Friday, October 30, 2020

KNIFE-HAWK (GLOG Class)

You are a KNIFE HAWK. You are a hawk, you have a knife, you're good at using it. You're a blade-wielding bird and one aggressive avian. Inspired by an image originally posted by deus ex parabola in #brain-fuel on the OSR Discord. I hope I did the idea justice.

Start with: a decently thick coat of feathers (as leather), a knife

Skills (2d6): eagle eyes, darksight, bird law, intimidating peddlers, nestcraft, doing cool tricks

You get +1 to-hit for each KNIFE-HAWK template you take.

A: Accipitriform, Dive-Bombing
B: Opportunist
C: Dung Discharge
D: Hawker of Death

Accipitriform: You are a hawk, with all that entails. You can understand human speech, and somewhat communicate with people through gesture and squawks. You can carry up to two things in your claws at once, and up to one in your beak. 

Dive-Bombing: If you drop down onto an enemy from a great height, you get advantage on your first attack roll against them this round.

Opportunist: If the target of your attack doesn’t see you coming, you deal an extra 1d6 damage to them. Increases to 1d8 damage at C.

Dung Discharge: You can release excrement on foes on command. The target must save against their choice of getting hit or becoming annoyed (charm). If they fail, their attention will turn to you when they next act, and most will do their best to get you back for it.

Hawker of Death: You can attack twice each round without penalty, rather than only once. Stacks with damage bonuses (including Opportunist).

Wednesday, October 28, 2020

DRACONIC DISCIPLE (GLOG Class)

You are a DRACONIC DISCIPLE — a martial artist who has chosen to devote themselves to the Path of the Dragon, styling your fighting after the great winged beasts.

Art by Filip Burburan

Start with: patterned robes (as leather), a staff, memorised poetry and scripture, scaled skin

Skills (1d4): ancient history, religion, acrobatics, cartography

A: Talented Warrior, Path of the Dragon, +1 MD
B: Maw of Fire, +1 MD
C: Flurry of Blows, +1 MD
D: Drakeform, Agamid Alacrity, +1 MD

Talented Warrior: You're a competent fighter, getting +1HP and +1 to-hit for each DISCIPLE template you take. You can make unarmed attacks with any body part, even while restrained, and they deal damage 1 set of dice higher than a regular unarmed attack, to a minimum of 1d6.

Path of the Dragon: You can speak, read, and understand the language of all lizards and dragons, summon a non-harmful flame with a snap of your fingers, and have advantage on saves against fire. You begin with 1 Mysticism Die (MD), gaining another each time you level. You can expend MD to add [sum] to a successful hit’s damage, or reduce the damage of an incoming attack by [dice]. They vanish on a 4-6, returning the next morning.

Maw of Flame: You can spend MD to ignite your breath, dealing [sum] damage to everything in a narrow arc that fails a save. You can eat fires to restore lost MD.

Flurry of Blows: You can now make two attacks in a round without penalty.

Drakeform: You can spend MD to temporarily take on the shape of a (small) dragon. It lasts for [dice] rounds, during which you can fly, deal the higher of [dice] or [best] damage instead of anything else, and refresh to 4 MD each round. When you revert to squishy human form, you return to the amount of MD you had before becoming a dragon, minus the [dice] you spent on the ability.

Agamid Alacrity: You no longer need to sleep while resting, have advantage against stunning and paralysis, and always go first in initiative, regardless of surprise. 

Monday, October 26, 2020

SNAKE-WIELDING MONKEY WARRIOR (GLOG Class)

You are a SNAKE-WIELDING MONKEY WARRIOR. You can't wear armour unless designed for a monkey, but have base AC as leather.  Weapons that require advanced manual dexterity are beyond your capabilities, but simple ones (clubs, axes, snakes) are just fine. You can't speak human language, but you can understand it and communicate through sign.

This could be you! Image edited by iemcd

Start with: a single pet snake (give it a name!), a children's rattle, a toy bird, mild resistance to poison

Skills (1d4): flute-playing, rat-catching, formal etiquette, woodworking

You get +1 to-hit for each SNAKE-WIELDING MONKEY WARRIOR template you have. If or when one of you snakes die, a very similar one will replace it when you next have a good night's rest.

A: Reject Civilization, Serpentine Sympathies
B: Rattle-me-Bones
C: Venomous
D: Dual-Wielding Snake Action, Simian Stardom

Reject Civilization: You are a monkey. You can climb things very well, hold onto things using your "feet," stand on your hands, rob people blind, jump large gaps, stabilize yourself with your tail — anything you could reasonably expect a monkey to be good at.

Serpentine Sympathies: You can speak to snakes and wield them as medium weapons, dealing 1d6 damage. Ones you aren't friends with won't be happy about this. You can throw them a bit further than a regular object of the same weight and size, and can tell them to grip onto things about as tightly as a human hand can. You can give instructions to your snakes provided they're NEAR, and unless it means they will surely die, they'll obey.

Rattle-me-Bones: You now have an extra snake, and will get another one at C and D. All of your snakes have a rattle, loud enough to warrant investigation by people nearby who can hear.

Venomous: All of your snakes have sharp teeth and small poison sacs, dealing 1d8 damage on a hit instead of 1d6.

Dual-Wielding Snake Action: You can make two attacks in a round without penalty, provided both are with snakes.

Simian Stardom: At least one monkey in any place with monkeys has heard of you, and you get +2 to reaction rolls with other monkeys. On an 11+, they'll do their best to offer help. Anymonkey who witnesses you wield your serpents is appropriately awed.

Thursday, October 22, 2020

LICHADOR (GLOG Class)

From the doors of death itself... here comes the LICHADOR! You are a masked warrior, an entertainer, and decidedly dead. Honor, fame, and the glory of victory ruled your life, and these things pulled you back from the other side.

Full credit for the class's inspiration goes to hey it's hoop on the OSR Discord, specifically this post in #d30-dice-democracy.

Source
Features:
Start with: a mask that holds your soul, a folding chair, a skin-tight costume (counts as medium armor), championship belt
Skills (1d4):
impressing others, acrobatics, disguise-craft, making kickass tamales

A: Professional Wrestler, Veil-Touched, +1 HP
B:
 All Oiled Up, Soul Contender, +1 to-hit
C:
 Challenge, Death's Grasp, +1 HP
D:
Peak Physique, Pass on the Mask, +1 to-hit

Professional Wrestler: You get +2 to initiative, grappling, and rolls to do things in combat for the sake of flashiness. Your unarmed attacks can be made with any body part. 

Veil-Touched: You can speak to spirits of the dead, commune with your ancestors, and punch ghosts.

All Oiled Up: You keep yourself covered in oil, always.  If someone else is restraining you, you can slip out as an action, and have advantage on checks made to slip out of handcuffs or the like.

Soul Contender: You have advantage on avoiding the effects of disease, poison, and mind-altering magic.

Challenge: You can issue challenges to anyone able to understand you. In "civilized" places, this means arranging a duel; time, place, weapons, etc. In combat, the target makes a save; if failed, they feel compelled to attack you.

Death's Grasp: Damage you deal is magical, necrotic, and can't be resisted.

Peak Physique: You can leap great heights and distances with even greater ease, and can now attack twice in a turn without penalty.

Pass on the Mask: When you die (again), someone else can don your mask, becoming a Luchador and gaining template A. Your spirit joins the voices of their ancestors.

What's in a Name?
When you put on the mask and became a LICHADOR, you created a persona for yourself, a character you play out on the world's greatest stage: the ring. An important part of every character is a fitting name.

Saturday, October 17, 2020

IRON STOMACH (GLOG Class)

You have an IRON STOMACH, perhaps literally. You're able to eat nearly anything without injury and can store things in your gut, regurgitating them when necessary.

By Mingchen Shen

Start with: a medium sword (perfect for swallowing), light armour, portable stove, an extra week of rations

Backgrounds: part cow, chef, have a pocket dimension in your small intestine, geologist, champion pie eater

A: Stomach Storage, Refined Palate
B: Projectile Vomiting
C: Reinvigorating Rests
D: Edible Ornamentation

Stomach Storage: You can swallow just about anything to no ill effect, store things in your stomach for later, and digest whatever you want given time. You get an extra 5 SLOTS, and an additional one for each other IRON STOMACH template you take.

Refined Palate: You always know the best place in town to go for something to eat, and have advantage on rolls to avoid the effects of ingested poison. You start with an extra 1 HP, and get an extra 1 each time you level up (on top of any other gains).

Projectile Vomiting: You've mastered the art of chucking your guts; items you spit (as an action) can hit anything NEAR, dealing 1 damage to their target. You can destroy that item permanently to deal 1d8 instead. Every extra IRON STOMACH template you take makes this deal an additional 1 damage.

Reinvigorating Rests: Lunch and a good night's sleep both restore an extra 1 HP to you and all your allies.

Edible Ornamentation: You may destroy items stored in your gut rather than eat rations.

Wednesday, October 14, 2020

DESERTER (GLOG Class)

You are a DESERTER. Once, you served in an army, mercenary company, or other such group of fighter-types, but no longer. You took what you could and fled. Anyone with potential ties to your group or who you interacted with while spending time with your organisation is likely to recognise you, and have a 3-in-6 chance of knowing of your desertion.

Draws inspiration from deus ex parabola's Zouave, Arnold K.'s original GLOG martial classes, and probably some other places I'm forgetting.

By Tomas Duchek

Start with (all stolen): medium armour, a shield bearing your former affiliation, a medium weapon, a weight on your conscience, good boots, an extra 10 coins

You get an additional +1 HP at A and C.

A: Fleet of Foot, Basic Training
B: Well-Travelled
C: Unperturbed
D: Danger Sense

Fleet of Foot: You move at twice speed while running away from a fight, and your entire party is never impeded by bad terrain.

Basic Training: You can tell a creature's HD after seeing it fight for a round, and have advantage on rolls during combat to do things other than attack.

Well-Travelled: You've been everywhere since you ran away. You can read road signs in any language, and have a 2-in-6 chance of knowing a single fact about any object from a Far-Off Land.

Unperturbed: You've seen a lot, both before and after you defected. You have advantage on saves against fear, and so do your allies if you roll and succeed first.

Danger Sense: You have a good nose for when things are about to go south. You can't be surprised, and can make a free attack at the start of combat at someone or something CLOSE, regardless of initiative.

Example Backgrounds (1d6):
Feel more than free to adapt these to your own games, settings, and characters as you wish, and of course to make your own or ignore them entirely.

(1) Riverspoke Piker: Peasant militia that guard the south-west border of the Commonwealth from attack. You can speak to and understand fish, voles, and beavers. They won't always speak back. Start with a chain shirt for armour, a pike as weapon, and a shield bearing a pair of beavers atop a wall. 

(2) Sons of the Sea: A notorious pirate crew, feared across the True Sea. You weren't quite cut out for that life. You always know where to find the best place to drink in town, and in a pinch can drink sea water as though it were clean. Start with a scale-mail coat, a cutlass, and a shield displaying a white crown on a blood-red skull.

(3) 403rd Light Infantry Regiment of Their Liege: Foot soldiers in indentured service to the office of the High Liege. You can never be picked out of a crowd if you don't want to be. Start with hide armour, your choice of crossbow and 20 bolts or a club, and an unadorned shield.

(4) Fargrath Freelancers: A mercenary group, providing soldiers for hire to nobility across the land. One of the less notable houses in your time with them, but now on the rise. You can nick things as a 1st level Scavver. Start with a spear or sling, a worn breastplate, and a shield featuring crossed spears and an open eye.

(5) Celestial Legion Gamma-Blue-23: You fled so far and so fast, you left your home world and ended up in this one. Other otherwordly beings recognise you as being part of the Celestial Legion, and mundane folk have a 3-in-6 chance of knowing you're out of place (rather than recognising who you are). You may be actively hunted. Start with a weapon no one recognises, armour crafted from a never-seen-before metal, and a "shield" coloured in solid octarine.

(6) Siblings of St. Uryuvkos the Devout: A holy order of pious warriors, looking to spread their Holy Teachings and bring light to all the world; the strict code didn't sit quite right with you. You can see in the dark as though it were dim light, but can't read. Start with a club, a second-hand half plate, and a shield showing a purple rose in front of a set of scales.

Wednesday, October 7, 2020

The Guardian (GLOG Class)

You are a GUARDIAN; a defender of the weak, a sworn servant of the Church, a disciple of Their Holiness. You aid your allies to the best of your ability, and may put your life on the line in doing so.

By Darko Stojanovic

Start with: a shield, medium armor, a medium weapon, an unbreakable vow, a book of prayers

Backgrounds: Paladin (symbol of your Order), Ardent (memorised holy texts, medicine kit), City guard (reputation among Watch members)

You get an additional 1 HP for each Guardian template you possess.

A: Sublime Sense, Bodyguard, +1 to attack rolls

B: Mighty Aura,

C: Sundering, +1 to attack rolls

D: Holy Sustenance

Sublime Sense: You can smell heretics, undead, and the unholy. A successful Wisdom check (or system equivalent) will provide more clarity. 

Bodyguard: You can allow damage affect you rather than an adjacent ally. 

Mighty Aura: You may have allies roll using your stats rather than their own to save against others' negative effects. If you choose to do so, you make that save with disadvantage.

Sundering: You can let an item on your person be destroyed rather than take a physical attack’s damage. (Can stack with Bodyguard.)

Holy Sustenance: You may pray loudly or make an offering of 10 coins rather than consume rations.

I would love to hear any feedback on the class!

Saturday, October 3, 2020

PIGEON TAMER (GLOG Class)

You are a PIGEON TAMER. You've always had quite a close bond with the birds, to the point that's it's almost supernatural.

From Wikimedia

Starts with: A technicolour feather cloak with many pockets (+3 inventory slots), two loaves of stale bread, a complete indifference to bird droppings, a dagger

A: Columbidaen Companionship, 5 pigeons
B: Avian Affinity, +1 pigeon
C: Distant Decrees, +1 pigeon
D: Dung Discharge, +1 pigeon

Columbidaen Companionship: You possess 5 pigeons, and gain an additional one each time you level or convince a new one to join your flock. How you befriended them is unimportant, but as long as they are CLOSE to you you may communicate fluently. So long as you can continue to feed them and they stay within earshot, they will do their reasonable best to carry out your wishes. It takes an action to instruct them and their beaks deal 1 damage.

Avian Affinity: As long as they are within earshot, you can communicate fluently with your pigeons and perceive the world through their senses.

Distant Decrees: Provided you give them a single instruction, your pigeons will now carry out your wishes over any distance (useful for things like message-carrying).

Dung Discharge: You can command your pigeons to release excrement whenever and wherever you wish; it’s sticky, quick to dry, and will leave stains.

Quirks (1d6, or choose one):
• You can always retrace your steps to the last place you ate.
• You always know which way is north, and can tell when something is magnetic.
• You can pass through any gap one of your pigeons could pass through.
• You can see all colours, and with a moment’s focus can see through illusion.
• You can consume stale or rotten rations as though they were unspoilt.
• Your intentions will always seem peaceful to animals and other characters, provided none of your party are holding a weapon.

Thursday, October 1, 2020

THE HIVE (GLOG Class)

You command a HIVE OF BEES. You might be made of bees, your body might act as a hive, you might just be a beekeeper. Who am I to say.

THIS COULD BE YOU!

Start with:
20,000-odd bees, a stockpile of honey, a tiny crown, intimate knowledge of bee law, immunity to stings and insect bites

A: Hive Mind, Stinger Strike
B: Apian Augury
C: Paralyzing Prick
D: Wannabees

Hive Mind: Your bees follow you wherever you go. You can perceive through their senses, provided they are CLOSE to the centre of your hive (within 5ft). They will carry out your telepathically-communicated instructions, to the best of their ability.

Stinger Strike: Your bees can inflict wounds. CLOSE enemies will suffer 1d4 damage, those further away a measly 1.

Apian Augury: You can view the world through one of your bees no matter how far away they are from you.

Paralyzing Prick: Creatures stung by your bees now become incapacitated for a round unless they beat a save.

Wannabees: By commanding your bees to organise themselves into the shape of a certain object, you may use them as though they were that object. Not too shab-bee.

Character Quirks (1d6, or choose one):

• You have an incredible sense of smell.
• You can generate as much (s)warmth as a summer's day with a minute of focus.
• You're an expert dancer.
• Your beeswax can bind as glue.
• You can buzz as loud as the average person can yell.
• You don't have to fall asleep to rest.

Many thanks to iemcd and the denizens of the #glog-ghetto on the OSR discord for their help.

Any and all feedback, feelings, and grievances would bee much appreciated. (I know these puns sting.)