As detailed in my posts about the Spellsword & Stalwart , I've been removing racial classes from my OSR game. I've finally moved on to replacing the Halfling, which has always been my least favorite of the core classes, being that it is in many ways a less interesting and more specific Thief/Specialist. I pulled some of the modern tropes of Halflings into this class, with the hopes of differentiating it from Specialist.
The Fated
Regardless of the source of their ability to warp probability,
these folk are known by many names, many of them specific to the
culture or people from whom they hail, but the most common is Fated.
Fated make for ideal adventuring companions, their inborn talents for
luck allowing them to wriggle out of situations which would otherwise
doom themselves and their friends. The fact that the Fated is often
responsible for the predicament in the first place is generally not
lost on them.
Level
|
Experience
|
HP
|
Paralyze
|
Poison
|
Breath
|
Device
|
Magic
|
Knack
|
Kismet
|
1
|
0
|
1d6
|
10
|
8
|
13
|
9
|
12
|
2-in-6
|
1/day, +1/-1
|
2
|
2,000
|
1d6
|
8
|
6
|
10
|
7
|
10
|
2-in-6
|
1/day, +1/-1
|
3
|
4,000
|
1d6
|
8
|
6
|
10
|
7
|
10
|
3-in-6
|
2/day, +2/-2
|
4
|
8,000
|
1d6
|
6
|
4
|
7
|
5
|
8
|
3-in-6
|
2/day, +2/-2
|
5
|
16,000
|
1d6
|
6
|
4
|
7
|
5
|
8
|
4-in-6
|
3/day, +3/-3
|
6
|
32,000
|
1d6
|
4
|
2
|
4
|
3
|
6
|
4-in-6
|
3/day, +3/-3
|
7
|
64,000
|
1d6
|
4
|
2
|
4
|
3
|
6
|
5-in-6
|
4/day, +3/-2
|
8
|
128,000
|
1d6
|
2
|
2
|
2
|
2
|
4
|
5-in-6
|
4/day, +3/-2
|
9
|
256,000
|
1d6
|
2
|
2
|
2
|
2
|
4
|
6-in-6
|
5/day, +3/-1
|
10
|
+128,000/lvl
|
+2*/lvl
|
2
|
2
|
2
|
2
|
4
|
6-in-6
|
5/day, +3/-1
|
*: Constitution
modifiers no longer apply.
B/X & OSE Rules
Requirements
|
Minimum DEX 9, CHA 9
|
Prime Requisite
|
DEX and CHA
|
Hit Dice
|
d6
|
Maximum Level
|
10
|
Armor
|
Any, including shields
|
Weapons
|
Any
|
Languages
|
Alignment, Common
|
Lacking
any formal training, Fated rely on their strangely positive
relationship with chance to win the day for them. To represent their
oddly effective flailing, the Fated may use the Defensive Fighting
(+2 to AC/ -4 to Attack) option while in combat.
Fated can bend the
laws of probability around them to a certain extent (generally unconsciously, but some Fated are aware of their abilities) with an
ability known as Kismet.
Kismet takes the form of a
re-roll, followed by a coin flip. Fated may use Kismet a
number times per day as denoted by their class table. Kismet can
be used after a roll has been made which affects a PC (whether that
be a save, attack or damage roll) but before results have been
declared. The use of Kismet is expended, and then the Fated
flips a coin; on a heads the Fated adds the first number in their
Kismet table as a bonus to the re-roll, on a tails they add
the second number as a penalty to the re-roll. Any particular roll
may only be affected once by Kismet or an effect similar to
it. The Fated must accept the results of the second roll, even if it
is worse.
Living
a life reliant on luck means Fated are
well traveled enough that they've been forced through necessity to
develop skills beyond that of the average person. Though unable to
match the breadth of the Specialist, Fated may choose a single skill
from the Specialist's skill list as their Knack, with the exception
of Sneak Attack. That skill automatically improves as they gain
levels, as detailed in their class table above.
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