I'm working on a new GLOG hack, basically still Runaway Princesses but with more Stars Without Number and other Kevin Crawford system influence. I don't know what it will end up looking like, but for now, I'll post the classes I've been re-doing as I go. I think they're stronger overall, and easily compatible with both Runaway Princesses and the GLOG hack of your choice.
Here's the druid - which for me are more happy-clappy wildlings who love plants and animals than Arnold's savagery incarnate interpretation (http://goblinpunch.blogspot.com/2014/09/7-myths-everyone-believes-about-druids.html).
Druid
Starting HD: d6 - 2
Starting Skills: 1: Animal Handling; 2: Arcana; 3: Insight; 4: Medicine; 5: Perception; 6: Survival
Starting Equipment: quarterstaff, spellbook, seeds for a mundane plant of your choice.
Druid Level 1: Wild Shape, Spellcasting.
Level 2: Wildspeak, +1 spell (1-6).
Level 3: Wild Aspect, +1 spell (1-8).
Level 4: +4 spells (1-8).
Druidic Heresy: You lose all your shapeshifting and spellcasting powers if you knowingly touch metal. You get them back if you destroy something civilized that is more important than the last civilized thing you destroyed.
Wild Shape
Level 1: You have Shapeshifting Dice (SD) equal to your Druid Level, which are d6’s. You can spend them to shapeshift into mundane animals you have seen before. You must spend at least 1 SD for each HD of the creature you’re shifting into. SD that roll 1-3 return to your pool to be spent again. If your SD roll triples, you are trapped in your new form until you Rest. If your SD roll quadruples, gain a Mutation (it affects all your forms).When you shapeshift:
- You can’t cast spells.
- You communicate as the animal.
- Your equipment morphs into your new form.
- You must turn back into your natural form before shapeshifting again.
- You use the animal’s stats and features but keep your mental stats (INT/WIS/CHA).
- Your wild shape has [sum] HP, which you adopt as a separate HP pool. When it hits 0 HP, you revert to your normal form and any excess damage goes through to your normal HP pool.
- Each form lasts up to Druid Level hours, unless you decide to revert before, or hit 0 HP.
Guide for wild shape stats:
- Assume AC 11, but use AC 13 for tough, strong creatures, AC 15 for agile, tricky creatures.
- Add HD to attacks.
- HD 1 damage = 1d4; HD 2 = 1d6; HD 3 = 1d8; HD 4 = 1d10.
- Assume Saves of 15, unless the creature should have a strong Save, in which case, subtract their HD from 15 to get their score in that Save. You keep your WIL save.
- Swarms act as one unit, with a shared HP pool.
- Apply special features as expected (spiders can walk on walls, horses have double movement speed when galloping, frogs have a sticky tongue).
Examples:
• 0 HD (treat as 1 HD): Songbird
• 1 HD: Wolf
• 2 HD: Horse
• 4 HD: Bear
Level 2: You can cast spells while in your Wild Shape, and you don’t have to return to human form before shapeshifting again.
Spellcasting
You have 1 Magic Dice (MD) equal to your Druid Level which you use to cast spells, which are d6's. Use a different colour to distinguish them from your SD.
Starting Spells: You start with two random Spells (1-6) or may choose two Spells (1-4).
New Spells: Roll randomly. If you want even more spells, specific spells, or emblem spells, you must quest for them.
Cantrips can be used freely:
- You instantly make a flower blossom, a seed open, or a leaf bud bloom.
- You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odour of manure.
- You create a tiny, harmless sensory effect that predicts what the weather will be tomorrow at your current location. The effect lasts for about a minute, and might manifest as a golden orb for clear skies, a cloud of rain, falling snowflakes for snow, etc.
Wildspeak
Level 1: You can speak with animals - they're still animals though, so don't go expecting nuanced, multifaceted
epistemological discussions with a donkey.
Level 2: You can speak Common while in your Wild Shape.
Wild Aspect
Level 1: While in your normal form, you can spend 1 SD to take on one aspect of an animal: a frog's tongue, an eagle's eyes,
a fish's gills. You can only have one aspect of an animal at a time, and SD do not return to your pool when spent this
way.
Level 2: SD spent on an aspect that roll 1-3 return to your pool to be spent again.
DRUID SPELL LIST
1: Barkskin
Range: touch Target: creature Duration: 1 minute
The target's skin gains an extra layer of super tough bark. For the duration of the spell, their AC cannot be lower than 15 + [dice].
However, their movement speed takes a 10ft penalty, and they are extremely flammable.
2: Entangle
R: 60ft T: [dice]x10ft square D: [sum] minutes
Grasping vines sprout from the ground. The area becomes difficult terrain, and anyone in the area or passing through it must make a FOR save or be caught and restrained by the vines. At the start of their turn, they can use their action to make a Strength check to break free.
3: Healing Spirit
R: 30ft T: point D: [sum] rounds
You conjure a healing spirit. What does it look like? If a creature begins or ends its turn adjacent to, or in, the spirit's space, you can have the spirit heal the creature for 1d6 HP.
4: Thorn Whip
T: self D: [sum] rounds
You conjure a thorny vine which forms itself into a long whip for you to use. It has a range of 30ft, deals 1d6 + [dice] damage, and if a target who takes damage is large or smaller, you can pull them 10ft closer to you.
5: Speak with Tree
R: touch T: tree D: 10 minutes
Allows you to ask a [dice] questions of a tree that you touch. Trees are fairly intelligent. They know about weather and have a great sense of time, but they have a hard time differentiating between animals, except by size. They also gossip among themselves and
may have gossip from distant lands.
6: Locate Animal
R: [dice] miles T: creature D: [dice] hours
Name a common animal. You know where the nearest example of the animal is. If the area is infested with manticores, they count as common creatures.
7: Fog Cloud
R: 120ft T: [dice]x10ft radius sphere D: [dice] minutes
You conjure an opaque fog cloud forming a radius sphere of [dice]x10ft.
8: Call of the Wild
R: 30ft T: Point
You can summon up to [sum] HD of animals to your location. These animals will not be innately loyal to you, and once they come to you, will return to acting as animals of that type usually do. The type of animal summoned will be something found in the area, but you may specify it when you are casting the spell. For example, if you are in a city, you could specify that you are trying to summon [sum] HD of pigeons, or if you are in a forest, you could specify that you are only summoning deer.
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