Runaway Princesses

Friday, February 19, 2021

Two GLOG Classes: Ranger & Rogue

By Valeriy Vegera

// Ranger

Hit Dice: d8
Weapon Proficiency: All ranged weapons, all light and medium melee weapons.
Tool Proficiency: Herbalism Kit.
Saving Throw Proficiency: Strength, Dexterity.
Starting Skills: Choose three from (1) Acrobatics, (2) Animal Handling, (3) Athletics, (4) Medicine, (5) Nature, (6) Perception, (7) Stealth, and (8) Survival.
Starting Equipment: Longbow (heavy, 1d10 + STR/DEX dmg, 2 slots), Arrows in a Quiver (usage 3, 1 slot), two Shortswords (light, 1d6 + STR/DEX dmg, 1/3 slot), Leather Armour (+2 AC, 0 slots).

Level 1: Wildling, Ranger Abilities
Level 2: +2 Ranger Abilities
Level 3: +2 Ranger Abilities
Level 4: +1 Ranger Ability, Deadeye


 
 
WILDLING
You are at home in the wilderness: 
  • When a random encounter occurs outside, you can draw or modify the terrain map and choose starting positions (GM discretion). 
  • When you forage, you find double the amount of rations. 
  • You can predict season-appropriate weather for the next day, with a successful WIS check. If you succeed, you tell the GM what the weather will be. The DC increases by +2 for each successful prediction. You can detect but not choose natural disasters.
RANGER ABILITIES
You start knowing 1 Ranger Ability.
Animal Companion: When you take Animal Companion, you gain the Level 1 ability. Next time you gain a Ranger Ability, you may instead take the next Level of Animal Companion.

// Roll d8
1. Ambush: You roll initiative with +1d6 and have +1d6 on attack rolls against creatures who haven’t taken their turn yet.

2. Expertise: Choose two of your skill proficiencies, or one of your skills and one of your tool proficiencies. Your PB is doubled for any check you make that uses either of the chosen proficiencies. 

3. Quarry: Once per long rest, you can mark one creature you can see as your Quarry. You can only have one Quarry at a time.
    * Your rolls to track your Quarry have +1d6.
    * Your attack rolls targeting your Quarry have +1d6.
    * You step up the damage die when you hit your Quarry (1d6 > 1d8 > 1d10 > 1d12).

4. Ranger Sense: When you’re in the party, the range at which you get Omens (clues of a nearby creature) increases by +1. If you come across any tracks, you can ask the GM questions based on them that they will answer truthfully, as long as the answer could reasonably be discerned from the tracks.

5. Speak with Animals: You can speak fluently with all mundane animals.

6. Traps: You gain proficiency with the Trapper’s Kit. It takes 10 minutes to craft a trap in natural terrain. When you craft a trap, choose up to 3 effects from the list below. Mark one X on your trapping kit for each effect you choose.
    * Damage: Victims take 1d6 damage.
    * Halt: Victims are immobilized.
    * Alert: Victims set off a loud racket.
    * With other items (poisons, flammable oils), you can create more types of traps.

7. Trophies: You can spend 10 minutes to harvest a Trophy from your prey. You gain +1 bonus Ready Slot that can only hold a Trophy. The rare ones fetch a pretty penny to the right collector. Sales grant 1 XP per silver piece gained to everyone in the party who helped kill the creature. Each readied Trophy gives you:
    * +1 AC and +1 damage against that type of creature (maximum +4).
    * +1d6 on checks to avoid or negate their special effects (the minimum you can roll on the d6 is the number of trophies you have of that type of creature). 

8. Animal Companion
    * Level 1: You gain an animal companion, which can be any mundane animal horse-sized or smaller. Compared to regular pets:
        * Your companion can follow more complex commands.
        * Before, or during combat (with an action), you can set up an action, such as “attack when I attack”, so you don’t have to direct them with an action in combat.
        * You learn the language your companion speaks (e.g. Dogs speak Canine, Cats speak Infernal).
    * Level 2: Your bond with your animal companion has improved:
        * You can direct your animal companion with your bonus action.
        * Your animal companion can try and stabilize you. They add your Ranger Level to checks to stabilize you.
        * If you have a bonus to attack an opponent, your animal companion has the same bonus when they attack them.

DEADEYE
Until the end of your turn, you can enter a state of extreme focus where time seems to slow down. You can activate Deadeye as a bonus action on your turn, but cannot use it again until you take a Long Rest. While in Deadeye:
  • When you attack, you attack twice.
  • On a hit, you can exchange damage to target a specific area on the target, such as the leg to halve movement speed, or shoot their weapon out of their grip. On a critical hit, you may also deal normal damage. The specific usage of this ability is at the GM’s discretion. 

// Rogue

Oathkeeper Inquisitor
By Graey Erb
Hit Dice: d8
Weapon Proficiency: All weapons which add DEX to damage.
Tool Proficiency: Thieves Tools, Disguise Kit, Forgery Kit, Poison Kit.
Saving Throw Proficiency: Dexterity, Charisma.
Starting Skills: Choose any five.
Starting Equipment: Shortsword (light, 1d6 + STR/DEX dmg, 1/3 slot), three Daggers (light, throw, 1d6 + DEX dmg, 1/3 slot), Leather Armour (+2 AC, 0 slots), Thieves Tools.
 

Level 1: Rogue Talents, Sneak Attack, Expertise
Level 2: +2 Rogue Talents
Level 3: +2 Rogue Talents
Level 4: +1 Rogue Talent, Sneak Attack, Expertise


SNEAK ATTACK
Once per turn, if you have A* on an attack roll with a light or ranged weapon, you deal an additional +1d6 damage.
Level 4: The damage bonus increases to an additional +2d6 damage.


EXPERTISE
Choose two of your skill proficiencies,  or one of your skills and one of your tool proficiencies. Your PB is doubled for any check you make that uses either of the chosen proficiencies.
Level 4: Choose two more skills or another skill and tool proficiency.

ROGUE TALENTS
You start knowing 1 Rogue Talent. If this Talent mentions a Tool, add that Tool to your inventory.

// Roll d12
1. Actor: As long as you look the part, you can act the part, and people will always assume that you are who you appear to be unless and until you give them a strong reason not to .

2. Alternate Identity: As long as you have a Disguise Kit and a Forgery Kit, you have the disguise materials and documentation for an alternate identity of your choice - flesh it out. When you occupy it, you don’t mark usage on your kits. You can change your alternate identity by spending a week of downtime and 10 gp to change it.

3. Assassinate: Hits on helpless or unaware enemies are always critical hits, and enemies which aren’t GM-named are killed instantly.

4. Connected: If you’ve spent at least 1 week in a town, you’ll have built a web of useful contacts. If you want something (items, information, invites to parties, etc) which could reasonably be obtained in your location for the right price, then you know someone who can get it for you.

5. Fast Talk: So long as no one can verify something vaguely plausible you’re saying is wrong, you can lie and they’ll believe you for at least d6 minutes. 

6. Hardcore Parkour: If you could parkour through difficult terrain, it isn’t considered difficult terrain for you. Treat every fall and leap as half the distance. Your speed increases by +15ft.    

7. Poisoner: When you forage in a verdant wild with poisonous plants, for each ration you find, you can instead extract a dose of poison (50sp on the black market), which replenishes your Poison Kit. You can mark usage on the Poison Kit to spend 30 minutes crafting a basic poison from the options below.
   * Nightshade: Upon ingestion, the creature makes a CON save. The poison deals 1d8 damage per round for 1 round (successful save) or 3 rounds (failed save). Creatures which aren’t GM-named are killed instantly on a failed save.  Bitter taste must be disguised with strong flavours.
   * Cockatrice Tears: Applied to light weapon. On a hit, the target makes a CON save. On a failed save, for 1d3 rounds: paralysis, and AC isn’t modified by DEX.
   * Sandman Dust: Upon inhalation or ingestion, immediately fall into a light sleep.
   * By harvesting or buying other ingredients, you can craft different types of poisons.


8. Shadow Dash: You can dash between shadows within x, where x is your speed (e.g. within 30ft if your speed is 30ft).  You flit so seamlessly that it functions like teleportation.


9. Tricky: You can give yourself +1d6 on your combat manoeuvre roll or forgo it to be immune to counter-attacks if you  fail. Also, if you still haven’t used your reaction this turn, you can’t be targeted with opportunity attacks.


10. Uncanny Evasion: When you make a DEX save to take only half damage, you instead take no damage if you succeed, and only half damage if you fail. You can re-roll failed attempts to escape a situation..


11. Unlabelled Package: In town, you may buy an Unlabelled Package (1 slot, 1gp). You may produce a mundane item from it, replacing the Package. Larger items can be produced by buying larger packages, or using multiple Packages.  


12. Wall Crawler: If a climb needs climbing gear, you can perform the climb without it. With it, you succeed automatically. You climb as fast as you run.

  

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