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. 

Thursday, February 18, 2021

Two GLOG Classes: Berserker & Fighter

 It's been a while - too long.

     But I've still been making stuff, and an update to Runaway Princesses will hopefully be released soon.

In the meantime, I'll be uploading some core classes for Runaway Princesses or anything in the GLOGosphere. 


Jeff Simpson for Assassin's Creed: Valhalla
 
// BERSERKER
Hit Dice: d12
Weapon Proficiency: All melee weapons, all thrown weapons.
Tool Proficiency: None.
Saving Throw Proficiency: Strength, Constitution.
Starting Skills: Choose three from (1) Animal Handling, (2) Athletics, (3) Leadership, (4) Nature, (5) Perception, and (6) Survival.
Starting Equipment: Greataxe (heavy, 1d12 + STR dmg, 2 slots), two handaxes (light, 1d6 + STR dmg, 3 in 1 slot, thrown).

Level 1: Rage, Iron Hide
Level 2: Reckless Attack, +1 Critical Hit Range (19-20)
Level 3: Brutal Critical, Feat of Strength
Level 4: Rage for the Ages  
 

RAGE

PB times per long rest, as a bonus action at the start of your turn, or as a reaction to taking damage, you can enter a savage frenzy known as a Rage. Your Rage lasts until you kill, subdue or drive off all enemies.   While Raging:
* You have an extra attack.
* You roll +1d6 on STR and CON checks.
* You have resistance (halve damage taken)s against physical damage.
* You can’t do anything defensive, curative, or tactical – all you can and want to do is attempt to kill things.
* You are immune to feeling pain and fear.  
* Anyone who injures you during a rage becomes an enemy.
Rage Die: Track how much damage you’ve dealt while in your Rage on a d20 - your Rage Die (don’t track beyond 20).  
Calm Down: You or an ally can spend an action to try to end your Rage prematurely with a CHA check, where the DC is equal to the Rage Die’s current value.


IRON HIDE

When you wear no armour, you can add your Berserker level to your AC and your speed is increased by +10ft. You can use a shield and still gain this benefit.


RECKLESS ATTACK

You can throw aside all concern for defense to attack with fierce desperation. When you make your first melee attack using STR on your turn, you can decide to attack recklessly.
* Reckless attacks gain +1d6 on the attack.
* Keep the d6 in front of you, or place it next to your miniature/token. Attacks targeting you get the same bonus till the end of round.


BRUTAL CRITICAL

When you kill an opponent with a critical hit, the kill is so savagely brutal that the victim’s allies that can see you must immediately make a morale check.
You reroll 1s when rolling critical damage.


FEAT OF STRENGTH

Once per long rest, you can treat your Strength as 24 (STR +5) to accomplish one mighty feat of strength, or make a single attack with +1d6 that does double damage if it hits.


RAGE FOR THE AGES

While Raging:
* When you kill a creature or roll a Critical Hit, choose one:
            1. Immediately make another attack.
            2. Heal a number of HP equal to your Berserker Level.
* Your extra attack may be Reckless too.
* You are immune to mind-control.