Tuesday, November 14, 2023

The Elemental For OSE

This is my second OSE superhero class. It's my attempt at converting Jonathan Linneman's The Elemental to the system.

Elemental


Requirements: Minimum WIS 12 
Prime requisite: WIS 
Hit Dice: 1d6 
Armour: None 
Weapons: club, dagger 
Languages: Native tongue

Through superscience, magic, divine right, or some other fantastic means, the Elemental has become a conduit for one of the fundamental building blocks of the universe. They may be a true classical “element” such as water or fire, a related phenomenon like ice or lighting, or a type of energy. It can even be a rather abstract concept, such as rage or willpower. Whatever the source, the Elemental can generate and control this element to achieve feats previously unknown to humankind.


Elemental Aura: 
The energy channeled by an elemental provides a small amount of protection to its wielder, granting a -2[+2] AC bonus. This bonus may be negated by attacks of a specific type (e.g. a water blast vs. a fire aura).

Elemental Strike: 
At 1st level, the unarmed strike of an elemental is imbued with power dealing 1d6 damage on a successful attack. At 4th level, they can make an elemental strike attack at a range of 60 feet, and as 7th level the damage from the attack becomes 1d6+1. Note that the damage is inflicted by the element that empowers the strike and may deal more or less damage according to the target. For example, a fire attack may deal double damage to a plant creature while dealing only half (or maybe none at all) to a water monster.

Learning To Fly: 
Elementals gradually learn to harness the energy they wield in such a way that enables them to move through the air. Depending upon their source of power, the elemental may manipulate airwaves, propel themselves with jets of energy, or even project an icy pathway which they are able to slide over; each tends to have a different means of air travel. Flying occurs at twice the elemental’s running speed.

When taking off or landing, an elemental must succeed on at a check using 1d6, rolling less than or equal to their current level (meaning at 6th level the checks are no longer necessary). A failed check when taking off wastes one round of action and results in an inability to get airborne. A failed check when landing causes 1d6 damage to the elemental (negated by a spells/rods/staves saving throw) unless care is taken to come down somewhere safe.

Elemental Powers: 
The elemental slowly learns other creative ways to use their source of power. They may use these tricks of the trade a number of times per day equal to their level. One of these powers is learned at 1st level, with another added at 3rd, 5th, 7th, and 9th levels. Powers selected should fit the elemental’s theme and may be rejected by the gamemaster.

The following spells may be used as elemental powers (although depending on the elementals power source they may or may not be considered magical):

Cure Light Wounds, Floating Disc, Hold Portal, Light/Darkness, Magic Missile, Remove Fear/Cause Fear, Shield, Resist Cold

At 5th level and higher the elemental can also choose from the following spells:

Continual Light/Continual Darkness, Fireball, Hold Person, Lighting Bolt, Protection from Normal Missiles, Remove Curse


Combat: 
Elementals tend to use their unarmed strike but can use the most basic weapons (clubs and daggers) if need be. They rely on their elemental aura for protection, rather than traditional armor.

After Reaching 8th-Level: 
At 8th-level, the elemental can imbue a worthy successor with a part of their elemental power. The individual becomes a 1st level elemental and serves as a sidekick and confidant. If the young protégé is killed, the elemental must wait until they advance another level to take on another sidekick.

 

LEVEL

XP

HD

THAC0

D

W

P

B

S

1

0

1d6

19 [0]

13

14

13

16

15

2

1,500

2d6

19 [0]

13

14

13

16

15

3

3,000

3d6

19 [0]

13

14

13

16

15

4

6,000

4d6

19 [0]

13

14

13

16

15

5

12,000

5d6

17 [+2]

12

13

11

14

13

6

25,000

6d6

17 [+2]

12

13

11

14

13

7

50,000

7d6

17 [+2]

12

13

11

14

13

8

100,000

8d6

17 [+2]

12

13

11

14

13

9

200,000

9d6

14 [+5]

10

11

9

12

10

10

300,000

9d6+2*

14 [+5]

10

11

9

12

10

*Con Modifiers no longer apply

D: Death/poison; W: wands; P: Paralysis/petrify’ B: Breath attacks; S: Spells/rods/staves

No comments:

Post a Comment