Tuesday, March 1, 2022

A Bunch of GLOG Classes

The following is a list of classes I made based off of names from a comment on a blog a while ago. The original list of class names I used for these can be found in the comments section of this post.

The classes are in varying degrees of completion, but I figured I should get them posted so I don't sit on them indefinitely. I'll try putting up a post every day this month to slim down my backlog.

White Hawk Rider: You have a pet giant white hawk. As you gain levels it becomes more cooperative and you can ride it and teach it tricks.

Volcanic Cameo-Woman: You were a virgin who was sacrificed to a volcano, but it spat you back out, and you got some weird powers in the process.
A: You're immune to fire damage and can safely breathe toxic gases. Lava and magma hate your taste. If you wind up in some, it will try to spit you out, possibly at high speed.
B: Cameo: Once per day, if the DM runs a scene in which you do not appear, you can show up in the background sometime before it ends if at all plausible.
C: Once per day, you can turn into a cloud of noxious gas. Treat as Gaseous Form, but anyone breathing you each round must save vs. poison each round or take 1d6 damage.
D: Can give a volcano an upset stomach by jumping into the caldera and thrashing around a bit, causing it to erupt. Can use a ritual involving a lot of loud chanting and drums to raise a small volcano in a week if you're not interrupted, or in a day if you're on a tectonic plate boundary.

Book Lover: Probably a mix of this and this.

Pearl Witch: Based off of pearl divers. Can hold your breath for up to 10 minutes. Store your spells in pearls - how to make finding them interesting? Dooms involve turning into a horrible sea creature.
Clam Grip: Grab onto something as though you have 21 Strength. Lasts for [sum] minutes or until you let go. Can use your grip as a melee attack for [sum] damage. If it hits, the target can't get away without breaking your grip.
Underwater adaptation (fins for fast swimming, gills to breathe water, resistant to pressure/the bends for [sum] exploration turns)
Stick a little bit of sand or other irritant into someone's body. It deals 1 damage each round for up to [sum]+[dice] rounds, if they die without removing it you can take a pearl from their corpse whose value in sp = total damage dealt

Fun SpiritCard Fan: You play a trading card game which can summon magical creatures and effects, and is unassociated with any licensed property. Your powers are based off of your cards, and you can trade them and duel with other SpiritCard players.
You have access to Monster cards, Spell cards, and Item cards (from whatever tables or books the DM permits). Monsters and items are summoned for up to 1 minute per template, spells are cast with a specific number of dice, determined by rolling 1d4 when you get the card. For doubles/triples, use the backfire/doom list for the appropriate class.
You may assemble decks with the cards you possess. The minimum deck size is 10, which is the number of cards you start with. At the beginning of the day, choose one of your decks and shuffle it. Then draw a hand of cards equal to your templates plus 1. Whenever you rest, you may discard any number of cards to draw that many cards. If you run out of cards in your deck it's no big deal, but you're out for the day.
You add 10 new cards to your collection every time you gain a level in this class. You may also find SpiritCard packs of 1d4+1 cards each in dungeons, buy them in shops dealing in the strange and obscure, or trade with or win them from other players.
4th template gives you Heart of the Cards, which lets you draw a card of your choice from your deck once per day.

Fake Word: A sentient concept. You gain power for each person that recognizes you as a real word, which you can use to manipulate people's minds and make them say things they didn't intend to say (or be silent when they don't want to). Once you're incorporated into an established dictionary, you've pretty much won (though you may become weaker over time, and eventually be only remembered by Scrabble players and linguists).

Garlic Burglar: An associate of the Hamburglar who either fights or collaborates with vampires?

Word Thief: Can steal words right out of people's lexicons, making it impossible for them to say the words in question. Very effective against wizards - can steal (and sometimes cast) their prepared spells. Possibly an enemy of the Fake Word (see above). Can steal words off of a page, including from magical books. Might also have better saves against/ability to notice magic writing. Maybe can steal words out of the dictionary to remove them from language?
If your target fails a save, you can steal their vocabulary, preventing them from speaking (this also stops most spellcasting). They can still make sounds, but cannot pronounce words. As long as you have their words, you can speak with their voice and effectively imitate their accent, speech mannerisms, etcetera. You can also speak any language they know. You can only possess one person's words at a time; if you steal someone else's words, you have to return the ones you stole earlier.
You can steal one of a wizard's prepared spells, and cast them if you have any MD (maybe you gain 1 MD when you get this ability?)
Can steal up to (number) of particular words of your choice from a target (rather than their whole vocabulary at once); maybe able to replace them with words of your choice?
Can remove written text or replace it with other text of your choice

Dark Millkin: A strange creature that lives in abandoned mills.

Giant-Man-Called Mauler: Get 1' taller (and +1 Str, -1 Con since your frame doesn't adequately support your height) for each level. Generally, get better at breaking things and people.

Goblin Egg Knight: A goblin knight who rides an egg with legs. It's not significantly faster than you, but at least you don't tire yourself out walking. You begin with a strange hat, armor of feathers that's as good as chain for you only, and a polearm of your choice (I recommend picking one of the obscure ones). Should your egg die, you can lay another one, which grows to full size over a week given adequate food and warmth. For each template, you get +1 to hit against anyone Lawful or bigger than you (if you don't use alignment, interpret as best you can) and +1 to save vs. fear.
A: You must behave according to Goblin Chivalry. You may never follow orders, tell the truth, or keep your word, and you cannot be made to do any of those things by any means. You must help those in need, but you are encouraged to fulfill their requests in twisted, nonsensical, or overly literal ways. Those who meet you for the first time must save or believe you are in fact an honorable knight of noble blood, though they still see you as you are in all other respects.
B: Your steed now has a beak, and can use it to climb or to attack for 1d4 damage, in addition to your attack. It can also imitate any sound it has heard a few times.
C: Your steed now has wings, and can, if not fly, at least awkwardly flutter downward, avoiding fall damage and gliding as far as it fell (more if there's a breeze in the right direction).
D: Your steed hatches into a majestic goblin peacock. It can now fly, albeit slowly, clumsily, and with a great deal of noisy flapping. Anyone, including you, who sees its bizarre, unearthly tail fan must save or be Confused for 1d6 rounds.

College Alligator: An educated talking alligator. You get +2 hp per template. You begin with an introductory textbook in a random subject, a pencil, and a stack of waterproof paper.
Freshman: You're an alligator. You can't use handheld tools or weapons or wear armor made for people, but you can talk, read, and (somehow) write. You have AC as leather and a 1d8 damage bite attack. If it hits, you can latch on and shake to automatically deal 1d8 damage each round, which counts as your attack. You can slow your metabolism to stay underwater for up to an hour or go for two years without eating, though you can't do too much in the meantime. You can only eat meat.
Sophomore: You've figured out how to blend in among humans pretty well - it's all about the subtle mannerisms. Unless you do something that draws attention, anyone who doesn't examine you closely will fail to notice that you're an alligator; you can make your way through crowds and sit in packed classrooms without much trouble (though, being at foot level, you'll likely get accidentally kicked and bumped into a lot). You usually get surprise when attacking someone who hasn't noticed you're an alligator.
Junior: Death roll. When you shake a creature you latched onto with your bite attack, it must save or lose its next turn from disorientation.
Senior: Your education has paid off. Get a degree, an additional profession/skill, 1 MD, and a spell of your choice from any Wizard spell list. You can also apply to alligator grad school, if you so choose.

Evil-Man-Hugger: You seek to redeem evildoers, primarily by hugs and kindness, but also by other means if necessary.

Zombie Blue: You're a zombie blues player. Each level, pick a new song that you can play (all have a jazzy feel to them).
Danse Macabre: See the song from here.
Funeral March
When the Saints Go Marching In
Deacon Blues?

Pepper Kingslayer: You are a cheerleader who kills kings. Each level, get a pep die (PD) and +1 to hit and damage against anything that could reasonably be considered royalty.
Pep dice: These are d6s. If you spend your turn cheering someone else on, you can give it to them to add to a roll made on their next turn. It's used up if it rolls a 1.
A: Acrobatics: Can perform cartwheels, flips, human pyramids, etc. with no need for a roll
B: 

Mountain Troll: You're made of stone. Your speed is halved, but most damage dealt to you is reduced by 3 or ignored entirely. You don't need to eat, drink, or breathe (though you do need to sleep, and will do so for longer as you get older and bigger). In daylight, you turn into an uncanny-looking boulder; you turn back once out of the sun. You can also hold perfectly still and look like a rock. Being in the cold may make you smarter (it functions as a heat sink, so you can run your processors faster).

Pirate Organization: See The Crew, from here

Refuge God: A household god whose family died or left, and now takes in all sorts of people in need of shelter (such as adventurers). You are the spirit of a large house, but you have lost most of your original powers; each level, regain control over one room of your environs (roll on Room table - not included).
At any time, you have 1d6-1 temporary inhabitants passing through per template, mostly vagrants, drifters, and homeless people, not including the PCs. You can't talk to people within you directly, but you can manipulate your environs in subtle ways, making floorboards creak, doors open or shut, curtains flutter, etc. You can hide creatures within you who want to be hidden, making them very difficult to notice or find.
You have more direct control over your components - you can lock or unlock doors, open or close windows, light or extinguish fires (in fireplaces), control electric devices and plumbing, drop ceiling tiles, etc.
You can control household pests (rats, ants, etc.) as long as they remain within your walls. You can't make them do anything unusually dangerous or outside of their normal behavior range. You can also preserve food indefinitely or spoil it.
You can manifest yourself to talk to people in flickering household fixtures such as fires, TVs, maybe lightbulbs? Mirrors are also suitable. If anyone settles down in you permanently (for at least a year and a day), you regain control over all rooms.

Sword Quest Boy: A young Destined Hero with a mysterious past. Begin with a radical hairstyle, amnesia, and an unusual sword (1d8). +1 hp and save vs. fear each level. Also, roll on the Mysterious Backstory table each level to find out what you remember about your past.
A: Your sword is an Important Quest Object. It counts as +1 for you only. It will not be damaged or broken except in an important battle. If you lose it, it will show up again in 1d4 sessions. The sword has a 1-in-6 chance of being sentient and able to talk; if it is, add it to the list of characters on the Mysterious Backstory table.
B: Gain a Love Interest and a Sidekick (both level 0, each with a random Profession and personality). They are loyal to you and will never desert you or turn against you unless you knowingly betray them. If they would be killed, they will probably (5 times in 6) get lost or kidnapped instead. You also get a Rival, who either is like you but cooler and enjoys showing you up, or is like you but lamer and is obsessed with defeating you (1 level higher/lower, half chance of each). They gain a level whenever you do and have a half chance of showing up the first time you enter a given town or dungeon to cause trouble for you, but they will also sometimes provide useful information or help you against a common enemy.
C: More of your memories return. Roll an extra time on the Mysterious Backstory table. You gain 1 MD and learn a random spell. Your Love Interest and Sidekick also each gain a level in different classes.
D: Your memories return in full (roll two extra times on the Mysterious Backstory table), and your sword's ultimate powers are unlocked. It counts as +2 for you, +1 for anyone you willingly give or lend it to, and +0 for anyone else. It also has a special property, usable by you only (1d6: 1. Flaming (+1d6 fire damage), 2. Wishing (grants one wish after killing the Main Adversary), 3. Cutting (+1 damage, and can cut anything up to the size of a mountain in half, once ever; creatures get a save), 4. Dowsing (if allowed to spin freely, points toward either your greatest desire or your greatest fear, pick one when you get this power), 5. Fate-severing (ignores damage resistance, can injure and kill supposedly immortal or invincible beings and deals maximum damage to them), 6. Royalty (clearly marks you as the lost heir to a small kingdom recently fallen on hard times, somewhere on or near the campaign map))

(Possibly the Love Interest or Sidekick can be replaced by a Mentor who starts out two levels higher than you, but has a mysterious agenda that requires them to be absent half the time and dies shortly after you surpass their level.)

(Mysterious Backstory table coming next post, based off of this.)

Angel of Heralds: A messenger of Heaven. Begin with a trumpet and a scroll containing a divine proclamation. +1 to initiative and +5 ft to movement speed each template
A: You can run indefinitely without tiring, as long as you don't stop running (when you do, you may speak for up to 1 minute, then collapse for a length of time = half the time you spent running). As long you are carrying a message for Heaven to a specific, known destination, you will not be waylaid (no harmful random encounters), you can walk or run across water and fire without harm, and your recipients will at least hear you out. Heaven will always have a new message for you to deliver, but there is only a half chance the destination will be at or near somewhere you want to go. If you take too long to deliver a message or give it to the wrong person, you'll get chewed out by your superiors and they won't give you any new messages for 1d6 weeks.
B: You can speak and understand any mortal language. You can play your trumpet to call for aid (2d4 mile range, anyone who hears knows it is a call for help) or make enemies roll a morale check (works no more than per fight)
C: You can run on air like a cartoon character, as long as you make it back to solid ground by the end of your turn.
D: You may ask the Angel of Sending, your superior, to instantly deliver a brief message (25 words or less) to anyone anywhere. They won't do it again until you do them a favor in return.

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