After trying out Old School Essentials (OSE) for several sessions, I've grown very fond of that ruleset. Therefore, I've turned some of my creative energies towards OSE. As a huge fan of lizards of all kinds, I've decided to open my way to this with a... Gecko. Geckofolk, to be exact. So, without further ado, here is that race-class. I designed this class with The Welsh Piper LLC's BX Options: Class Builder, a book which I recommend to anyone interested in OSE.
Geckofolk
Requirement: Dexterity 9+
Prime requisite: Dexterity
Hit Dice: 1d6
Maximum level: 9
Armor: Any appropriate to size, but without shields
Weapons: Any appropriate to size
Languages: Alignment, Common, Gecko-speak
From the far deserts come the Geckofolk - small-bodied hunters who resemble humanoid fan-fingered geckos. A gecko-person weighs approximately 30kg (60 pounds) and stands around 120cm tall (4 feet) not including the tail, which may reach 60cm (2 feet) in length. Geckofolk have a yellowish to grey skin of fine scales, and large, bulbous eyes with slit pupils. "Fans" with adhesion pads adore their fingers and toes, allowing them to climb almost any surface, and even walk on overhand horizontal surfaces. Their native tongue is typified by chirps and tongue-clicks, and in Common or their Alignment Language, they speak with a squeaky voice.
Geckofolk are hunters. While they eat fruits, especially sweet ones, their primary diet is composed of prey - anything from rodents to massive reptile beasts. They patiently lie in wait, usually as a group of their tribe's hunters, for the prey to come - and leap upon it in the most opportune moment, striking with speed and without mercy.
When playing a gecko-person, be patient. Wait. Think first. Contemplate your options. The world can wait. Never act rashly. But when it is time to act - act decisively and at lightning speed, with well-calculated precision.
Prime Requisite: a gecko-person with at least 13 in Dexterity gains a +5% bonus to experience.
Combat: geckofolk may wear any type of armor, but it must be tailored to their small size. They may not use shields, but may use any weapon appropriate for their stature (as determined by the Referee). They may not use long-bows or other two-handed weapons.
Backstab: When attacking an unaware opponent from behind, a gecko-person receives a +4 bonus to hit and doubles any damage dealt.
Gecko-Climb: geckofolk can readily climb almost any wall or walk on any ceiling at half their movement speed, and cling to walls ceilings effortlessly.
Hiding: geckofolk are adept at stealth and ambushing their foes. In rocky or desert settings, they have a 90% chance to successfully hide. In dungeons or urban settings, geckofolk can hide in shadows or behind cover, with a 2-in-6 chance of success.
Infravision: geckofolk may see in the dark to a distance of up to 30 feet.
Sniping: when attacking an unaware opponent with a missile weapon, a gecko-person receives a +4 bonus to hit and doubles any damage dealt.
Stronghold: any time the Gecko-person desires (and has sufficient money), they may build a stronghold - a hideout for a new geckofolk tribe. Such hideouts are typically located in the deserts or among dry mountains, but the hidden nooks and crannies of colder, wetter cities also serve them well.
Your Tail May be Shed! Geckofolk with a full tail may shed their tail to automatically avoid one physical attack (melee or missile), or gain a +4 bonus to a single saving throw against a physical threat (such as a breath weapon). A tail takes a month to regrow, given a good food supply.
D: Death/poison; W: Wands; P: Paralysis/petrify; B: Breath attacks; S: Spells/rods.staves.