OSRIC Special

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In addition to a character’s race and class, each character may choose a special ability. Some special abilities have racial restrictions.

Giant Strength: Character may trade their highest ability score for their Strength Score, and then increase their Strength Score to 18/00. This is before racial adjustments.

Perfect Dexterity: Character may trade their highest ability score for their Dexterity Score, and then increase their Dexterity Score to 19. This is before racial adjustments.

Fortified Constitution: Character may trade their highest ability score for their Constitution Score, and then increase their Constitution Score to 19. This is before racial adjustments.

Brilliant Intelligence: Character may trade their highest ability score for their Intelligence Score, and then increase their Intelligence Score to 19. This is before racial adjustments.

Enlightened Wisdom: Character may trade their highest ability score for their Wisdom Score, and then increase their Wisdom Score to 19. This is before racial adjustments.

Magnetic Charisma: Character may trade their highest ability score for their Charisma Score, and then increase their Charisma Score to 19. This is before racial adjustments.

Illegal Class: Character may select a class that is not normally available to their race, they have a 7 experience level limit in that class.

Unlimited Levels: Character may select a single class that is available to them, this class no longer has an experience level limit for that character.

Specialized: Character chooses a multiclass option available to them, they may use a specialized kit on one of the multiclass sides. (This cannot be used to change already specialized multiclass options. I.e. A gnome could not be a Sorcerer/Fighter, but they could be an Illusionist/Kensai.)

Summon Companion: Character may use the Monster Summoning spell with equal level to half their experience level. They may use this ability 3 time per day, however, the character can only ever summon one type of monster for each Summoning level.

Avariel: [Elf or Half-elf Only] Character may Glide outward equal to their move speed with a 50% of losing altitude at a 3/1 rate (outward/down). The character can lift equal to half their move speed with 30% chance of success.

Drow: [Elf or Half-elf Only] Character has a 10% magical resistance + 5% magical resistance per level of experience (Starting at 15% magical resistance).

Berserk: Character can Berserk 1/day, gaining +2 to hit and damage, but 30% chance of attacking allies. Winded afterwards.

Apothecary: Use poison weapon or creating poisoned ammunition 3/day.

Alchemist: Create up to 3 oils per day by spending 20 minutes on each. Alternatively the character may choose to create 1 fancy oil per day by spending 1 hour. Fancy oils can deal different types of damage. {More}

Item Familiar: Character begins play with a curious magical item, some options:
Moonblade: Dagger Proficiency +1 Weapon that deals damage as a Longsword.
Spellpool: +1 Spell/Day per Spell Level
Luckcharm: +3 to Saves
Prismstaff: +1 Quarterstaff that has a 50% chance of dealing 1d4 damage fire, electricity, acid, or cold to target, and a 20% chance to wielder.
Slayer: +1 Greatsword that becomes +2 for 24 hours after it lands a fatal blow.

Polyglot: Character begins play with all non-dead languages known.

Disrupted Aura: Any spells that target the character have a 10% chance of Wild Surge.

Prestigious: Character may take 2 kits for a single class, they gain the benefits and drawbacks of both kits.

Flexible Humanity: [Human Only] The Human may dual class twice, that is, the human may take up to 3 classes.

Mixed Blood: Select a secondary race, gain the ability to gain class levels as the more favorable of your primary and secondary races. Gain benefits and drawbacks of both races. Character is often looked down by pure-bloods of either race.

Glorious Defender: [Ranger & Paladin Only] The Paladin has direct correspondence with a secret organization of their Faith, or in the Ranger’s case, their territory. This correspondence may sanction actions that normally cause a Ranger or Paladin to fall, if the corresponding organization sanction any such actions, the Paladin or Ranger do not fall. In addition, the organization may give the character a carte blanche, so long as they complete a task. The danger of this organization is that they may declare the Ranger or Paladin fallen if they do not comply with their demands.

OSRIC Special

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