
Introduction
Here is another homebrewed OSE race. This one focuses on the a beast/humanoid fey race. The format I used here is consistent with the format used with OSE. Due to the mutability of the race, I decided that a certain pieces of information for it needed to be a negotiation between the player the referee.
Beastkith
Demihuman Class
Requirements: See below, always two abilities
Prime Requisite: See below, always two abilities
Hit Dice: 1d6
Maximum Level: 10
Armor: Any, including shields
Weapons: Any
Languages: Alignment, Common, Elvish, Kith, secret language of associated animals
Beastkith are humanoid, fey versions of various common animals. Their height ranges from 3 ft. to 7 ft., depending upon the related animal. As their related animal, they are covered in fur, feathers, or scales, and have some primal combat advantage as well. Due to their fey nature, all beastkith can interbreed, each always resulting in a random result of animal associated. Consequently, a reptilian beastkith could breed with an avian beastkith, and have offspring that are different mammalian beastkith.
Requirements: Beastkith ability requirements have to be discussed and agreed upon with your referee. For example, an oxen beastkith could require a minimum of 9 for STR and CON.
Prime Requisites: A beastkith with at least 13 in one prime requisite gets +5% to XP. If both prime requisites are 16 or higher, the character gets a +10% bonus. The prime requisites need to be agreed upon by the referee. For example, a feline beastkith could have prime requisites in DEX and CHA.
Arcane Magic
See the Old-School Essentials books for full details on arcane magic.
Magical Research: A beastkith of any level may spend time and money on magical research. This allows them to add new spells to their spellbook and to research other magical effects. When a beastkith reaches 9th level, they are also able to create magic items.
Spell Casting: Beastkith carry spellbooks containing the formulae for arcane spells. The level progression table shows both the number of spells in the beastkith’s spellbook and the number they may memorize, determined by the character’s experience level. Thus, a 1st level beastkith has one spell in their spellbook, selected by the referee (who may allow the player to choose). The list of spells available to beastkith is one of the arcane spell lists as agreed upon with the referee at character creation. For example, a crocadilian beastkith could have the necromancer spell list, a strigidaen beastkith could have the magic-user spell list, and a rodentian beastkith could have an illusionist spell list.
Using Magic Items: As spell casters, beastkith are able to use magic scrolls of spells on their spell list. They can also use items that may only be used by arcane spell casters (e.g. magic wands).
Combat
Beastkith can use all types of weapons and armor, but the cost of the armor is increased by 25% to fit their unique bodies. Additionally, beastkith also have one of the following: +1 AC due to a thick hide; claws that do 1d4 damage; a bite that can do 1d6 damage; a charge attack (optional rule) that does double damage. Beastkith of small stature cannot use longbows or two-handed swords.
Speak with Animals
Beastkith knows the language of the creatures that they are associated with.
Listening at Doors
Beastkith have a 2-in-6 chance of hearing noises.
Infravision
Beastkith have infravision to 60 ft.
After Reaching 9th Level
A beastkith has the option of creating a new tribal village that will attract other beastkith from far and wide.
Because of a beastkith’s connection to the natural world, all animals within 5 miles of the beastkith village are friends of the beastkith. They may warn the beastkith of intruders, carry messages and news, and so on. In exchange for this friendship, the beastkith protect the animals from harm.
A beastkith ruler may hire members of other races as mercenaries, particularly for activities that require time outside of the beastkith’s area of influence, but only soldiers of the beastkith may be hired.
Beastkith Level Progression
Level | XP | HD | THAC0 | D | W | P | B | S | 1 | 2 | 3 | 4 | 5 |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | 0 | 1d6 | 19 [0] | 12 | 13 | 13 | 15 | 15 | 1 | – | – | – | – |
2 | 3,000 | 2d6 | 19 [0] | 12 | 13 | 13 | 15 | 15 | 2 | – | – | – | – |
3 | 6,000 | 3d6 | 19 [0] | 12 | 13 | 13 | 15 | 15 | 2 | 1 | – | – | – |
4 | 12,000 | 4d6 | 17 [+2) | 10 | 11 | 11 | 13 | 12 | 2 | 2 | – | – | – |
5 | 30,000 | 5d6 | 17 [+2] | 10 | 11 | 11 | 13 | 12 | 2 | 2 | 1 | – | – |
6 | 60,000 | 6d6 | 17 [+2] | 10 | 11 | 11 | 13 | 12 | 2 | 2 | 2 | – | – |
7 | 120,000 | 7d6 | 14 [+5] | 8 | 9 | 9 | 10 | 10 | 3 | 2 | 2 | 1 | – |
8 | 240,000 | 8d6 | 14 [+5] | 8 | 9 | 9 | 10 | 10 | 3 | 3 | 2 | 2 | – |
9 | 420,000 | 9d6 | 14 [+5] | 8 | 9 | 9 | 10 | 10 | 3 | 3 | 3 | 2 | 1 |
10 | 660,000 | 9d6+2 | 12 [+7] | 6 | 7 | 8 | 8 | 8 | 3 | 3 | 3 | 3 | 2 |
D: Death / Poison; W: Wands; P: Paralysis / Petrify; B: Breath Attacks; S: Spells / Rods / Staves.
Beastkith (Race)
Requirements: See below, always two abilities
Ability Modifiers: See below, always two abilities
Languages: Alignment, Common, Elvish, Kith, the secret language of their associated animal
Beastkith are humanoid, fey versions of various common animals. Their height ranges from 3 ft. to 7 ft., depending upon the related animal. As their related animal, they are covered in fur, feathers, or scales, and have some primal combat advantage as well. Due to their fey nature, all beastkith can interbreed, each always resulting in a random result of animal associated. Consequently, a reptilian beastkith could breed with an avian beastkith, and have offspring that are different mammalian beastkith.
Available Classes and Max Level
⮞ Acrobat: 10th
⮞ Assassin: 9th
⮞ Cleric*: 7th
⮞ Druid*: 8th
⮞ Fighter: 9th
⮞ Illusionist: 11th
⮞ Knight: 9th
⮞ Magic-User: 11th
⮞ Necromancer: 11th
⮞ Ranger: 11th
⮞ Thief: 10th
Combat
Armor must be tailored for Beastkith, the cost of the armor is increased by 25% to fit their unique bodies. Beastkith of small stature cannot use longbows or two-handed swords. Additionally, beastkith also have one of the following: +1 AC due to a thick hide; claws that do 1d4 damage; a bite that can do 1d6 damage; a charge attack (optional rule) that does double damage.
Speak with Animals
Beastkith knows the language of the creatures that they are associated with.
Listening at Doors
Beastkith have a 2-in-6 chance of hearing noises.
Infravision
Beastkith have infravision to 60 ft.
Summary
This hasn’t been playtested yet. Feel free to play around with the OSE beastkith and let me know of any feedback that you have that could improve it.
The werecapybara from an STL by MZ4250, seemed like a good model to use as a reference for this, providing that nice mix of humanoid and animal characteristics. Be sure to check out other items in their library of creations.
I provide this here as OGL with the requirement of attribution. Game on!