Thursday, June 29, 2023

GLOG Hoplite Wuxia Class

Here is the Hoplite, a shield based class. Hopefully its not too reactive.

Equipment:
A a small, medium or large shield, a short sword and a manual or scroll explaining how to perform your techniques written in a grandiose tone with illustrations of various defensive stances.

A: Qi Dice, Qing Gong, defensive dependency, Fundamentals of Hoplite, 2 Standard Techniques +1 AC

B: Shield parry, Immovable object, 2 Standard Techniques, +1 DR

C: Shield coordination, Redirect force, 2 Standard Techniques +1 to DR

D: Indestructible defence, 2 Standard Techniques, extra attack

(https://www.deviantart.com/dstolpmann/art/Hoplite-Concept-263161516)

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 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.

Defensive dependency:
Your abilities pertain to the shield. Other than your qing gong none of your abilities work without holding a shield

Fundamentals of Hoplite:
Once per round when someone or something would physically harm someone within 5 feet of you, you may intercept it, you may roll parry dice and sunder your shield as normal but the attack does not need to roll to hit.

(https://www.deviantart.com/frostllamzon/art/DnD-Avengers-Captain-America-803528596)

Shield parry:
You gain an additional parry dice for each Hoplite template.

Immovable Object:
As long as you have 2 QD and ground beneath your feet nothing can forcibly move you. Anything that collides with you and doesn’t reduce you to a fine red mist is stopped upon collision.


Shield Coordination:
You can expend QD  to gain 2*[dice] AC for [highest rounds]

Redirect force:
Once per day when an attack would be blocked by your AC you may reflect that attack so that it successfully hits the opponent who attacked you, they roll damage against themselves. 
 
 

Indestructible defence:
You may expend 1 QD and sunder your shield (small shields are destroyed) to completely nullify a physical attack, cannonballs will shatter ineffectively against your shield, avalanches will part before you, unstoppable forces will be redirected. Only the gods could possibly strike you down, or someone using a non physical force like poisonous mist. Them too.



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. Every standard technique expends QD, and functions kind of like a martial spell.Techniques are considered to always be prepared.

1. Qi wall:
R: 0
T: a continuous line [dice]*10 feet long and high
D:[sum] minutes
You create a wall of Qi [dice]*10 feet long and [dice]*10 feet high, you must remain within 5 feet of the wall or it disperses.

2. Patriot’s protection frisbee:
R: touch
T: Your Shield
D: [dice] rounds
You throw your shield so that it flies through the air as you direct it, it has a speed of 40’, its attack range and damage are 5 feet and 1d6 respectively. As long as you remain within melee range you do not suffer the effects of not wielding your shield.

3. Capable block:
R: any
T: Opponent who successfully attacked you.
D: 0
You may force an opponent to reroll a successful attack they made against you, can impart disadvantage by expending 2 QD

4. Tetsudo:
R: 5 feet
T: allies
D: [sum] minutes
Attacks against allies within 5 feet of you have disadvantage

5. Between a rock and a hard place
R: 5 feet
T: A flanked enemy
D: [dice] rounds
If you flank an opponent with a wall or ally you may prevent the enemy from moving for dice rounds.

6. Guardian Aura.
R: enemy melee range
T: an enemy whose attack did not harm you
D: [dice] rounds
Enemies within [dice]*10 feet must save or become incapable of attacking anyone but you.

7. Table turn:
R: enemy melee range
T: an enemy whose attack did not harm you
D: 0
For 1 QD when an enemy makes a melee attack against you but deals no damage, move to their position and get under them with your shield, you lift them up and flip them into a position within 5 feet of you. For 2 QD you can hurl them unceremoniously on the ground dealing 1d6 damage and knocking them prone. For 3 QD you can dump them on top of another enemy within 10 feet of you dealing 1d6 to both and knocking them both prone. For 4 QD you can fling them like a catapult dealing [sum] damage split evenly between the thrown attacker and whatever they are thrown at.

8. Disarming defence:
R: enemy melee range
T: an enemy whose attack did not harm you
D: 0
When a melee attack made against you deals no damage you may force your opponent to save or be disarmed, their weapon becoming lodged in your shield. If you expended 3 [dice] non-magical weapons are destroyed on a failed save, if you spent 4 [dice] magical weapons are destroyed and their enchantments are transferred to your shield on a failed save.

 

 

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://blog.d4caltrops.com/2021/02/d100-magic-shields.html

Monday, June 26, 2023

Dragons

 Dragons in my humble opinion should have 4 legs, 2 wings and breath fire. Importantly dragons should feel powerful, I imagine fighting an adult dragon to be similar to fighting a semi truck. If a semi truck could fly and breathe fire that is. The thing should be able to plow right through you and keep going.


Breath weapons beyond regular fire breath, because while I like my dragons to be traditional fire breathers, variety is the spice of life.

  1. Cold fire from huffing helium, the dragon has a comically squeaky voice.
    https://www.youtube.com/watch?v=cUpv2AqbZ1E
  2. Fireworks from munching different minerals.
    Colorful charts with circles, splashes and text annotations on white background.
  3. Fire tornadoes form where the dragon breathes fire, sucking victims in.
    https://www.youtube.com/watch?v=QlS8kbKjAQg
  4. Steam pressure water jet cutter from boiling water in its gullet.
  5. Napalm gel that can be sprayed ignited or unignited to set up hazardous traps
  6. Salamander fire elementals form from the dragon fire, they revere the dragon as their creator.
  7. Explosive shockwaves that deafen and knock over people from setting off explosions in its mouth
  8. Vacuum from intensely burning fire in its mouth to suck in oxygen and anything else in the vicinity.
  9. Poisonous obscuring smoke from burned plants.
  10. Molten sand that cools and hardens into fragile and razor sharp volcanic glass when the dragon spits it out.
  11. The dragon launches mouthfuls of burning debris like grapeshot.
  12. The dragons fire produces carbon monoxide an undetectable killer.


Hoards, I think dragon hoards can go beyond just coins and jewels. Coins are good but there are plenty of other forms of wealth that a dragon might be interested in.

  1. A botanical garden of rare and beautiful plants.
  2. A coin collection of historically/personally significant coins. The dragon was probably around when these were minted.
  3. A library of significant tomes of literature of the dragons favourite genre: 1 History, 2 Cooking, 3 Religion, 4 magic, 5 Fiction, 6 Erotica, 7 Bestiaries, 8 some kind of mix
  4. An art gallery of priceless works, perhaps the dragon has become a skilled painter or sculptor themself over the centuries.
  5. Deeds of ownership for vast swaths of land, the dragon is a landlord and charges exorbitant rent.
  6. A furniture collection of exquisite carpentry. Lots of rich mahogany.
  7. A menagerie of exotic and delectable animals. The dragon has custom set up an entire ecosystem.
  8. A university churning out research patents, knowledge produced is jealousy guarded.
  9. A collection of china wear and other earthen works. The dragon likes firing clay.
  10. Contracts with the land's finest bards, the dragon is a record label producer and has excellent musical taste. Currently collecting princesses for an idol band.
  11. Trophies from their most glorious battles, melted steel, rent armour, exquisite weapons and many many bones. Probably not big on negotiating.
  12. A prosperous merchant guild the dragon runs, it does not take embezzlement lightly.
  13. A stamp collection, with stamps from every corner of the globe.
  14. A collection of gemstones that the dragon feels give off good vibes.
  15. A collection of sportsball memorabilia from the dragon’s favourite teams and players.
  16. A real railway, because model trains are too small for a dragon.
  17. Historical artifacts plundered from foreign lands, the dragon might have work for a plucky young tomb raider like you.
  18. A collection of dolls, figurines and toys. The dragon is a young soul in an old body.
  19. A collection of silverware, lots of spoons, knives and forks, also some candelabras, plates and platters.
  20. The real treasure was the friends we made along the way, the dragon is a consummate socialite, who treasures their relationships.


Monday, June 5, 2023

GLOG Shinobi Wuxia Class

I present my take on the ninja, the shinobi. Everyone and their aunty knows what a ninja is. Here's hoping I managed to capture some of that essence and introduced at least something a little novel.  


Equipment:

A disguise kit, 4d6 shurikens and kunai, a garrote, and a manual or scroll explaining how to perform your techniques written in a convoluted cipher only your sect is privy to, it is devoid of imagery.

A Qi Dice, Qing Gong, Walk in darkness, Fundamentals of the shinobi, 2 Standard Techniques, +1 AC
B shadow step, cats eyes, 2 standard techniques, +1 AC
C substitution jutsu, assassins' mark, 2 standard techniques, +1 to hit
D Assassinate, 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.

Walk in darkness:

Your abilities pertain to the shadows and stealth. Other than your Qing Gong, your shinobi abilities only function when you are in dim light or darkness

Fundamentals of shinobi:

When terrain features obstruct your passage, you are 25% likely to be able to render the obstruction irrelevant with minimal effort. You can unlock doors, pry open windows, or find an alternative entrance to where you want to go.

Shadow Step:
As long as you have two unspent QD whenever you can make a stealth check to move undetected you automatically succeed.

Cat’s Eyes:
As long as there’s a little bit of light, you can see 30’ in darkness (no colour)

Substitution Jutsu:
Once per day, when an attack would hit you it instead hits a decoy like a log or a rock and you appear up to 20’ from the substitute.

Assassin's Mark:

You can spend 1 QD to mark a target as your prey, allowing you to track them effortlessly.

Assassinate:

Whenever you make an attack against a target not aware of your presence you automatically hit and deal max damage.


Standard Techniques: (Roll these at random)

1. Face Thief
R:  touch
T: A living or dead person with a face
D: 0
take the face from an intact corpse and take on its appearance. Or make a contested check to take the face of a living creature. If you rip the face of someone they take [sum] damage and no longer have skin on their face.

2. Illusory Clone
R: 15 feet
T: unoccupied space
D: [sum] minutes
Create [dice] illusory clones of yourself, the clones can move but are intangible and dissipate upon being struck.

Ninja Scroll (1993)
(Shijima from ninja scroll)

3. Killing blow
R: melee weapon reach
T: a target who is unaware of you
D: 0
Deal [sum] additional damage to a target who is unaware of you with a melee attack.

4. Disappearing strike
R: 0
T: self
D: [dice] rounds
After you make an attack become invisible for [dice] rounds, this invisibility ends if you attack a creature and the attack does not kill it.

5. Ventriloquism
R: within hearing distance
T: creatures that can hear
D: 0
[1 dice] you can project your voice, [2 dice] you can mimic sounds like crashes or water or fighting, [3 dice] you can mimic voices of specific people. [4 dice] you can make different people here different sounds.

6. False tracks
R: line of sight
T: The ground or any other surface
D: 0
instantly creates a false trail to follow.

7. Extraordinarily Unremarkable
R: 0
T: self
D: [sum] hours
So long as people do not see you do something particularly notable, eg. assault, trespassing, theft then they will forget they saw you as soon as you leave their field of view.

8. Shadow swim:
R: 0
T: a shadow you are in contact with
D: [sum] hours
you can meld into a shadow as if it is a pool of water 3 feet deep. Other creatures can reach into this shadow to pull you out or attack you.



inspiration:


https://cyberjazzfusion.wordpress.com/2021/03/15/the-glog-core-classes-reimagined/

https://crateredland.blogspot.com/2019/01/the-scholar-and-thief.html