at their tendency to do that.

Abilities

Small size: Talking Animals all seem to end up roughly the same size, which is about a meter tall when standing up. As such they can not effectively wield large two-handed weapons or tools, any armor they wear must be tailor made for them (doubling its base price) and when fighting opponents that are larger than human-sized, they get a +2 to their AC.

Natural weapons: Be it claws, fangs or anything else. Unarmed attacks by talking animals deal 1d4 damage.



Animal Traits:
Either select or roll what kind of animal you are. In addition to anything granted by your species you also have the ability to communicate with mundane, non-talking versions of your species.

1. Badger - You may fly into a fit of rage, allowing you to make as many attacks per round as your level, but making you easier to hit (-2 to AC). Lasts a number of rounds equal to your level and you can’t use that again until a night of sleep.

2. Hedgehog - Due to your spikes you can’t wear any armor, but you have a natural bonus of +2 AC and anyone attacking you in close quarters suffers 1 point of damage.

3. Fox - Once per day you can cast Read Magic and can cast non-divine magic from scrolls with a 10% of a magical mishap occurring.

4. Wolf - If you are in a melee where you and your allies outnumber the enemies you get +1 to hit and +1 to damage. During downtime you can call forth 2d6+character level regular wolves to join you for one session, after which they leave. You can’t use this ability again until you’ve gained a level.

5. Squirrel - You can climb up sheer surfaces like a Thief on a 5-in-6 chance.

6. Rabbit - You can jump up to a distance of 30 ft.

7. Weasel - Your natural attack does 1d4+1 damage. On a successful hit you can latch onto the enemy. At the beginning of each round of combat they can try and shake you off with a save vs paralysis. If they fail they take an automatic 1d4 damage.

8. Boar - You may use your tusks to charge someone, giving you +1 to hit and double damage if the hit succeeds. You need at least 20 ft of clear space to pull off a charge.

Level Progression

Experience and saves as Dwarf.

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