Showing posts with label GLOG. Show all posts
Showing posts with label GLOG. Show all posts

Friday, July 7, 2023

GLOG Sofer, a golem priest class

Sofer class

Starting Equipment: Holy book, dagger, set of brushes and inks, a large slab of clay for golem creation, literacy in Adamic the original language, the language you speak and one other (other than your native language you can only read these not speak them).

A: Faith, Miracles, Animate Lesser Golem
B: Shem, Animate Common Golem
C: Golem Mech Suit, Golem Mastery
D: Sentient Golem, Colossal Golem

(A) Faith:
You are a pious servant of your God, your devotion manifests itself in the form of Faith Dice (FD) of variable size. They default to a d8. depending on the kind of game you want to run these could be used interchangeably with magic dice or not.
they work like the goblin punch cleric.

  • 1-3 the dice return to your faith pool
  • 4-6 the dice are expended and return to your faith pool the next day.
  • 7+ your prayer goes unheard and the dice returns to the faith pool

Faith dice improve (shrink) or worsen (enlarge) according to your behavior

(A) Miracles:
You know two miracles from the Sofer miracle list which you determine by rolling a d6 and d8.

(A) Animate Lesser Golem:
You can imbue one of your FD into a lump of clay the size of a dog or 10 year old child, shaped into a desired shape. You inscribe the Adamic (the original language) word for life on it somewhere clearly visible and breath life into it. You can only give it simple commands, guard this door, attack that guys ankles. Certain actions risk causing a golem going rogue described at the bottom. You cannot retrieve your FD until the Golem is destroyed or you dismiss it as an action. Your FD returns to your faith pool the next day.
By default a Lesser Golem has 1d8 hp, has a AC of 14, a DR of 2, speed of 25' and deals 1d6 damage with range 5'.

(B) Shem:
You can place a talisman  written in Adamic inside a cavity in your golem. The talisman describes one of the no doubt many ways you God is great. Depending on what you wrote the golem is blessed with special abilities or enhancements. For example, you could write"[Name of God] is mighty for they smiteth the wicked" on the talisman to give a golem extra strength, or "[Name of God] is swift and delivereth justice most expediently" to make a golem move faster. A golem can only have one talisman at a time.

(B) Animate Common Golem:
You can imbue two of your FD into a lump of clay that can be sized anywhere between a man and an ogre, and shaped into a desired shape. You inscribe the Adamic word for life on it somewhere clearly visible and breath life into it. you can give the golem relatively complex orders, anything that can be described in three sentences. Certain actions make cause a golem to go rogue, examples provided at the bottom. You cannot retrieve your FD until the Golem is destroyed or you dismiss it as an action. Your FD returns to your faith pool the next day.
By default a Common Golem has 2d8 hp, has a AC of 14, a DR of 4, speed of 25' and deals 1d8 damage with range 5'.


(C) Golem Mech Suit:
You can imbue three of your FD into a lump of clay that a large enough compartment to fit you inside somewhat comfortably. You inscribe the Adamic word for life on it somewhere clearly visible and breath life into it. While inside the golem, you control its movements and actions as if it were your own body. The golem has its own HP, and any damage it takes is deducted from its HP first. while you are not riding the golem mech suit it can act in the same way a common golem would. You cannot retrieve your FD until the Golem is destroyed or you dismiss it as an action. Your FD returns to your faith pool the next day.
By default a Golem Mech Suit has 3d8 hp, has a AC of 14, a DR of 4, speed of 25' and deals 1d10 damage with range 5'.

Sort of like this in terms of size but made of clay. doesn't necessarily have to be bipedal either.


(C) Golem Mastery:
Your control over your golems is absolute. Your golems will never go rogue and will always follow your commands to the best of their ability.

(D) Animate Sentient Golem:
You can imbue three of your FD into a lump of clay sculpted into the shape of a person. You inscribe the Adamic word for life on it somewhere clearly visible and breath true life into it. This Golem can think, learn, feel and act independently, though they are still utterly devoted to you. They can range in size from a human man to an ogre. You cannot retrieve your FD until the Golem is destroyed or you cruelly dismiss it as an action, though as the golem is sentient this would be an act of cold blooded murder. Your FD returns to your faith pool the next day.
By default a Sentient Golem has 3d8 hp, has a AC of 14, a DR of 4, speed of 25' and deals 1d10 damage with range 5'.

(D) Animate Colossal Golem:
You can imbue all four of your FD into a single immense structure sculpted entirely of clay. Getting your hands on so much clay and sculpting it in a way that is structurally integral will be a truly expensive, laborious and time consuming task,  but at the end of it you will have a mobile cathedral that stomps on things you tell it to. You cannot retrieve your FD until the Golem is destroyed or you dismiss it as an action. Your FD returns to your faith pool the next day.
By default a Colossal Golem has 150 hp, no AC you literally can't miss, a DR of 25, speed of 30' and deals 8d10 damage with range 0' as it deals damage by stepping on people



Miracles:

1. Heal:
R: touch
T: an injured person
D: one action
One creature is healed [sum]+[dice] HP.  For each [dice] used to cast this spell, you may divide the total restored HP among up to that many creatures.

2. Bless
R: Touch
T: A person
D: [sum] minutes
For the duration of the spell, target people add [dice] to every d20 they roll. Characters have advantage on saves against poisons or diseases from blessed rations.

3. Translate writing:
R: legible reading distance
T: Writting in a language you cannot read.
D: 1 hour
[sum] paragraphs of a text you cannot read are translated into Adamic, the letters appear as gold light suspended in the air.

4. Message:
R: [dice] *5 miles
T: A person you know the name of
D: one action
This spell allows you to send a message of [sum] words or fewer to a person you know. You can choose to have this happen immediately or at some point within the next 24 hours. If the target is asleep, you can choose to have the message delivered by an angel in their dream, or normally when they awake.

5. Water from the rock:
R: touch
T: A fist sized rock
D: 1 minute
You cause a rock to emit [sum] litres of holy water then crumble to sand.

6 Quicksand:
R: 60'
T: [dice]*10' square 10' deep
D: one action
You point at the ground and it become loose, ready to welcome any who enter into its smothering embrace. A creature who enters this space or ends their turn there must make a strength save or sink to their waste and become restrained, they may make a strength save at the beginning of their turn to escape if they don't succeed they sink up to their armpits and must make a hard strength save at the beginning of their next turn to drag themselves up to waste height again, if they fail they sink under completely and cannot make any more saves, someone else must rescue them or they will suffocate.

7 wall of earth:
R: 50'
T: A line up to [dice]*10' long
D: one action
You create a wall of earth up to [dice]*10' long and [dice]+10' high.  The wall can be any shape, as long as it is one continuous path along the ground.  Any creatures in the path of the wall as it is created must save.  On a failed save, they are launched [the height of the wall]+10' into the air and take fall damage as normal.  On a success they take [dice]+1d6 damage as they are merely thrown horizontally.
The wall has [sum]*2 HP and takes no damage from sharp damage, half damage from bludgeoning damage and no damage from anything that could not harm a large rock.  The wall is permanent until destroyed. 

8 Hallow:
R: 60'
T: 60' circle, centered on caster
D: variable
You bless the area within 60' of you. for one [dice] it lasts a day, for two [dice] it lasts a month, for three [dice] it lasts a year and for four [dice] it is permanent. Outsiders, Spirits, Ghosts and other purely Spiritual creatures cannot enter the area unless you grant them explicit permission.  This makes the creation of Undead impossible within the hallowed area, unless the caster should permit it.

For each [dice] used beyond 1, select one of the options below:
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures must make a morale check to enter or remain within the hallowed area.
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures cannot be frightened or charmed while within the hallowed area and automatically pass all morale checks.
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures take +[dice] extra damage from an elemental source of your choosing (fire, ice, etc).
- Designate a type of creature, belonging to a race, class or other specific group.  Those creatures take -[dice] less daamge from an elemental source of your choosing (fire, ice, etc).
- Portals or teleportation is impossible inside the hallowed area.
- No sound that you do not wish to be heard can be heard within the hallowed area.
- You have perfect knowledge of the location of all objects and creatures within the hallowed area, as long as you are within it yourself.  This gives you +4 to all attack rolls and saving throws.
- As long as you are within the hallowed area, it is illuminated by natural sunlight, unless you wish otherwise.
- All creatures within the hallowed area gain the ability to speak a language of your choosing as long as they are within the hallowed area.  



Rogue Golems:

A rogue Golem is one you have lost control of, it still has your FD locked up inside it, but it can no longer be dismissed, it must be rendered inert by force if you want your FD back. when a Golem goes rogue there is a 25% chance it will become hostile to everyone, 25% chance it will become hostile to all adherents of its creators religion (it can sense their faith), a 25% chance it becomes hostile to its creator alone, and a 25% chance it becomes neutral only harming those who would harm it.

The following actions have a 10% chance of causing a Golem to go rogue.

  • Issuing it a command that violates its creators religion.
  • Issuing orders that will likely result in its destruction.
  • Issuing orders that might lead to it suffering harm for the first time.
  • If it is attacked with a miracle or some other holy source of harm.
  • When it kills a person for the first time.

 

Inspiration: 

https://as-they-must.blogspot.com/2019/10/blessed-of-gd-class-cleric.html

https://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html

https://nuclearharuspex.blogspot.com/2019/03/the-golemist-glog-class.html

https://goblinpunch.blogspot.com/2019/04/the-cleric.html


Tuesday, July 4, 2023

GLOG mega wuxia class

So i didn't like how complicated my older wuxia classes were, it felt like they kind of missed the point of GLOG and it started feeling tedious to put them together so here is my solution: a wuxia class with a bunch of sub classes or styles. It has all of the classes I have made and was planning on making as subclasses. I had a lot of fun making this and I hope people enjoy it.

Wuxia Class:

Starting equipment: largely dependent on the first style you pick but you will certainly receive a weapon, a scroll or manual detailing your style, clothes, A master who’s sect you have sworn loyalty to, and an unscrupulous rival.

A: Qi, Style, Precise strike
B: Qing Gong
C: Killing intent
D: Sect master


(A) Qi: You gain a 8 sided Qi Dice (QD) for every template you take in the wuxia class. QD are expended when used to do cool stuff, but having unused QD might let you do other cool stuff as passive abilities. You recover QD after 1 hour of meditation contemplating your martial prowess.

(A) Style: You gain a template in a wuxia style for every template you take in the wuxia class. Your style largely defines the kind of warrior you are. You can only take a template in a new style if you have trained under a master of this style and obtained a manual. You may advance any styles you already have.

(A) Precise strike: you may expend a QD to gain advantage on your next attack as a bonus action.

(B) 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.

(C) 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 you murdering them horribly, and must make a morale check.

(D) Sect master: You have become a reputed master of extreme violence, you can always recruit 1d4 disciples at any moderately large settlement you visit. Disciples will not ask for monetary payment but instead to be taught how to fight good. Disciples who survive with you for an extended amount of time can learn some of your skills. If your disciples die too often your reputation will suffer and it will take longer to recruit more so try to keep them alive.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++


Style:
A: Limitation, fundamentals
B: Technique
C: Technique
D: Technique


Youxia Style:
Starting equipment: A bladed weapon (1. Rapier, 2. Shorsword, 3. Medium sword, 4. Longsword, 5. Axe, 6. polearm), a scroll or manual is written in flowery metaphorical language and has illustrations of people cutting and stabbing each other, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and an unscrupulous rival.

A: favoured blade, A thousand cuts
B: Principle of cutting
C: Wind slash
D: flying blade

(A) favoured blade: you have a favoured type of bladed weapon, if you are not wielding that weapon you cannot use any abilities from this style.
(A) You may expend any number of QD to deal [sum] damage split amongst any number of foes foolish enough to come within range of your blade in any way you please.
(B) principle of cutting: for the next [sum] rounds your blade can cut through materials far harder than it. For 1 QD steel, for 2 QD magical items, for 3 QD force fields and barriers, for 4 QD artefacts.
(C) Wind slash: you can expend a QD to make a slash that travels beyond the reach of your blade to up to [Dice]*50’. 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.
(D) Flying blade: You can 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. While using this technique you cannot use any other abilities from this style.


Hoplite style:
Starting equipment: A short sword, a shield(1/2. Small shield, 3/4. Medium shield, 5/6. A large shield), a scroll or manual is written in Militaristic language and has illustrations of people in shield formations, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and an undisciplined rival.

A: Shield dependency, Safeguard
B: Disarming defence
C: Immovable object
D: Indestructible Protection

(A) Shield dependency: you must be wielding a small, medium or large shield to use any of the abilities of this style.
(A) Safeguard: 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.
(B) Disarming defence: Whenever a melee weapon attack would fail to deal damage to you, you can expend a QD to cause the weapon to become stuck in your shield and disarm the enemy.
(C) 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.
(D) Indestructible protection: 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.


Rakshasa style:
Starting equipment: a scroll or manual is written in grotesque detail and has illustrations of human anatomy contorted in unnatural ways, a loose and skimpy outfit that would look at place on a belly dancer (as unarmoured), a master who’s sect you have sworn loyalty to, and an dogmatically honourable rival.

A: Contortionist, flexible fighting
B: Body hardening
C: Sweaty Net
D: Phoenix form

(A) Contortionist: your abilities stem from your ability to manipulate and contort your body in seemingly unnatural ways, and require a high degree of freedom of movement. You can only use abilities from this class whilst unarmoured and in un-confining clothing. Your contortionist abilities allow you to rest comfortably in a 2’ cube.
(A) Flexible fighting: You have trained your body to become incredibly strong and flexible, your unarmed attacks deal 1d6+STRMod damage and have a range of 15’ achieved by temporarily dislocating all the joints in the limb you attack with.
(B) Body hardening: Your Muscles harden to become as strong as steel you gain +[Dice] DR for [sum] rounds.
(C) Sweaty net: You may expend 1QD to secrete and fling strands of sticky sweat at a target location. The sweat strands cover and connect all surfaces in a 10’x10’x10’ cube.  Anyone who touches the sweat must save or become stuck in it.  The sweat has 6 hp and takes double damage from fire and sharp damage. If you expend an additional QD you can cause your sweat to become acidic dealing 1d4 damage to anybody stuck in it per round.
(D) Phoenix form: your body is now immune to fire damage, additionally you may expend 1QD to ignite the oils in your skin for [sum] rounds during which you are on fire and deal 1d6 fire damage to anything you touch in addition to any other damage you would have done, and ignite it if it is flammable.


Zuiquan style:
Starting equipment: A large flask filled with either vodka or absinthe, a scroll or manual that smells of alcohol and vomit and is written in slurred script with poorly drawn illustrations of people brawling, a stained and soiled robe (as unarmoured), a map of all the best local breweries and distilleries, a master who’s sect you have sworn loyalty to, and a prude and principled rival.

A: Alcoholic, Bar brawler
B: A likely story
C: Pub crawl
D: Drunken dragon

(A) Alcoholic: you can only use abilities from this style while drunk, and you have developed a formidable tolerance to alcohol requiring you to drink three times as much as the average person.
(A) Bar Brawler, you are a master of bar fights, where another might see a broken bottle you see a knife, where a sober man would say that's a bar stool you would insist that it is a small shield. You can treat improvised weapons as proper weapons.
(B) If you are caught trespassing alone or with other drunks you can convince whoever found you that you stumbled in by mistake. If you saw something you shouldn’t have, you can convince them that you are so black out drunk you’ve already forgotten what you saw (roll 1d4, on a 1 you are being honest about this). Unless the person is particularly cruel or paranoid, they will only chastise you and throw you out.
(C) Pub crawl: As long as you have at least two unspent QD, you can move and fight just as effectively while lying on the ground as while standing, you do not suffer any penalties for being tripped or prone.
(D) Drunken dragon: You belch fire from your mouth in a 5*[dice]' cone.  This blast of fire does [sum] damage and sets flammable objects on fire.


Shinobi style:
Starting 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 master who’s sect you have sworn loyalty to, and a rival who’s true identity is unknown to you.

A: walk in darkness, infiltrator
B: Shadow step
C: Substitution jutsu
D: Disappearing strike

(A) walk in darkness: your abilities rely on you being stealthy, you can only use abilities from this style in dim light or darkness. You can always see 30’ so long as there is a little bit of light.
(A) Infiltrator: As long as you have at least 1 QD 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.
(B) Shadow step: As long as you have two unspent QD whenever you can make a stealth check to move undetected you automatically succeed.
(C) 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.
(D) Disappearing strike: After you make an attack you may expend QD to become invisible for [dice] rounds, this invisibility ends if you attack a creature and the attack does not kill it.


Kodoku style:
Starting equipment: A nest of venomous animals tunnelled into the meat and sinew of your body, a scroll or manual is written in journalistic language and has illustrations of various poisonous creatures, a tatty roughspun robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a dogmatically principled rival.

A: Infestation, swarmlord
B: Poisonous body
C: Dominion worm
D: Gu

(A) infestation: your body is home to vast assortment of venomous creatures, they must be fed (and combined eat as much as an additional person) and looked after, if you ever become submerged in water or are set on fire the creatures will attempt to forcibly escape from your body dealing 1d6 damage. You require these creatures to use any of the abilities of this style, and it takes you a week to find suitable replacements if you ever lose them.
(A) Swarmlord: you can expend a QD to call forth a swarm of venomous creatures dwelling in your body to act as you command.
(B) Poisonous body: You are completely immune to poison, and the venom of your tenants seeps throughout every fluid in your body making them all into deadly poisons. Each day you may harvest enough venom from your saliva to coat a weapon or poison a well. Alternatively you can use your blood by injuring yourself, obviously this harms you.
(C) Dominion worm: You implant one of your bugs inside a person, the person must make a constitution save. You can give this person orders if they ever disobey your orders they suffer excruciating pain until they either comply with the order or die. Implanting a bug in this way reduces your qi pool by 1 QD. You can regain this QD by taking your bug back, taking your bug back has a 25% chance of killing the victim.
(D) Gu: You produce a particularly venomous creature called your Gu. It is the most venomous creature in your body. You may expend 1QD to send it after a target. Any creature bitten by your Gu must make a constitution save or Die. The Gu will hunt after its target for [sum] hours after which it will forget what it was doing. You can remind your Gu of its target by speaking to it. The Gu has 1 HP and is small, it moves at normal speed.


Physician Style:
Starting equipment: A scalpel (as a knife), acupuncture needles, herbal medicine, a scroll or manual is written in dry medical terminology and has illustrations of the human body and it meridians in various stages of dissection, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a callous and cruel rival.

A: Duty of care, Balance humours
B: acupressure points
C: Poison dosage
D: Peg prosthetist

(A) Duty of care: As a practitioner of the healing arts you have a duty to save lives, if an ally is dying you must use your remaining Qi to save them, if you do not you lose access to all abilities from this style until you next save a life.
(A) Balance humours: you may expend any number of QD to heal a target from injury by [sum] hp or from disease. You hastily accomplish this by means of moxibustion, bloodletting, acupuncture and massage
(B) Acupressure points: when you make an attack against a person you may expend 1 QD to target their acupressure points to immobilise them. They may save vs paralysis every round at the end of their next turn.
(C) Poison dosage: you can expend QD to make your attacks poisonous for [sum] rounds.
(D) Peg prosthetist: you can craft and install functional prosthetics made from wood, iron and thread (and glass in the case of eyes) to replace any part of the body. If you replace a person's limb, you can add a single piece of equipment to the prosthetic, like from sekiro or berserk.


Kyujutsuka style:
Starting equipment: A Bow (1-5 a bow, 6 a crossbow), a scroll or manual is written in flowery metaphorical language and has illustrations of archers firing on people with parabolic arcs drawn and annotated, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a patient and inspired rival.

A: Bowman, Eagle eyed
B: Qi Arrow
C: Arrow rider
D: Fight in the shade

(A) Bowman: You require a Bow, or crossbow to use any of the abilities of this style.
(A) Eagle Eyed: As long as you have at least 1 QD your vision is superior to a sniper scope, you can see incredibly far away and fire ranged weapons to their maximum distance with no disadvantage to accuracy.
(B) Qi Arrow: you can expend QD to conjure [sum] spectral arrows
(C) Arrow rider: as long as you have 2 unspent QD You can leap atop an arrow and let it carry you to your target.
(D) Fight in the shade: You may expend QD to fire a great many spectral arrows All targets within a [dice]*10’ circle take [sum] damage as the spectral arrows blot out the sky and fall upon them.


Scourger style:

Starting equipment: A flexible weapon (1. whip, 2. flail, 3. chain, 4. Razor wire, 5. A chain sword, 6. A flying guillotine), a scroll or manual is written in lurid detail and has suggestive illustrations of people bound and whipped, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a timid but determined rival.

A: flexible inflexibility, serpentine
B: Ensnaring strike
C: get over here
D: lashing barrier

(A) flexible inflexibility: you can only use abilities from this style whilst wielding a flexible weapon.
(A) Serpentine: you can control flexible weapons as if they were snakey appendages of your body.
(B) Ensnaring strike: You may expend QD to force a target to save or be restrained, each round the target takes [dice] damage and may then attempt to break free.
(C) Get over here: you may expend QD to force a target within [dice]*15’ to save or be pulled to within 5’ of you, though you can choose to not pull them that far.
(D) lashing barrier: you may expend QD to set up  a barrier by lashing your weapon around you for [dice]*2 rounds. Anyone who comes within [dice]*5’ takes [highest] damage.


Skald style:
Starting equipment: An exotic musical instrument (), Sheet music from classical composers on a scroll or in a book, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a rival with great artistic ambitions.

A: instrumentalist, Inspiring Virtuoso
B: Performer
C: banshee sound
D: siren song

(A) instrumentalist: you must be using an instrument to utilise abilities from this style
(A) Inspiring Virtuoso: you may expend QD to inspire people. You can give [dice] allies a [sum] bonus towards completing a single thing, e.g. combat, negotiating, flirting.
(B) Performer: in any settlement you are able to find employment as a musician
(C) you may expended QD to force everyone who hears you other than yourself to make a constitution save or take [dice] damage, and you can be very loud.
(D) you may expend a QD to force enemies who hear you to save or move towards you irregardless of danger, though people won’t take suicidal actions if there is another way to get to you.


Grafter style:
Starting equipment: A tin box of Immunosuppressant pills, A sickle (as an axe), a scroll or manual is written in botanical language and has anatomical illustrations of limbs and their meridians, an easily adjustable robe (as unarmoured), a master who’s sect you have sworn loyalty to, and an unimaginatively virtuous rival.

A: Immunosuppressants, Limb grafting
B: pairs of limbs
C: Bonus attacks
D: strange grafts

(A) immunosuppressants: you rely on a strong cocktail of drugs to keep your body from rejecting the extra limbs you attach to your body. If you ever stop taking these you cannot use any abilities from this style and your body rejects all the extra limbs you have accumulated.
(A) you may expend a QD to harvest a limb from a corpse and add it to your body. You may have up to a maximum of (2^templates) total additional limbs. Each additional arm allows you to carry another item, each additional leg grants you an extra 5’ feet movement speed.
(B) each pair of additional arms allows you to wield a 2 handed weapons, each pair of additional legs grants you another movement action
(C) Bonus Attacks: you may expend a QD to gain an additional standard or move action
(D) Strange grafts: you may graft limbs from non-humanoid creatures to your body, e.g. dragons heads, wings, tentacles etc. strange grafts count as two limbs for the purpose of additional limbs.


Berserker style:
Starting equipment: A longsword, a scroll or manual is written in uncompromising language and has illustrations of the meridians of the body with emphasis on the circulatory system, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a headstrong rival.

A: Blood reversal, immense strength
B: Oversized weapon
C: inescapable strike
D: Hulk out

(A) Blood Reversal: to use any of your berserker style abilities you must be in a state of blood reversal. You can enter a state of blood reversal by expending a QD, your blood reversal ends if you do not attack an enemy during your turn.
(A) immense strength: add double your strength bonus to your damage instead of just your bonus.
(B) Oversized weapon: you can wield an oversized weapon that deals 2d8 + strength mod (it will be 2* strength mod due to immense strength), oversized weapons take up 4 slots, and may only be effectively wielded while in blood reversal.
(C) Inescapable strike: when you miss an attack you can expend QD to gain +[sum] to hit.
(D) Hulk Out: you may expend a QD while in blood reversal to hulk out. You become a size category larger and you use 3*strength mod instead of 2 for your damage.


Cavalier style:
Starting equipment: A loyal steed of good breeding, a polearm, a scroll or manual recounting heroic exploits and techniques through text and image, comfortable pants and a good tunic (as unarmoured), a master who’s sect you have sworn loyalty to, and a reputable rival, loved by many.

A: trusty steed, jouster
B: uninterrupted charge
C: Air jump
D: spur on

(A) Trusty steed: your abilities only work whilst mounted on a steed of some kind.
(A) Jouster: you can make part of your move action, attack then resume your move action.
(B) uninterrupted charge: you may expend a QD so that you may attack any number of different targets in between moving for a turn.
(C) Air jump: as long as you have 1 QD your steed can double jump and alter its trajectory whilst in mid air.
(D) you may expend a QD to double the movement speed of your mount, 2QD to quadruple, 3QD to multiply by eight and 4QD to multiply by sixteen.


Tessenjutsuka style:
Starting equipment: An iron fan the size of an adult (as a polearm), a scroll or manual is written in sophisticated flowery language and has illustrations of the sky, a long flowing robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a cunning and duplicitous rival.

A: Fan Art, Gust
B: Wall of wind
C: Alter weather
D: Air glider

(A) Fan Art: you must utilise a folding giant fan to use Tessenjutsuka style abilities. Treat the fan as bludgeon for damage.
(A) Gust: you can expend QD to generate a powerful gust of wind in a [dice]*5+5’ cone from your fan that deals [dice]d4 damage and forces all creatures in the area to save or be thrown back 5 feet and knocked prone.
(B) Wind wall: you may expend QD to generate a wall of wind [dice]*10’ long and [dice]+10’ high. The wall can be any shape as long as it is continuous and it lasts [dice] rounds. Projectiles fired at those behind the wall either automatically miss as the wind knocks them wildly off course, though larger projectiles like boulders are unaffected. Additionally, those within 10' of the outside of the wall when it first appears must save.  On a failure, they are blown backwards and take [dice] damage if they are in an open space, or 1d8+[dice] if they could be blown backwards into something hard enough to damage them (rocks, a tree, a person with a spear, etc).  Those who attempt to get close to the wall from the outside must also save or be blown away and take [dice] damage.
(C) Alter Weather: you can expend a QD to cause extremely localised weather phenomena like mist, thunder clouds, dust devils, blizzards or clear weather with your fan. The area may extend no more than [dice]*15’ radius with you at the centre. The weather lasts for [dice] hours.
(D) Air glider: as long as you have 1 QD you can ride on top of your fan similar to a hang glider it descends at a rate of 5 feet per round, and is lifted by updrafts. If you expend a QD you can bring a passenger with you.


Ashigaru style:
Starting equipment: A firkin of black powder, A slightly singed scroll or manual written in allegorical language and has alchemical illustrations of deep symbolism, a robe (as unarmoured), a master who’s sect you have sworn loyalty to, and a scarred and weary rival.

A: Powder keg, Demolitionist
B: Quick draw
C: black wind
D: Implant explosive

(A) Powder keg: you make use of black powder for your Ashigaru style abilities, if you ever run out of explosive powder you can not use these abilities.
(A) Demolitionist: You may expend a QD to set an explosive trigger on some black powder you can reach, it could be due to proximity with people an individual you are familiar with or after an amount of time. You can also spend a QD to detonate any black powder you have personally deposited regardless of established trigger or proximity.
(B) Quick draw: as long as you have at least one QD unspent you can load and fire a gun in the same round.
(C) Black Wind: you can expend QD to deposit black powder [dice]*30’ away by scattering it on the wind.
(D) Implant explosive: you can implant black powder explosives into willing or helpless living beings.


Inspiration:
https://archonsmarchon.blogspot.com/2023/05/glog-class-martial-artist-blogswap-in.html
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
https://cyberjazzfusion.wordpress.com/2021/03/15/the-glog-core-classes-reimagined/
https://crateredland.blogspot.com/2019/01/the-scholar-and-thief.html
https://coinsandscrolls.blogspot.com/2018/01/osr-spider-wizards.html
http://unlawfulgames.blogspot.com/2018/05/osr-snake-wizard.html
https://www.remixesandrevelations.com/2017/10/osr-necromancers-waker-of-ghouls.html

Dense ex parabola for the grafter

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 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



Wednesday, May 24, 2023

GLOG Kodoku Wuxia Class

The Kodoku is a living jar of insects and venomous beasts, which nest beneath the skin amidst their flesh and organs. The Kodoku is a master of these poisonous creatures and their toxins.


Equipment:
A little box filled with vials of antivenom and a manual or scroll explaining how to perform your techniques its edges have been nibbled on by insects and its illustrations depict modified internal anatomy in grotesque detail.

A Qi Dice, Qing Gong, Hive Body, Fundamentals of the Kodoku, 2 Standard Techniques, +1 DR
B Insect nimbus, Poison immunity, 2 standard techniques, +1 to hit
C Venomous aura, poisonous body, 2 standard techniques, +1 DR
D Gu, 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.

Hive Body:
Your abilities pertain to the poisonous creatures that call your body home. If you are ever submerged in water, set on fire or otherwise subjected to conditions that would make your body lethal to the creatures within, these creatures will try to tear themselves out of your body to avoid dying. You take 1d4 damage for every template of Kodoku you have per round submerged in water, set on fire or otherwise made uninhabitable.

Fundamentals of the Kodoku:
You command a swarm of assorted poisonous creatures that you host within your body. You may command this swarm to do your bidding. You always have enough vermin to form a swarm though you may only have one swarm at a time. This may move and attack independently of you but shares your turn.

(https://www.picuki.com/media/2185359785223253285
Mushizō from ninja scroll)


Insect nimbus:
as long as you have 2 QD you can lighten yourself to stand atop a cloud of your flying insects. They cannot carry you higher but can allow you to maintain your altitude.

Poison immunity:
you are totally immune to poison.


(Naruto anime)


Venomous aura:

you may expend one QD to project an aura of poisonous qi with a radius of 10* your number of Kodoku templates. The aura lasts [sum] rounds and deals 1d4 damage at the end of the round to any creature that occupied a space within the aura at any point during the round.

Poisonous body:
all of your bodily fluids have been suffused with the venom of the creatures you host inside your body. Each day you may harvest enough venom from your saliva to coat a weapon or poison a well. Alternatively you can use your blood by injuring yourself, obviously this harms you.

Gu:
You produce a particularly venomous creature called your Gu. It is the most venomous creature in your body. You may expend 1QD to send it after a target. Any creature bitten by your Gu must Save vs constitution or Die. The Gu will hunt after its target for [sum] hours after which it will forget what it was doing. You can remind your Gu of its target by speaking to it. The Gu has 1 HP and is small, it moves at normal speed. If your Gu is killed you must spend time collecting 100 new poisonous creatures that are not a part of your swarm and have them compete in a battle royal within the depths of your body. Roll to determine what kind of creature your Gu is.

1 slug
2 scorpion
3 centipede
4 snake
5 lizard
6 hornet
7 frog
8 shrew
9 moth
10 caterpillar
11 beetle
12 spider
13 wasp
14 bee
15 toad
16 newt
17 butterfly
18 snail
19 ant
20 another more exotic poisonous creature (an octopus, a platypus, a Pitohui bird)

(Lamia DND 4E)


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. Shed Skin
R: 0
T: Self
D: 1d6-[dice] rounds
You shed your skin in 1d6-[dice] rounds and restore [sum]/2 HP. This process, however, leaves you naked and disarmed. Your shed skin is whole, similar to that of a snake, and can be kept or preserved.

2. Dominion worm
R: touch
T: A willing or helpless person
D: special
you implant one of your bugs inside a person, the person must make a constitution save. You can give this person orders if they ever disobey your orders they suffer excruciating pain until they either comply with the order or die. Implanting a bug in this way reduces your qi pool by 1 QD. You can regain this QD by taking your bug back, taking your bug back has a 25% chance of killing the victim.

3. talk to poisonous creatures
R: 0
T: Self
D: [sum] minutes
you can converse with any venomous or poisonous creature that is smaller than you. They will answer any questions you ask them.

4. create walking worm
R: touch from swarm
T: A corpse
D: [dice] days
you direct your bugs to devour the insides of a corpse and puppet the bone filled skin sac. This puppet has [dice] HD. After the duration the bugs chew through the skin and the puppey is destroyed, leaving only bones.

5. Chitinous armour
R: 0
T: self
D: 1 hour
Bugs swarm out of your body and envelope you in a mound of chittering armour. You gain +DR [dice] for the duration.

6. Spider web
R: touch by swarm
T: an area
D: 0
You send the spiders in your swarm to fill a [dice]*5’ cube with sticky webs.  Anyone who touches the web must save or be stuck to them.  The webs take double damage from fire and sharp damage and are extremely flammable.

7. enlarge vermin
R: 0
T: [dice] creatures in your swarm.
D: [dice] hours
You nourish some of the creatures that dwell within you with your qi. [dice] poisonous creatures within range grow into a giant version of themselves and obey your commands for the duration.  The insects obey you for the duration.  After the duration ends, the insects retain their new size but are free to do as they wish.  If cast with 4+ [dice], the duration is permanent.  

8. ants in your pants
R: touch by self or swarm
T: an armoured creature
D: 0
your insects crawl under the armour and clothing of a target creature it must save vs wisdom or spend its turn disrobing.



Inspiration:
https://coinsandscrolls.blogspot.com/2018/01/osr-spider-wizards.html
http://unlawfulgames.blogspot.com/2018/05/osr-snake-wizard.html
https://www.remixesandrevelations.com/2017/10/osr-necromancers-waker-of-ghouls.html




Friday, November 4, 2022

GLOG Zuiquan Wuxia Class

A Zuiquan is a master of drunken martial arts. While drunk they are mighty fighters, but sobriety robs them of their martial prowess.

Equipment:
A large flask filled vodka or absinthe, a map of all the best breweries and taverns, a manual or scroll detailing how to perform your techniques that stinks of stale alcohol with scribbled illustrations.


A: Qi Dice, Qing Gong, Alcoholism, Fundamentals of the Zuiquan, 2 Standard Techniques +1 AC

B: Drunken Dragon, Pub Crawl, 2 Standard Techniques, +1 to hit

C: Liquid Courage, A Likely Story, 2 Standard Techniques +1 AC

D: Flow like the Keg, 2 Standard Techniques, extra attack

 

Qi Dice:
Whenever you take a level in this class add a 8-sided Qi Dice (QD) to your dice pool. You recover QD after 1 hour of heavy drinking while 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.

Alcoholism:
Other than your Qing gong, your Zuiquan abilities only work while drunk. Your training in these martial arts has greatly increased your tolerance for alcohol and you must consume three times as much as a regular person to get drunk.

Fundamentals of the Zuiquan:
You are a master of bar fights, your unarmed attacks deal 1d6+STRMod damage, and you are skilled in the use of improvised weapons, treat broken bottles as knives, chairs as bludgeons, bar stools as medium shields, and small tables as large shields. Other improvised weapons function as your GM decides.



Drunken dragon:
You belch fire from your mouth in a 5*[dice]' cone.  This blast of fire does [dice]d6 damage and sets flammable objects on fire.

Pub Crawl:
As long as you have at least two unspent QD, you can move and fight just as effectively while lying on the ground as while standing, you do not suffer any penalties for being tripped or prone.


Liquid Courage:
For better or worse you are completely immune to fear. Ignore any effects that would cause you to become afraid.

A Likely Story:
Once per day if you are caught trespassing alone you can convince whoever found you, that you stumbled in by mistake. If you saw something you shouldn’t have, you can convince them that you are so black out drunk you’ve already forgotten what you saw (roll 1d4, on a 1 you are being honest about this). Unless the person is particularly cruel or paranoid, they will only chastise you and throw you out.

 

Flow like the Keg:
Whenever a melee attack hits you before rolling damage you may expend a QD to redirect the attack. The attack deals damage to a target of your choice within 10’ of you that the attacker can reach. You may reposition the attacker 5’ so that they may reach the new target. You take no damage.




Standard Techniques:
roll these at random, if you get the same technique twice reroll it. Consider using smaller dice sizes and re assigning the numbers after taking a level in the class. Techniques are considered to always be prepared.

1. Gin and tonic
R: 0
T: self
D: 0
You are an expert at numbing your pain with alcohol. You may skull a drink to restore [dice] hp. Or sterilise yourself of [dice] diseases.

2. Uninhibited Insults:
R: earshot
T: [dice] people who speak your language
D: until you or all of them are reduced to a bloody pulp.
Targets must save vs wisdom or attempt stop whatever they’re doing and rush to attack you. Anyone else who can hear you is shocked and appalled.

3. Grape Stomp:
R: self
T: all around the caster
D: one action
You stomp your foot.  A blast of energy emanates out from the point of impact, doing [dice] damage, save for half, to those within 10*[dice]'.  Those damaged also must save or be blown 10*[dice]' backwards. 

4. Intoxicating mist:
R: 30'
T: 10*[dice]' cubed
D: Special- see bellow
You take a swig of alcohol and spray an alcoholic mist from your lips. The mist covers an area that is up to 10*[dice]' long, wide and deep. Creatures that move inside the cloud save vs constitution or become drunk, with a –[Dice] penalty.  Creatures who do not need to breath or are immune to poison are unaffected.  The mist can be dispersed by strong winds or weather events such as rain.  If it is is not, the cloud persists for 2[dice] rounds indoors or in an area with stagnant air, or [dice] rounds outdoors. The mist is highly flammable, if ignited anything inside takes [dice]d6 damage and is set on fire

5. Blade of Grass:
R: 0
T: Self
D: [dice] rounds
Your skill at using improvised weapons is superhuman. Anything you hold becomes a lethal weapon regardless of how seemingly harmless. Such improvised weapons have a reach of 10’, and deals 1d10+STRMod damage. Improvised weapons can be thrown with a -1 penalty to hit for every 20’ after the first. Improvised weapons used this way do not break after a single use, for which tavern owners are incredibly grateful.

6. Lift Spirits
R: Touch
T: An alcoholic drink
D: special.
You fortify a beverage with your qi. Anyone who consumes the drink in its entirety must save vs wisdom or become merry and unburdened by concerns for [dice] hours. This will likely decrease their motivation and self-preservation.

7. False Sobriety
R: 0
T: self
D: 10 minutes
For the duration of the technique you can think and act as if you are completely sober regardless of how much alcohol you consume. You suffer the penalties of sobriety as normal but may choose to end the technique at any time. Alcohol you consume while using the technique will still affect you after the technique ends.

8. Shaken not stirred:
R: special- see bellow
T: A non-hostile person.
D: [dice] minutes
Target must save vs charisma or be pressured into getting drunk with you. For the next [dice] minutes they willingly answer any questions you ask them honestly and without a filter.  

 

 

Inspiration:

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

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

http://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html

 

 

Tuesday, November 1, 2022

GLOG Rakshasa Wuxia Class

A Rakshasa is a martial practitioner who has endeavoured to gain grotesquely skillful mastery over their bodies. They typically do not utilise weapons, instead prefering to make use of their improved unarmed attacks.

Equipment:
Loose fitting clothes, a manual or scroll explaining how to perform your techniques written in horrifyingly explicit detail with illustrations.

A: Qi Dice, Qing Gong, Unconfined Movement, Fundamentals of the Rakshasa, 2 Standard Techniques +1 DR

B: Contortionism, Octopus Crawl, 2 Standard Techniques, +1 AC

C: Disarming Defence, Regeneration, 2 Standard Techniques +1 DR

D: Swallow Whole, 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 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.

Unconfined Movement:
Your abilities pertain to the body and require a greater degree of freedom than armour permits for. Other than your Qing Gong, your Rakshasa abilities only function if you are unarmoured and in loose clothing.  


(Akame Ga Kill Manga)

 Fundamentals of the Rakshasa:
You have trained your body to become incredibly strong and flexible, your unarmed attacks deal 1d6+STRMod damage and have a range of 15’ achieved by temporarily dislocating all the joints in the limb you attack with.



Contortionism:
you may squeeze yourself out of restraints or slowly move through gaps large enough to accommodate your head at a speed of 5’. You can rest comfortably while squeezed into a 2’ cube such as in a box or barrel.

Octopus Crawl:
As long as you have at least two unspent QD you can move at normal speed while squeezing through a gap large enough to accommodate your head.


Disarming Defence:
Whenever an opponent hits you with a melee attack you may use a QD to cause the weapon to become stuck in your body disarming your attacker.

Regeneration:
Once per day when you are reduced to 0 hp return to full hp and restore one Parry Dice, you regrow any missing body parts.

 

Swallow Whole:
Make an unarmed bite attack (your neck can stretch in the same way as any other limb) on a hit your jaws unhinge and you swallow the target for [dice] rounds during which they take 1 acid damage per round no save, DR works if appropriate. Swallowed targets may attempt to cut themselves out with a knife or similar small sharp object, such attacks automatically hit and cannot be parried though your DR still applies where appropriate (the DR you get from levels and techniques is always appropriate). dealing 3 damage allows a swallowed target to cut themselves out of you.
During or after the [dice] rounds you may vomit up whatever is left of your target as a projectile that deals 1d6 damage to a second target as well as the target. with -1 to hit the second target every 5’ after the first, the vomited projectile does not get a save though its DR reduces damage as normal and my sunder its shield to prevent all damage. 


(Pathfinder)

 

Standard Techniques:
roll these at random, if you get the same technique twice reroll it. Consider using smaller dice sizes and re assigning 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. Float
R: 0
T: self
D: [Dice] minutes
Your inflate your lungs like balloons you gain a fly speed equal to your normal speed for the duration of the technique. You can increase your altitude by inhaling more air and decrease altitude by exhaling air.

2. Fire Punch
R: 0
T: self
D: [Dice] rounds
You cause the oils in your skin to ignite, your unarmed attacks deal an additional 1d6 fire damage and set targets you hit on fire. You are immune to fire damage for the duration of the technique.


(Hells Paradise Manga)

3. Body Hardening
R: 0
T: self
D: [Dice] rounds
Your Muscles harden to become as strong as steel you gain +[Dice]DR for the duration of the technique.

4. Sweaty Net
R: 30’
T: An open space
D: 0
You fling strands of sticky sweat at a target location. The sweat strands cover and connect all surfaces in a 10’x10’x10’ cube.  Anyone who touches the sweat must save or become stuck in it.  The sweat has 6 hp and takes double damage from fire and sharp damage.


(Also Hells Paradise Manga)

5. kraken’s Embrace
R: melee
T: [Dice] creatures or objects
D: 0
Roll to Hit with once and compare it against the AC of all creatures and targets. one of your limbs (arms, legs, neck etc.) coils around each target you hit. Targets are grappled and take 1 damage every turn unaffected by DR and shields, until they escape, or you choose to release them. You can move no more than 15’ from targets grappled this way but may otherwise move freely.

6. Water Breathing
R: 0
T: self
D: [Dice] hours
You can extract oxygen from water or other oxygenated fluids that fills your lungs for the duration of the technique. You may empty your lungs of fluid at any point in time regardless of whether you are using the technique.  

7. Greased like a Hog
R: 0
T: self
D: [Dice] minutes
You secrete slippery oils and sweat prevent you from being grappled or stuck to anything for the duration of the technique.

8.  Sensory Amplification
R: 0
T: self
D: [Dice]*3 Hours
You elevate all of your senses to superhuman levels, you can use echolocation like a bat, track scents like a blood hound see in near total darkness in saturated colour vision, see heat like a snake or use any other sensory ability at your GM’s discretion.

 

 

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://www.remixesandrevelations.com/2019/02/glog-ifying-fifth-edition-spells-d.html