Friday, June 27, 2025

OSE Class: Pirate

PIRATE

Requirements: None
Prime requisite: DEX
Hit Dice: 1d6
Combate aptitude: Semi-martial
Maximum level: 14
Armour: Leather, shields
Weapons: Missile weapons, one-handed melee weapons
Languages: Alignment, Common

Sailors who make a living by raiding coastal settlements and robbing other ships.

Alignment: A pirate may not be lawful.

Adjust ability scores: In step 3 of character creation, pirates may not lower STR.

COMBAT
Pirates cannot wear armour bulkier than leather but may use shields. They can use all missile weapons and all one-handed melee weapons.

NAVAL PROWESS
Starting at 4th level, a pirate learns how to better defend its ship when operating catapults and rams.

Catapult: Inflicts 1 additional hull damage against ships.

Ram: Attack rolls are made using a THAC0 of 17 [+2] instead of 19 [0]. This increases to 14 [+5] at 8th level.

NAVIGATION
From 2nd level, the chance of a party with a pirate of getting lost in waterborne is 2-in-6.

PIRATE SKILLS
Pirates can use the following skills, with the chance of success shown below:

▶ Climb sheer surfaces (CS): A roll is required for each 100′ to be climbed. If the roll fails, the pirate falls at the halfway point, suffering falling damage.
▶ Find or remove treasure traps (TR): A roll is required to find a treasure trap and then another to remove it. This may be attempted only once per trap.
▶ Hear noise (HN): In a quiet
environment (e.g. not in combat), a pirate can attempt to listen at a door or to hear the sounds of something (e.g. a wandering monster) approaching. 

 

Pirate Skills Chance of Success

Level

CS

TR

HN

1

2

3

4

5

6

7

8

9

10

11

12

13

14

77

78

79

80

81

82

83

84

85

86

87

88

90

91

5

10

15

20

25

30

35

40

45

50

55

60

65

70

1–2

1–2

1–3

1–3

1–3

1–3

1–4

1–4

1–4

1–4

1–5

1–5

1–5

1–5



SWIMMING
Pirates may swim at half its movement rate plus 30’ (10’) while unarmoured.

AFTER REACHING 9TH LEVEL
A pirate can establish a pirate haven, attracting 7d4 pirates of 1st level. A successful pirate might use these followers to start a Pirate Fleet.

 

Pirate Level Progression

Saving Throws 

Level

XP

HD

THAC0

D

W

P

B

S

1

2

3

4

5

6

7

8

9

10

11

12

13

14

 0

1,800

3,600

7,000

14,000

28,000

60,000

120,000

240,000

360,000

480,000

600,000

720,000

840,000

1d6

2d6

3d6

4d6

5d6

6d6

7d6

8d6

9d6

9d6+2*

9d6+4*

9d6+6*

9d6+8*

9d6+10*

19 [0] 

19 [0] 

19 [0] 

19 [0] 

17 [+2] 

17 [+2]

17 [+2] 

17 [+2]  

14 [+5] 

14 [+5]

14 [+5]

14 [+5]

12 [+7]

12 [+7]

13

13

13

13

12

12

12

12

10

10

10

10

8

8

14

14

14

14

13

13

13

13

11

11

11

11

9

9

13

13

13

13

11

11

11

11

9

9

9

9

7

7

16

16

16

16

14

14

14

14

12

12

12

12

10

10

15

15

15

15

13

13

13

13

10

10

10

10

8

8

* Modifiers from CON no longer apply.                 




Thursday, June 26, 2025

OSE Class: Samurai

SAMURAI

Requirements:
Minimum CON 9, minimum DEX 9
Prime requisite: STR
Hit Dice: 1d8
Combat aptitude: Martial
Maximum level: 14
Armour: Any, no shields
Weapons: Any
Languages: Alignment, Common

Samurais are warriors who serve a noble house, carrying out their liege’s command and upholding the honour of the liege at all costs.

Alignment: A samurai must have the same alignment as their liege.

CODE OF THE SAMURAI
Samurai are bound by a stringent code. A samurai does not earn any experience points for deeds performed at odds with this code. The fundamentals of this code are: preference of death over dishonour; service of the samurai’s liege as the greatest honour; glory in single combat; defence to the death of any in the samurai’s charge; honouring of superiors; respect of equals; demanding obedience from inferiors; scorning the ignoble.

Dishonour: A samurai who brings dishonour upon themselves or their liege (this may include changing alignment) may have their samurai status revoked. In this case, the character becomes a fighter of equivalent level. It may be possible to regain the status of samurai by performing a special quest.

COMBAT
Samurais can use all types of weapons and armour, but cannot use shields (it hinds their performance).

Single combat: In a battle, a samurai must attack the most powerful or worthy foe in single combat if possible.

FENCING
Samurais gain a +1 bonus to attacks rolls with bladed melee weapons.

Critical: An attack roll of natural 20, or 4 or more than the target number required with a bladed melee weapon inflicts double damage.

FIERCE FIGHTING
Upon reaching 2nd level, a samurai gains a +1 bonus to damage rolls. This increases to +2 at 5th level, +3 at 8th level, and a +4 at 11th level.

MORALE BREAK (Optional Rule)
If morale is checked due to a samurai’s attack, monsters of Hit Dice at most equal to the samurai’s level make the check with a –1 penalty (if the optional morale rules are being used).

STEADINESS
Samurais of 5th level or higher are immune to fear effects and are only surprised on a roll of 1.

AFTER REACHING 8TH LEVEL
A samurai can build a castle or stronghold and control the surrounding lands. The permission of the samurai’s liege is always required.
A samurai may be granted a title such as Fief Protector. The land under the samurai’s control is then known as a fiefdom. 


Samurai Level Progression 

Saving Throws

Level

XP

HD

THAC0

D

W

P

B

S

1

2

3

4

5

6

7

8

9

10

11

12

13

14

 0

2,500

5,000

10,000

18,000

36,000

75,000

130,000

260,000

390,000

520,000

650,000

780,000

910,000

1d8

2d8

3d8

4d8

5d8

6d8

7d8

8d8

9d8

9d8+2*

9d8+4*

9d8+6*

9d8+8*

9d8+10*

19 [0] 

19 [0] 

19 [0] 

17 [+2]

17 [+2] 

17 [+2] 

14 [+5] 

14 [+5]

14 [+5]

12 [+7]

12 [+7]

12 [+7]

10 [+9]

10 [+9]

12

12

12

10

10

10

8

8

8

6

6

6

4

4

13

13

13

11

11

11

9

9

9

7

7

7

5

5

14

14

14

12

12

12

10

10

10

8

8

8

6

6

15

15

15

13

13

13

11

11

11

9

9

9

5

5

16

16

16

14

14

14

12

12

12

10

10

10

8

8

* Modifiers from CON no longer apply. 



Note: Adapted from Oriental Adventures (AD&D 1e) and Dragon Magazine to fit in Old-School Essentials.
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OSE Class: Pirate

PIRATE Requirements: None Prime requisite: DEX Hit Dice: 1d6 Combate aptitude: Semi-martial Maximum level: 14 Armour: Leather, shields Weap...