Tuesday, November 1, 2022

GLOG Youxia Wuxia Class

Here's the first Wuxia class made using the template, hopefully it demonstrates the ways I thought the template could be useful. The class assumes that my combat rules are used but hopefully you can still get something out of this even if you don't use them.


The Youxia is a martial artist who has dedicated themselves to mastery of a single type of weapon. Disarmed a Youxia is little more than an acrobat, and may easily be dispatched by even the most inexperienced of foes. 

Equipment:
Your favoured kind of weapon and a manual or scroll explaining how to perform your techniques written in in flowery metaphorical language accompanied by illustrations.

A: Qi Dice, Qing Gong, Favoured Weapon, Fundamentals of the Youxia, 2 Standard Techniques, +1 to hit

B: Killing intent, Leaping Strike, 2 Standard Techniques, +1 AC

C: Skilled Parry, Sure Strike, 2 Standard Techniques, +1 to hit

D: Mastery of the Blade, 2 Standard Techniques, extra attack

 

Qi Dice:
Whenever you take a template in this class add a 8-sided Qi Dice (QD) to your dice pool. You recover QD after 1 hour of meditation reading your manual and contemplating your martial prowess (change as appropriate to your setting).

Qing Gong:
As long as you have at least one unspent QD you may divide your movement between moving horizontally as normal and vertically. To move vertically you may run up walls or make a superhuman jump or jumps.
As long as you have three unspent QD you may stand and move on things that could not normally support you as if you were weightless (you are still affected by gravity). E.g. a leaf floating on the water, an opponent’s weapon, falling objects.

Favoured Weapon:
Other than your Qing Gong, your Youxia abilities only work if you are wielding your preferred type of weapon, this includes bonuses to hit, AC and extra attack.
Roll 1d6 to decide your favoured weapon:
1. Rapier, 2. Short Sword, 3. Medium Sword, 4. Long Sword, 5. Axe, 6. Polearm

Fundamentals of the Youxia:
You have mastered the technique of parry riposte. Whenever you expend a parry dice, you may immediately make an attack against the target whose attack you parried.

 

Killing Intent:
you may expend one QD to project an aura of killing intent. Creatures with even a modicum of sentience within a radius of 10* your level Imagine themselves dying on your weapon and must make a morale check or flea in abject terror.

Leaping Strike:
As long as you have two unspent QD whenever you move 15’ from your original position during your move action you gain advantage on your next attack made in the same turn.

 

Skilled Parry:
You may roll QD as parry dice. QD used this way are still d8s not the regular d6s of a parry dice.

Sure Strike:
Once per day you may make an attack against a creature, your attack counts as a natural 20, and the target can’t sunder their shield to prevent damage.

 

Mastery of the Blade:
You may use 2 standard techniques as a single action, they both use the same QD. E.g. you could use wind slash and unavoidable strikes and roll 1 QD, the 1 QD is counted as the roll for both techniques. You could theoretically use 8 techniques before needing to meditate, or 4 techniques in a single turn.

 

Standard Techniques:
roll these at random, if you get the same technique twice reroll it. Consider using smaller dice sizes and reassigning the numbers after taking a level in the class.

1. Thousand Cuts:
R: melee
T: creatures
D: 0
Split [sum] damage among creatures in range in any way you want, no Attack roll, DR still applies, shields may still be sundered to avoid damage.

2. Wind Slash
R: [dice] x 50'
T: line
D: 0
Roll to Hit once and compare it against the AC of all creatures and objects in a line, roll damage for your weapon once and apply it to every creature that was hit. DR still applies, shields may still be sundered to avoid damage.

3. Principle of Cutting:
R: melee
T: wielded sword
D: [sum] rounds
You can cut or pierce materials harder than your weapon. Ignore any hardness, damage reduction, or resistances of materials you cut, if your opponent wields a shield, it is sundered once and provides no protection against your attack.
At 1 [die], you can cut steel as easily as flesh. At 2 [dice], you may cut through magical materials or enchanted items with ease. Adamantine splits like wood. At 3 [dice], you may attempt to sunder force effects (magical barriers such as wall of force). At 4 [dice], you may attempt to destroy artifacts.

4. Unavoidable Strikes
R: melee
T: wielded sword; D: [sum] rounds
Your weapon lashes with graceful bloodlust, bending in impossible directions to strike at your target. Even if you miss a melee attack, the target still takes [dice]*2 damage, DR still applies, if a shield was sundered the target takes no damage as usual.

5. Flurry of Blows
R: 0
T: self
D: 0
You can perform [dice] bonus attacks. If you forgo one of these attacks, you may unsheathe your weapon, attack and sheathe it again so fast all creatures will have to roll against [sum] to notice you even moved.
This technique can also be used to do clothing damage or cut letters on the enemy's skin before they can react.

6. Defensive Cut:
R: 0
T: self
D: concentration
You cut through a ranged attack, splitting it without being harmed.
At 1 [die], you can split arrows or stones flying at you, or stay dry in a rainstorm by deflecting the raindrops with your sword. At 2 [dice], you can cut through a boulder, a ballista bolt or a cannonball. At 3 [dice], you can cut through a splash of liquid, a gust of wind or dragon fire. At 4 [dice], you can split apart spells before they hit you.
You may also use this technique as a reaction to any ranged attack against you, even outside your turn.

7. Debilitating Strike:
R: melee
T: creature
D: 0
Roll to Hit, if you succeed target takes damage as normal but also rolls [dice]*2 dice from their dice pool, split any way you want without providing any benefits to the target.

8. Flying Blade:
R: touch
T: Your Weapon
D: [dice] rounds
You throw your weapon so that it flies though the air as you direct it, it has a speed of 40’, its attack range and damage is as normal for the type of weapon. As long as you remain within melee range you do not suffer the effects of not wielding your favoured weapon for the duration of the technique.  

 

Inspiration:

https://as-they-must.blogspot.com/2020/01/to-death-class-monk.html

http://attnam.blogspot.com/2018/07/class-sword-mage.html

https://madqueenscourt.blogspot.com/2021/03/grass-grows-birds-fly-sun-shines-and.html

http://journeyintotheweird.blogspot.com/2018/08/glog-class-sword-wizard.html

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