Friday, 7 November 2025

The Killer Ostrich and their Retainer, a dual character class

Swift-hunter, Man-tamer,
Talon-footed, Axe-beak,
You play as these guys but if they were friends.

Class Concept: This is a two character class. You play as both a sentient, Killer Ostrich and their human Retainer. While most Killer Ostriches hunt the dales and pastures of their kingdom alone, you are a bonded pair out for adventure. Symbiotic, each complements the other - the Ostrich, while deadly, lacks the skills and physiology to navigate complex dungeon environments and the Retainer, though clever, is comparatively weak and scrawny.

A faithful Retainer feeds his Killer Ostrich a hearty meal of iron.
HD: Special, d8 and d4

Attacks: +1 at first level

Saves: As Fighter

Level: as Magic-User

Alignment: Neutral

Armour: Special, 

  • Ostrich - special-fitting light armour only (double cost), 

  • Retainer - any.

Weapons: Ostrich - none

  • Retainer - any.

Special: one class, two character sheets.


Nest Mates: Generate character stats 3d6 down the line for both characters as normal. If applicable, reassign the higher physical stats (STR, DEX, CON) to the Ostrich and the higher mental stats (INT, WIS, CHA) to the Retainer. Additionally:

  • Roll 1d8 and 1d4 for HP; assign one to each. At first level only, the Ostrich’s CON modifier applies to the Retainer’s HP.

  • Ostrich and Retainer share saves and XP total - levelling at the same time as a single character.


Bonded: An Ostrich and their Retainer are bonded from birth and cannot leave the company of the other. As a pair, in combat the Ostrich and Retainer share two actions per round (like a normal character’s move + action/attack). The pair act in the same combat initiative turn. Neither character may move or attack twice in one round.


Inseparable Comrades: Should the Retainer and Ostrich be separated, the player must choose a primary character to continue playing as (typically the character who remains with the most other party members). The other ‘off-screen’ character becomes an NPC and, regardless of circumstances, will be able to reunite with their partner safely after 1d4 days (or until they are reunited diegetically).


Ostrich Death: Should either Ostrich or Retainer die, the player may elect to continue play but does so at a disadvantage - individually neither is as strong as a core class.


Ratite Physiology: An Ostrich has no arms and cannot achieve anything that would require their use - no ranged attacks, no vertical climbing, uncorking magical potions, writing, turning the pages of a book, any fine motor task, etc. They must rely on their Retainer to support them in navigating these tasks. Both Ostrich and Retainer can speak the common language and Ostrich language. 


But What About My Beak?: An Ostrich may attempt to use their beak as a hand, rolling 1d6 per round, achieving that task on a roll of 1. After three failed attempts, the task is impossible. 


We Run!: Both Ostrich and Retainer cannot individually exceed an  encumbrance score of 2 (if you do not use encumbrance slots, to a Killer Ostrich and their Retainer items weigh double their usual coin weight - (they’re used to running across the heath unburdened)


We Ride?: Can you ride a Killer Ostrich? No, the noble Ostrich will DIE after 1 round of being ridden.


The Killingest: A Killer Ostrich is a deadly and canny combatant. More than just two powerful kicks and an axe-like beak, the Ostrich is a trained, cunning and tactical combat master. On a successful melee attack roll, the Ostrich rolls 3d4 (one die per leg and beak), delivering damage equal to the highest die. Any result of 4 (or more, potentially, at higher levels) can be exchanged for special moves, the Ostrich may:

▼ Savage: +1 damage to highest damaging die.
▼ Kick: Knock opponent back 10 feet.
▼ Immobilise: The opponent cannot move for 1 round. 
▼ Reposition: Place themselves in any position adjacent to whomever they are striking, including behind or swapping places with them. The opponent continues to face the Ostrich. 
An Ostrich can apply one or two different special moves during a single round, including if a result of 4+ is their highest die. In this case, the next highest die deals the damage.

The Skillingest: The Retainer starts with 1 skill point (or +16% to any Thief skill - which all start at 16%) at first level.


Learn Together: The Killer Ostrich + Retainer class uses random advancement. At first level and each level thereafter roll a d6 and a d12 on the Ostrich/Retainer advancement table. Two dice for two advancements, the Ostrich takes one, the Retainer the other. While Ostriches can be given any advancement (1-12), results of 1-6 must be given to Retainers.


Ostrich/Retainer Random Advancement Table:

  1. Gain 1 skill point (or increase any thief skill by 16%)
  2. Gain 1 skill point (or increase any thief skill by 16%)
  3. Gain 1 skill point (or increase any thief skill by 16%)
  4. +2 HP to this character and once per day transfer a number of HP from one character to another equal to your level x3. This transfer can go either way and takes 10 minutes. On reroll, +2 HP and can transfer HP twice per day.  
  5. Sprint: Once per combat make a free move at any point in the initiative order - during your turn, before, during or after the enemy turn. On reroll, twice per combat.
  6. +1 to Hit
  7. +1 to Hit
  8. +1 to Hit
  9. Flying Kick; +1 damage and to-hit when charging into melee. On reroll, +1 to both again.
  10. Increase lowest Ostrich attack roll by one die size (d4→d6→d8 etc).
  11. Increase lowest Ostrich attack roll by one die size (d4→d6→d8 etc).
  12. Increase lowest Ostrich attack roll by one die size (d4→d6→d8 etc) OR +1 to Hit.


It goes without saying, this class need not be an Ostrich - Cassowary, Terrorbird, Moa, Emu, Axebeak, Clubnek or any other large, long-legged flightless bird (so no penguins) or even certain types of dinosaur can be used instead. The Killer Ostrich’s ‘special moves’ are inspired by the combat system of Mythic Bastionland.

If you enjoyed this class check out The Ape.

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