Showing posts with label class. Show all posts
Showing posts with label class. Show all posts

Monday, June 8, 2026

Purist (5e conversion)

Purist

Core Traits

Primary Ability: —

 

Hit Point Die: D12 per Purist level

Hit Points at Level 1: 12 + Con. modifier

Hit Points per additional Purist Level: D12 + your Con. modifier, or, 7 + your Con. modifier

 

Saving Throw Proficiencies: —

Skill Proficiencies: —

Weapon Proficiencies: —

Tool Proficiencies: —

Armor Training: —


Starting Equipment: 100GP


Multiclassing

Not applicable


Purist Features

  1. Purity
  2. —
  3. —
  4. Ability Score Improvement
  5. Refinement
  6. —
  7. —
  8. Ability Score Improvement
  9. —
  10. —
  11. —
  12. Ability Score Improvement
  13. —
  14. —
  15. —
  16. Ability Score Improvement
  17. —
  18. —
  19. Epic Boon
  20. Ultimate Purity


Level 1: Purity

You may never use any armor, weapon, shield or spellcasting focus. You do not have a proficiency bonus. Gain a bonus equal to twice your level to all d20 tests, AC and damage dealt with any attack. You movement speed increases by a number of feet equal to your level multiplied by 5. Your strength, dexterity, constitution, intelligence, wisdom and charisma scores as well as your maximum hit points increase by 2, and increase by 2 again whenever you gain a level.


Level 4: Ability Score Improvement

You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Purist levels 8, 12, and 16.


Level 5: Refinement

The lower bound for your base ability scores without the bonus from Purity becomes equal to your level.


Level 19: Epic Boon

You gain an Epic Boon feat or another feat of your choice for which you qualify.


Level 20: Ultimate Purity

You become level 30

Friday, January 16, 2026

Purist (GLOG class: Fighter)

Who needs special abilities when you have stats?



Class: Purist

Starting equipment: 100gp

Starting skill: N/A

This must be your first class and you cannot multiclass into it. As such, your level progression will remain pure.

Because they are all A templates, you may take them in any order whenever you level up.

A - Gain a +2 to skill checks, saves, Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, toHit, damage, AC, HP, DR, Speed, inventory slots, mental slots and max MD. This also raises their usual limits.

A - Gain a +2 to skill checks, saves, Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, toHit, damage, AC, HP, DR, Speed, inventory slots, mental slots and max MD. This also raises their usual limits.

A - Gain a +2 to skill checks, saves, Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, toHit, damage, AC, HP, DR, Speed, inventory slots, mental slots and max MD. This also raises their usual limits.

A - Gain a +2 to skill checks, saves, Strength, Dexterity, Constitution, Intelligence, Wisdom, Charisma, toHit, damage, AC, HP, DR, Speed, inventory slots, mental slots and max MD. This also raises their usual limits.

Thursday, September 18, 2025

Fighting-Men (GLOG class - fighters)

You can fit so many fighters in one class!


Class: Several Fighters

Skills: five normal medieval professions, one for each fighter.

Starting equipment: a personalized flag with a symbol of your group, five sets of chainmail, five swords, five spears, five shields, five torches, fifteen hardtack rations, five waterskins, five bottles of cheap wine, one set of playing cards (they share)

A - Five Dudes, Council, Connections
B - Group Pressure, Coordination
C - One Scout
D - Omni-Coordination

A - Five Dudes - You are five fighters, with all that entails. Be sure to give each a name. You lot are supremely coordinated and practically inseparable, always fighting, drinking, keeping your loot and going to jail together. Each fighter is proficient in all weapons and armor, has [templates] HD, +1 HP per HD, deals +1 damage per hit and has a [templates+1] bonus toHit. Do not roll stats for the fighters, instead choose one for each: Strong (STR +1, tall and wide), Swift (DEX +1, short and slim), Tough (CON +1, fat), Smart (INT +1, nerdy, extra academic skill), Wise (WIS +1, older than the rest, offers okay rather than bad advice) or Charismatic (CHA +1, good looking, the one who talks). You can replace a lost fighter with d6*100*[templates]gp and a week of frequenting taverns, advertising and generally seeking one out in any decent-sized civilization center.

A - Council - The fighters grab each other by the shoulders and lean in in a circle to discuss their next course of action. This way you may get a piece of bad advice from each of them according to their personality.

A - Connections - Since there is five of you, at least one is bound to know someone, for good or ill, in any town that you enter.

B - Group Pressure - When targeted by a mind-influencing effect, the state the majority of the fighters are in prevails. For example, if three are charmed at once all of them are, and if just one is charmed the fighter instantly gets bullied into that not being the case.

B - Coordination - You may now perform badass Combination Attacks. They have a required amount of fighters who need to contribute to pull it off, and each fighter can only contribute to one between Councils. Roll one from the table at the bottom of the post when you get this template, and roll again or make one up for each level thereafter. Improvising a move then developing it as a proper technique or learning new Combination Attacks from other groups of fighters is also possible.

C - One Scout - It is now possible for one of your fighters to go out on one-off missions, separated from the rest of his team. The fighter still retains the nigh supernatural connection to the rest of the group, so all that he experiences will be known by the rest of the group as well.

D - Omni-Coordination - All of your party members, friends or willing creatures of any sort count as a part of the group, with all that entails. Non-core members may of course quit at any point.

Ξ” Ship of Theseus lose the last one of your original fighters
From now on the time cost of replacing a fighter is just one day.

 d6 example Combination Attacks

  1. Steel Tornado - 3 fighters - The fighters join hands and the one in the middle spins them around violently. Move up to half their speed ignoring foes and low obstacles and perform an attack against anyone who was within 1" of their path.
  2. Log Throw - 3 fighters - One fighter is grabbed by the two others and forcefully rolled forward. All enemies in a line 4" long and wide as the fighter is tall must save or get knocked prone, success meaning they jumped over. The fighter then gets up at the end of this move.
  3. Gang Up - 5 fighters - One prone foe gets surrounded and viciously kicked from all sides taking 5d4+5 damage, without the bonus if heavily armored. This can be nonlethal.
  4. Final Retribution - 1 fighter, all others dead or incapacitated - The last man standing makes 3 attacks and cannot be damaged or impeded for 1 round.
  5. Death from Above - 3 fighters - Two fighters give the third one a boost upwards allowing him to soar through the sky before coming down on the head of the enemy with at attack at advantage that deals double damage on a hit.
  6. Club Swing - 2 fighters - One fighter grabs the other by the ankles and delivers a great slam into an enemy, dealing doubled damage to the target and halved to the weaponized fighter on a hit. If the club is spiked it will stick to the foe (as grapple) 

Monday, August 11, 2025

Knave (C&S class)



"Chansels (or, if men, Chansiers) seem to be an unflattering stereotype of non-cloak and sword PCs (or players who act like this is a normal dungeon setting?), derogated as unmoored and violent petit bourgeoise, greedy, "only eat one meal a day," uncaring of discomfort, romanceless freaks who take a scientific approach to killing. Damn meal-a-days."

Thats you. You're one of those.

Knave

Assume very high base statistics like HD, toHit or Save. Perhaps even the best amongst the other classes.

Start with a set of munition plate, a shield, spear, battleaxe, crossbow and dozen bolts, 3 jugs of alchemists fire and a backpack filled with other adventuring equipment. All ugly, practical and probably painted black.

Cynic: You are immune to Esprit, Charm, Honor and Love. As long as you are cruelly mocking them the whole time, you may make an extra attack a round against anyone acting on strong emotion.

Crack in the armor: If you ever discover the value of Honor, Love, Friendship or Selflessness and begin doubting your ways, you may try to abandon this class and become a Knight. This will be hard.

Campaigner: You may freely wear armor, several weapons, a pack of equipment and two sacks of treasure without becoming encumbered. You are unbothered by mud, dirt and lack of hygiene.

Meal-a-day: You may eat a third of what normal people eat without your strength waning. You will never suffer from malnutrition, food poisoning or any disease or rot carried by what you ate. You can drink dirty, still and brackish water without any issues. Worth noting actual poison still works.

Delver: You partially learn the indoor map of any underground location you enter - only the shapes, locations and exits of the rooms are revealed to you. You can also function and fight comfortably in cramped spaces.

Marauder: Whenever you enter a location you learn the location of its most valuable treasure. You can loudly ransack a room of everything valuable leaving it a wreck in just a single minute.

Boor: You lack manners, your humour is crude and you probably stole all of your equipment. You are not welcome in any sort of even halfway polite society and suffer a -1 to reaction checks with anyone with a hint of etiquette but get a +1 with soldiers, outlaws, criminals and other fellow assholes.

Mercenary: You are renowned for your efficiency and have an eye for military job offers. Power hungry people with no principles seek you out, and you can easily negotiate up the pay you receive for such jobs.

Dirty fighting: People think twice before challenging you to a duel. Whenever you hit someone in melee combat, roll a d6 for an extra effect:

  1. Stun them for 1 round by groin blow
  2. Knock them down
  3. Grapple or shield bash them
  4. Blind them temporarily
  5. Shank them
  6. Roll twice and combine
When you get "roll twice and combine" three times on a roll you simply kill the opponent by a single blow to the throat or heart. They void their bowels as they pathetically die, and everyone who saw that must save or lose all Esprit they hold and probably throw up.

Sunday, August 3, 2025

Single Level Robber

 

I was quite inspired by the "bespoke single-level Cloak-and-Sword class" bandwagon initiated by Loch with his Noble's Man and beautifully continued by Xenophon with Mistimed Quixote so I decided to jump on myself. I present to you a GLOG classlet...

The Robber

Apply stat bonuses as appropriate for a level 3 character for the system. You can never advance in level.

Skills: see below

Starting equipment: lincoln green light armor and cloak, longbow and quiver of a dozen arrows, a wicked shank, an old sword, rope and some other mundane pieces of equipment.

Versatile: You have Skills with the same names as all of your other features.

Archery: Spend a round to aim and select a dime sized point in space that you can see. The bow shot following in the next round will unerringly hit that point. This can mean automatic hits in combat and that you probably always win archery contests, unless some sort of rival of yours takes part in them as well.

Rangering: With all that entails. Tracking, stealth, making fires, identifying plants and so forth. You can sustain yourself and your party for any length of time in the wilderness, but every week there is a cumulative 1:20 chance of the ruler of the land getting really mad at you for poaching.

Intimidation: If you take a person from surprise and threathen them, you may instantly and automatically hit them for doubled damage if they do not comply. They know that. 

Reconnaissance: Given time to plan and spy on a non-dungeon location you may look at its indoor map and get a simple description of any room on it that you ask about.

Heroic Outlaw: As long as you steal from the rich and give to the poor, the common populace will protect and support you. Anyone who you've personally helped or embarrassed holds Esprit for you. You probably won't be killed by anyone who does, at most beaten up and captured. If they try to execute you anyways, someone will invariably help you break out.

Fencing: When swordfighting with someone you count as protected by heavy armor and a shield and when you would kill them you may instead nonlethally embarrass them, removing them from the scene if desired. Also consider the other meaning of the name for this ability.

Monday, February 10, 2025

The Magic-User (ATLOG class)

The Magic User

The practice of magic is twisting one's brain into aberrant forms as to accomodate the hyperdimensional patterns of spells and to withstand the retention their otherworldly fuel. After all, magic is the domain of gods, spirits and monsters, not mortals, and one cannot think like a mortal if they desire this power.

You may only wear light armor and use basic weapons: daggers, staves, darts, slings

A Magic, Patterns, +4 spells known
B Arcana, +1 arcanum
C +1 arcanum
D Wizardry, +1 arcanum

A - Magic: You have a number of Magic Dice equal to your templates. You may memorize up to [templates+1] spells. When casting from your head, your spells go off at initiative. Casting from a book you are holding takes several rounds and is impractical in combat. You may change one memorized spell per hour of rest. All spellcasting requires loud chants, exaggerated somatics and complete concentration. If it is disrupted by damage or another such event before the spell is finished, the magic does not come to effect. To learn a spell you must acquire a page the full pattern is written on or research it yourself.

A - Patterns: You know one of these forms of arcane notation: Black, White, Red, Blue. This determines what spells you have access to, including your starting ones. All magic-users begin with the spell Wizard Eyes, included in the 4.

  • Black - Twisted script of the underworld, used for necromancy and other extremely vile magics. Users get burnt on the stake if found out but can see in the dark.
  • White - Formulaic script of the church, used mostly for healing and restoration. Users can turn unholy.
  • Red - Chaotic script based on sorceries and elemental powers, used for destructive spells. Users have an affinity for a chosen element, resisting its damage and adding [dice] to the damage of spells that use it. Classics are fire, frost and lightning.
  • Blue - Fractal script created from observing the stars and studying psionic brains, used for the widest variety of spells. Users have no special benefits.
More types of magical scripts exist, such as the green “script” of the druids or geometric gray script of the dwarves, however they must be found during play.

B - Arcana: You begin grasping at the deeper truths and underlying patterns of magic itself. Every level you may select a number of arcana from those you are aware of. The following list of 10 is known by every magic-user, but more can be found during play. All of them can be acquired without levelling by special training, but access to it is limited enough as to be equal to powerful magic items in rarity, price and difficulty to acquire.

D - Wizardry: Your magical expertise is now high enough for you to create magical items and train apprentices.

Arcana:
* means you can take it multiple times for different spells.
  1. Blasting - You have learned to shoot bolts of deadly energy by the use of special blasting powder. As a bow-range handcannon on the first round of combat, as a bow thereafter. Counts as magical with a bonus equal to a third of your level. Each shot is 20gp, a pouch holds 12.
  2. Severance - You have complete knowledge of the state of all enchantments and spells you have cast and can end any chosen one with a thought. Counterspell can work against already established spells.
  3. Nullaura - Any changes to your body due to wizardry can be hidden with a thought. You do not sense as a magic user by any form of detection if you do not wish to be. You can cast spells wordlessly.
  4. Chaoscast - You may draw on the destructive elemental energies for any big and flashy spell you cast adding +1 MD to the roll and taking its result as damage. Straight up fucking explode on a triple.
  5. Permanency* - Cast one spell of your choice which affects only you. The duration becomes permanent. The spell might twist your body in some appropriate manner.
  6. Reversal - You may cast any spell in exact reverse manifesting effects that are opposite in some way.
  7. Spellmeld - Choose one spell. Your brain twists to perfectly internalize it. Its always prepared for free, you retain MD on rolls of 1-4 and you become an expert in everything the spell is about
  8. Gentleness* - Choose one spell. Whenever you cast it the first die is not counted for mishaps, dooms or exhaustion - it simply returns to your pool safely while adding to [sum].
  9. Amplify - Take fatigue and damage equal to MD to cast a spell at maximum possible power using all of your remaining dice. This doesn't cause mishaps or dooms but exhausts all your dice.
  10. Counterspell - In reaction to seeing a spell being cast you may cast a spell of your own. If it’s opposite to what's being cast (such as an ice wall against a fireball) subtract your own [sum] and [dice] from the opposing spell. Overshooting your counter applies the remaining effects to the original caster.
Wizard Eyes
D: 1 hour R: self
Baseline spell known by any magic user. When under its effects the users eyes go through a weird transformation of the players choosing.
At 1 [dice] allows the detection of magic in the form of vague glowing auras.
At 2 [dice] the resolution improves, allowing vague sensing of invisible objects and determination of the strength of magic.
At 3 [dice] the precision is high enough as to exactly pinpoint invisible objects, read invisible script and identify the kind of magic and at a low chance the presence of curses from the shape and subtle color of the aura.
At 4 [dice] the spell is considered Truesight, piercing illusions, magical darkness and other such obfuscations but losing previous effects.
Finally, at 5 [dice] this spell should, according to theory, reveal the true nature of existence to the caster allowing their gaze to pierce all falsehoods. User goes catatonic, the only cure being to forget.

Friday, January 31, 2025

Fighting-Man (Not overpowered this time) (ATLOG Class)

What's ATLoG? Well, it's my gloghack. This is how I'm introducing it. What's under the acronym is actually very simple to guess, so I will not insult the readers' intelligence by spelling it out.
Noteworthy things about it:

  • It's based on OD&D
  • Has no ability scores
  • Only has two classes (this is one of them) 

I will share it when it's finished.
In any case, here it the class.

The Fighting Man

There are many kinds of fighting men, trying to list them all would be folly. Know, however, that they are never mere common footmen or civilians driven to take up arms - a fighting-man is someone cut above the masses by the virtue of their affinity for violence... and willingness to use it.

You may freely use all conventional battle equipment.

Gain a [templates+1] bonus to damage, toHit and double that to HP

A Versatile, +2 Abilities
B Second Wind, +1 Ability
C Technique, +1 Ability
D +1 Super-Ability

A - Versatile: Every level you may select a number of abilities from those you are aware. The following list of 20 is known by every fighting-man, but more can be found during play. All of them can be acquired without levelling by difficult training, but access to such training is limited enough as to be equal to powerful magic items in rarity, price and difficulty to acquire.

B - Second Wind: As an action heal as if you had taken a short rest. Regain the use of this ability after taking a short rest normally.

C - Technique: You have finally become badass enough to perform special attacks. Unfortunately you do not know any yet, and will not gain them from levelling. Go and find them, the first one you find can be learnt instantly.

Abilities:

  1. Banneret - Your voice can be heard over crowds and combat. If you are appointed the leader of the group you always win initiative ties and you give [level] temporary HPs that last a round to an ally who listens to your command to attack.
  2. Battlemage - Gain a save against spell disruption and cast even with your hands occupied. You can also use scrolls if you couldn't before.
  3. Defender - You count as a wall for the purposes of line of sight, cover and forced movement. Shields give you +1 AC.
  4. Destroyer - Apply overkill damage to other enemies in reach of your melee weapon or path of ranged attack. You can finish a melee cleave by throwing the weapon. If you wish so, foes you defeat are strewn about the battlefield in pieces.
  5. Gadabout - When entering a new city there is a [level]-in-6 chance that you know [dice result] people there. Make a reaction roll for each, worst case scenario you owe them or they don't like you all that much. You have the same chance to know a tidbit of lore about practically anything you encounter. Your rumour-scrounging always produces maximum results and you know if any given one is completely fake. You can use improvised weapons as if they were real weapons.
  6. Green Cloak - You belong to a ranger organization and thus you always know the compass direction, if you forage while travelling you find enough food for [level] people, are comfortable in any weather and predict it a day in advance.
  7. High-Class Professional - Your slices and stabs are silent, and if you strike someone down in one blow they don't even yell out. Add +d6 damage to your blows if you have advantage. You always have a dagger on your person, hidden so well as to be undetectable without stripping you naked.
  8. Horseman - You may emphatically communicate with any thinking creature you are in skin-to-skin contact with, you can fight at full ability mounted on anything, you and your mount count as one creature, using the better AC and Save value and choosing how you distribute damage amongst yourself whenever hit.
  9. Iron-Handed - Your fists count as sledgehammers, your hooked fingers as a crowbar, cupped hands as shovels and your firm grip as a vice.
  10. Lightbringer - In your hands a lantern counts as a shield and a torch as a mace. Torches will not go out if you use them in melee. Rubbing your hands together for a bit works like a tinderbox. You are favored by entities related to light and flame.
  11. Panache - Your fighting has style. Rather than kill you can nonlethally embarrass the foe in a way that prevents them from being a problem any longer. If you win a fight with a challenging foe without causing undeserved or disproportionate harm, people who don't like you reroll their reaction with a +2. This even works on people you've defeated before.
  12. Poet - When you use an instrument your speed is not halved and activation of bardsong is automatic. Your words can count as weapons which deal emotional damage of your choice on a failed save. Doing that still takes your attack and people can tell when you do that.
  13. Powder Monkey - Ignore penalties for fighting in smoke and using ranged attacks in melee. You can manufacture your own masterwork bullets. Powder you carry can not get wet or get ruined otherwise when tightly packed.
  14. Raised by Wolves - You do not leave tracks as you travel and thanks to your wolf-like sense of smell and an even better sense of taste you may follow all tracks and hunt with ease.
  15. Second-Story Worker - Your steps are silent and you tend to “blur” into the surroundings if immobile. Anything a human could climb with tools and preparation you can climb with your body alone, walls beyond human ability will be a little tricky for you. Begin combat anywhere where you could run in one round ignoring creatures.
  16. Sharpshooter - You may create special ammunition on the fly. Double the range of all your ranged attacks, fire a bow from any position and ignore penalties for shooting past allies.
  17. Sticky Fingers - Open locks, pick pockets, fiddle with traps and clockwork, perform legerdemain and stealthily perform somatic components with ease. All of your inventory slots count as quickslots.
  18. Swordcaller - You instinctively know all qualities of any weapon you see. Intelligent weapons will call to you from within their dungeons letting you know their location if they would like to be wielded by you.
  19. Tricky Footwork - You may perform a combat maneuver in place of your movement. Perform and defend against maneuvers at +2.
  20. Reliable - Ignore 2 points of penalties to attack rolls, automatically succeed on tasks that have a 90% or better chance and always deal at least 1 point of damage, even on a miss.
Super-Abilities:
  1. Heroic Might - You gain strength equal to that of an ogre, increasing your damage by d6 if the attack would depend on it (all melee, thrown weapons, specifically made bows)
  2. Invincible Physique - Your bones are stronger than steel (never break a bone and skip helmets), your blood is thick and clots easily (resist poison and bleeding), your skin glows with vitality (immune to disease), your natural lifespan doubles and your rest healing is always maximized.
  3. Fleet as the Wind - Your speed increases by 2, ignore falling damage and perform absurd acrobatics like wallrunning or 2m verticals.
  4. Blank Slate - After killing a foe, you may steal one of their features. You can only do this again if you discard your previous stolen ability.

Abilities rumored to exist:

  1. Oathbound
  2. Mage Hunter
  3. Slayer
  4. Psych Up

Special attacks rumored to exist:

  1. Four Inner Winds
  2. Triple Slash Dash
  3. Heroic Leap
  4. Gentle Touch

Saturday, January 18, 2025

Classis for (overpowered) fighters

The Classis:

A - Combat Expertise, two class abilities, one usually defensive
B - Athletics, extra ability
C - pseudo-magical ability
D - Heroic Stature, powerful capstone

Combat Expertise - Gain +1 toHit and HP per level and +1 attack per round on templates B and D. Never fumble on attacks. Know basic things against the foes you face: AC, HD, toHit, number and damage of attacks.

Athletics - Many physical tasks such as lifting, running, climbing, jumping, swimming or holding your breath are done with [level] times the efficiency of a person with your ability scores. It can translate to output, speed, endurance or something else, but only one at a time ie. you can either run [level] times faster at a normal distance or [level] times longer with normal speed. This only affects combat speed if all you do in a round is sprint.

Heroic Stature - If you made it this far you must be destined for great things. If that somehow wasn't the case already, people start speaking of your exploits and you will definitely be remembered for generations after your death. Also, you can hurt creatures that require magic even if you don't have such means of attack.

High level fighters are generally unbothered by very weak enemies, doubly so if with a powerful party.

Many fighter powers are just skills. If you find someone willing and able to teach you and have a month spare, you could learn abilities above and beyond those granted by your class.

[level] is a variable so read it as a number, level is just a word.


The Classes:

you put their templates on top of the classis


Rogue

Skill: 1. Burglar 2. Bard 3. Ranger 4. Locksmith

Equipment: Light armor, shortbow, quiver with arrows, lockpicks, rope, shortsword, two daggers, chosen object that's magical in a very subtle way

A - Avoidance, Opportunist
B - Skill
C - Suppress/Magnify
D - Supreme Ability

Avoidance - If you succeed on a save you avoid all damage, and take half even if you fail. You have advantage against things that would restrain, slow or immobilize you.

Opportunist - You have 50% odds to ignore being surprised. When not surprised you can choose for yourself an advantageous position to begin combat in. It must be a spot that you could have reached with 1 round of movement, ignoring other creatures.

Skill - Athletics also applies to tasks like sneaking, hiding, lock picking, trap removal, tinkering, legerdemain, pick pocketing, contortionism, improvising use of magic, understanding old languages, entertainment and whatever else you can get your DM to allow.

Suppress/Magnify - At will you manipulate your social presence. Suppressing it makes you indistinct, easy to ignore, overlook and forget. Magnifying it makes you the most important person in the room, drawing everyone's attention and probably making them shut up and listen as you talk.

Supreme Ability - Thrice per day you can declare that you did something retroactively. If this causes continuity issues, explain them away or ignore them. It must have been non-impossible for you to have done that or the ability fails. The DM is expected to be very lenient with what is considered “non-impossible”.
Examples: You brought just the right item for the situation or hid it nearby and just remembered it, the monster can't grab you as you were covered in grease the whole time, your are not found as you actually hid in a different place, you took the key off of the guard and nobody noticed, oh and also you replaced the guard with your own guy beforehand.

I don't subscribe to the idea that thieves are a separate thing from a light armor fighter. Kinda funny because this Rogue doesn't even need to be lightly equipped. The class is a little unusual because it's the least combat focused out of all the fighters. Progression is also odd because the most important ability comes at template B.


Ironclad

Skill: 1. Knight 2. Blacksmith 3. Broken Hearted Romantic 4. Veteran

Equipment: Rough plate armor, two shields, warhammer, locket with the image of a loved one, iron endoprosthetics, spiked boots

A - Defense, Cursed
B - Ironflesh
C - Pressure
D - Freedom OR Adamantine

Defense - You are a wall for the purposes of line of sight, cover and forced movement.

Cursed - Your skin is cold and hard, your sense of touch and pain are numb, you can Feign Death at will and gain +1 AC on odd levels.

Ironflesh - The density of your body is roughly 10g/cm³. You can still move somewhat normally but Athletics requires momentum to use. You still take the usual amount of damage from falls and blows. What this feature means for you: many floors crack under you, you literally can't be pushed around, running into something is like a car crash, you sink worse than a stone and probably much more.

Pressure - At will, over the course of one round you can start emitting an aura of horrible cursed energy and crushing pressure on everyone nearby. Weakest beings drop onto the ground and can't get up, fliers must land or take doubled falling damage falling to the ground, all movement speed is halved and projectiles have -2 toHit.

Freedom - You can turn on and off the effects of Ironflesh and all curses affecting you at will. Keep in mind conservation of energy.

Adamantine - Your body weighs [level] tons, your flesh has a dark sheen to it and is as durable as adamantine. Your unarmored AC is as heavy armor +3, +10 maximum HP, non-magic attacks of any kind can't hurt you, base speed divided by four, always lose initiative, you can't really relate to normal people anymore and others think of you more as a lifelike construct than a person.




Warrior

Skill: 1. Farm Boy 2. Soldier 3. Apprentice 4. Monster Hunter

Equipment: Chainmail, Shield or bow and arrows, 3 chosen weapons

A - Parry, Notches
B - Versatile Fighting
C - Killing Intent
D - Lordly Might

Parry - Once per round reduce damage from a melee attack against you by your toHit bonus, or half if it's ranged. Riposte with your own melee or ranged attack if it reduces the damage to 0.

Notches - Negative ability modifiers do not affect your combat performance. Record your kills with each weapon. At 10, 20, 30 and 50 pick one:
+1 damage per hit
+1 critical range
Special ability negotiated with the DM

Versatile Fighting - You understand all properties of a weapon given a minute of examination or a few test swings. In place of movement you can make one free unarmed attack or maneuver attempt. Gain a +2 bonus to all maneuvers.

Killing Intent - You automatically hit enemies half your power or weaker, rolling only to see if you crit. You also get an extra gaze attack which lets you run a mini duel within your mindscape. The loser is shaken, covered in sweat and falls down defeated after the “duel” is over.

Lordly Might - Parry applies to everything at full power, including spells, and can be used twice per round. You are permanently Magnified, as per the Rogue ability. 2d4 level 1 apprentices who want to train under you arrive, do what you want with them. You can rally an army very easily and quickly and lead up to [level]*100 men without breaking a sweat. The moment you establish a few safe hexes and a cool stronghold settlers will begin moving in.


Barbarian

Skill: 1. Viking 2. Conan 3. Mercenary

Equipment: massive greataxe, loincloth or girdle

A - Tough, Destroyer
B - Keen
C - Bloodlust
D - Conqueror

Tough - Once per round before the damage of an attack that hit you is rolled, take d6 damage in place of however much it would be otherwise. Your bare abs count as 12+[level] AC and you gain +1 HP per level. Permanently under the effects of non-magic Protection from Weather.

Destroyer - Score criticals on a roll of 18+. If you miss an attack you can reroll it, but enemies will have advantage on their next attack against you during their next round. In place of making several attacks you can make just one, multiplying the damage by the amount used.

Keen - You have advantage on saves against effects that you can see. You ignore surprise 50% of the time. Apply Athletics to survival and tracking type activities. If you swear to never use a spell or something similar to it you become magic resistant.

Bloodlust - At will you can unleash your primal ferocity and rush to battle. This is extremely horrifying to all reasonable folk. During a rage you can not do anything except run at the closest enemy and attack screaming incoherently and you do not know your HP total, but in return you become immune to all mind-based effects, Tough can trigger any number of times per round and your STR modifier increases by 1. A rage only ends if all enemies have been defeated. An ally that accidentally friendly-fire'd you counts as an enemy.

Conqueror - During a rage you always win initiative and if you would be incapacitated keep going for d4+1 (rolled in secret) extra rounds. Given a few weeks and lots of promises of treasure, plunder and glory you can summon an army of [level]d40 barbarians that will follow you as their warlord. Barbarians are usually the independent kind and if the promises are not kept they will run amok.




Glyph Kiddie

Skill: 1. magic school dropout 2. Failed Super Soldier 3. Vat Grown

Equipment: Chainmail, lead-lined helmet, “Spellbook”, 3 chosen non-armor battle items, self-made unidentifiable scroll

A - Arcane Binding, Dabbler
B - Blast
C - Discharge
D - Magical Might

Arcane Binding - Each of your arms is etched with tattoos of arcane sigils. You can bind an object to each, which will be summoned to your hand if you snap your fingers and sent to a pocket dimension when you snap again. Weapons bound like this count as magical. Binding an object takes a minute, unbinding one several hours. You must be able to lift (not necessarily wield) the object with one hand to bind it.

Dabbler - You have a very, very basic understanding of magic and can activate rituals and magic items meant for wizards. 1-in-10 chance to mess it up horribly, or up to 3-in-10 at DMs discretion.

Blast - Make a gesture with your hand to shoot out an elemental blast which hits unerringly for d8+[level] damage at up to 12” range. 1 charge on each arm. A 3 turn long ritual is required to recharge each arm, and your tattoos glow slightly based on the element inside. Choose the element each time you recharge.

Discharge - You gain 1 MD and only one real way to use it: an unfiltered discharge into your own body. Free action, for [sum] rounds you are surrounded by a bright magic aura, your eyes glow, lightning crackles around you and you gain two of the following spell effects: Feather Fall, Protection from Normal Missiles, Spider Climb, Jump, Mage Armor, Enhance Ability. You can't end this prematurely and each round that this is active you take [dice] damage. People tend to be freaked the fuck out when you do that.

Magical Might - You get a second MD. You figured out magic well enough to prevent mishaps. Detect magic by licking it. You can inscribe your legs with arcane tattoos which give movement abilities, like big jumps for fire, blinks for lightning, multi-jumps for ice or gliding for air. One charge for both legs, recharged the classic way. Using Discharge with 2 MD lets you activate all the spell effects at once.




Paladin

Skill: 1. Noble 2. Fated Hero 3. Monk 4. Altar Boy

Equipment: (prefix all items with holy) Plate armor, shield, sword, crotch flap, silver symbol, oath scroll, bottle that will give you light and show the way out when all hope is lost

A - Defense, Blessed
B - Lay on Hands
C - Radiance
D - Eminence

Defense - You are a wall for the purposes of line of sight, cover and forced movement.

Blessed - You are bound by an honor code and must be aligned with Good, so you must uphold your promises, never make deals with hellspawn and always help those in need. Gain +1 to saves on odd levels. +2 to saves or AC when something unholy would target you. If you do nothing but pray you are Protected from and detect Evil.

Lay on Hands - You inscribe your body with holy scriptures. This renders you immune to disease and by placing your palms on a creature you can cure its wounds restoring d6 HP. You can do this up to [level] times per day. If the creature is afflicted by a disease you can enter one on one combat with it. Diseases are usually at least as tough as an ogre.
If someone dies slowly in your hands, their death is painless and peaceful.

Radiance - You can release your inner radiance at will. This holy light blinds and turns away all that is unholy and evil. If you are much weaker than the evil force it gets a save. You can only store around a Turn of such light in you at a time and it takes around an hour for it to build up again.

Eminence - Your presence is inspiring, comforting, reassuring and perhaps almost regal. You attract a mighty 5+5 HD warhorse that can fly, but only when lit by the sun and for a worthy cause. Non-evil people instinctively trust you, you gain an extra save against curses even if you normally wouldn't get one and if you lead your allies to battle their toHit becomes half of yours if that helps them.


Deltas

Savagery - kill something that can bleed and put up a fight with nothing but your own body
Your teeth and nails count as light weapons.

Pass it on - Peacefully retire.
You become a friendly NPC and never adventure again. All future fighters made by this group begin at 10% of your total XP.

Magic Resistance - Fake delta. Acquire this power by other means.
You gain an extra save against any magical effect, even if it doesn't normally allow one. Succeeding on both negates the effect if it would normally be halved. The effect of success on an effect that doesnt normally allow saves is up to DM discretion.

Wednesday, January 15, 2025

HUGE FISH PERSON (GLOG CLASS: BARBARIAN)



You are a fish that has figured out a way to breathe air. Going around the surface made you humanoid, and gave you some sort of a brain, but diminished your power. Thankfully, significant amounts of water will restore you to your former glory.



You gain +2 HP per template, also you can talk to fish, and stink very much.

You start with seagrass pants that never rip during transformations and two huge waterskins.

Starting skill: Fishing

Using switch templates here. Use X1 when you are submerged or wet (a slot of water should make you wet for roughly a turn, unless something dries you forcibly), and X2 when dry.


A1 True Form A2 Dry Form
B1 Haulfish B2 Frontal Lobe Development
C1 King of the Sea C2 Superior Empathy
D Ultimate Form

𝚫 Trident
𝚫 Hook Breaker
𝚫 Fish Magic



A1 True Form
An enormous humanoid fish, slightly bigger than an ogre. When you transform into it from Dry form, leave everything you're holding, and everything you are wearing bursts off.
Your strength equals 15+[templates]*3.
You can make two attacks per round, and thanks to your sharp fins and sturdy fists your unarmed attacks deal d8 damage. Most weapons will break in your hands.
You can't use protective gear, but your scales count as Light armor +[0, 1, 2, 3], and your current HP doubles.
You can swim at great speed: [60, 90, 120, 150]' per round, and considering your size, that carries lots of momentum.
You can't really use most of your humanlike brain. You remember your alliances, goals and agreements, but otherwise you are fish (int 3?)

True Form recognizes the utility of Dryness, but will only transform when necessary.


A2 Dry Form
You are a fish person of average build. Thanks to exposure to air, you have begun developing a human-like brain. You understand what an ally and an enemy is, just as you understand agreements and wealth. Emphasizing with other beings is difficult, and most plans might be too difficult for you to understand.

Dry form recognizes the utility of Wetness, but will only transform when necessary.


B1 Haulfish
You can push and pull objects in water far too great to be possible, without losing speed. Currently it can be as much as a [small ship/galleon/huge chunk of an island]


B2 Frontal lobe development
You learn how to read and write, and understand that people can have complex emotions (you can't have those yet). Your imagination is around human level.


C1 King of the Sea
You can intimidate all aquatic life into obedience. Might even work on aberrations, leviathans and the like.


C2 Superior Empathy
Your cognitive abilities are that of a human if not better, and you understand emotions perfectly. You can always tell how someone is feeling or if they want something.


D Ultimate Form
Both of your forms have finally come to a mutual understanding, and they merge into one. You have all the benefits of True Form paired with the thinking of your Dry Form, unless your moist mucus is removed from you, in which case you lose benefits of True Form until wet again.


𝚫 - Trident
Find the legendary trident of the seas, and convince the barnacles that you are worthy of its power. They don't know fear.
This is the only weapon worthy of you. Probably +3, generally should be on par with other legendary weapons. Requires 20 strength to wield. It disappears when you are in Dry Form.
You can now also make three attacks a round.


𝚫 - Hook breaker
Be caught into a trap by obvious bait, and manage to break free. Lose this template if you ever ignore obvious bait.
If anyone tries to pull you, they are pulled instead, and you can punch them for free if that puts them in melee range.


𝚫 - Fish Magic
Eat a wizard whole. If they escape your insides or die, lose this template.
The wizard in your stomach will conveniently shrink when you go Dry.
Gain 1MD and the ability to cast one random spell the wizard knows (or more, if the wizard allows.)

 

Commentary

It's silly and kinda sloppy (get it?). It would be best in some kind of pirate seafaring campaign. Still, definitely my favorite GLOG creation.

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