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11 May 2025

Tullym Player Ancestry (OSE)

This is a first draft of a reptilian humanoid player ancestry for OSE. I don't use ancestry class/level restrictions in my home game, so those aren't present at the moment. I also separate ancestry and class, so this is the ancestry-only version.

Tullym Ancestry

Requirements: minimum DEX 9

Ability Modifiers: -1 CHA, +1 WIS

Languages: Alignment, Common, Lizard man

Amphibious. Swim at your normal movement rate, and against mild currents with no check. You can breathe underwater.

Consume one water ration every eight hours spent without being submerged in water. The Referee may decide to require more or fewer rations based on weather (direct sun, particularly humid/dry conditions, rain, etc.). Resting overnight while submerged negates this need for the following day.

Employing only sight and smell, you have a 2-in-6 chance to detect poisons, pollutants, and foreign substances in fresh- or saltwater.

Prehensile Tail. A tullym's pride can carry an item weighing up to ten pounds. It cannot make attacks, wield weapons or shields, manipulate tools, etc., but grants a +1 bonus to any check or opposed roll made to grapple, shove, or trip an opponent.

Reptilian Hegira. Shed your tail to automatically:

  • Distract a pursuing carnivorous beast.

  • Escape a grapple or avoid being swallowed whole.

  • Succeed on a saving throw versus binding effects or a single-target spell.


Your tail grows back in one week.


Reptilian Affinity. Tullym can communicate with reptiles and dinosaurs through facial micro-expressions and complex emotional thought-states. They receive a +1 bonus to reaction rolls when encountering these creatures.


Cold Blooded. You are vulnerable to cold damage.   

Without an external heat source, you become lethargic (-1 to-hit, -1 AC) in cold weather (roughly 40℉/4℃).

If your CON score is 13+, take only a -1 penalty to AC.

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