GLOG Class: Duelist (Fighter Part 1 of 4)

In my GLOG hack, Cup of GLOG, my idea for Fighter is that "Fighter" is too generic. So, I split it up into 4 classes. This is the 1st one I've completed. All GLOG Fighters in my hack have the Violence Die mechanic, although interact with it in different ways. The class has been modified from my hack some so that it is compatible with normal GLOG. Some features "borrowed" from Skerples' Duelist.

Duelist

A: Violence Dice, Lone Combatant, 2 maneuvers (d4)

B: Impress, Lucky, +1 maneuver (d6)

C: Call Out, +1 maneuver (d8)

D: Choice Weapon, Very Lucky, 2 maneuvers

A. Violence Dice

As a Duelist, you have a pool of Violence Dice (VD) equal to your level. A Violence Die is the same die you roll for weapon damage. If you're holding multiple weapons, you can pick which die you use as your Violence Die. If a weapon does multiple dice of damage, its damage die is one of those dice, not all of them.

You can roll a Violence Die (or multiple) to do one of the following

  • Perform a combat maneuver available.
  • Add [sum] to an attack roll.

If you roll a 1-2 on a Violence Die, you keep the die. If you roll above 1-2, the Violence Die is expended.

Whenever you roll a Violence Die in connection with an attack roll or combat maneuver check, you also deal [sum] damage to any target within a reasonable distance that your attack roll or combat maneuver check would have succeeded against. You have to narrate how you're doing this.

You regain all Violence Dice whenever combat begins or one Violence Die whenever you roll maximum damage on an attack. When you regain a Violence Die as a result of rolling maximum damage, it is the same die size as you rolled maximum damage on. You can never have more Violence Dice in your pool than your level.

Combat maneuvers always take an action, unless they are triggered.

A. Lone Combatant

Each time you defeat an enemy in one-on-one combat, keep track of what type of weapon they were wielding. You get +1 Dodge Value against that type of weapon. This ability cannot raise your Dodge Value higher than 6.

B. Impress

Whenever you win a fight or a Duel against a challenging enemy, people who don't like you make a new reaction roll with a +4 bonus. This even works on people you just defeated in combat, unless you caused them undeserved or disproportionate harm.

B. Lucky

Once per session, you may reroll 1 d20 roll you have made.

C. Call Out

This ability only works on creatures that can understand you and are capable of being offended. If you challenge a creature outside of combat, they must roll Spirit to resist accepting. In civilized areas, this is basically a duel, and this means that you and the other party must agree upon the time, the place, the weapons, the victory condition, and the stakes. Leaders will usually send out a champion to fight in their stead (if applicable). In combat, you can challenge one creature each turn by yelling at it as a free action. The creature must roll Spirit. If they fail, they will attack you. This ability cannot force an opponent to make major tactical errors or leap off cliffs.

D. Choice Weapon

Choose a specific weapon type (dagger, sword, rapier, NOT a category). You gain +2 to Attack with this weapon type.

D. Very Lucky

Once per session, you may reroll any roll, including a roll against you.

Maneuvers

1. Initiate Duel

Target one creature in combat with an attack. It has disadvantage on all attack rolls not targeting you as long as you are fighting it. Your Attack against this creature is increased by [dice] until they are defeated or the combat ends.

2. Fleche

You run [dice]*10’ towards an enemy and make an attack with +[dice] to hit. If you hit, you may push the enemy up to [dice]*5’ away in any direction other than towards you.

3. Parry

You may activate this maneuver when being hit with an attack. You take [sum] less damage. The additional damage from the maneuver is dealt to the attacker.

4. En Garde

You may only use this maneuver as combat begins. Your Armor is increased by [dice] until the end of combat, and your next attack against a creature deals the additional damage.

5. Prime

Your next [dice] attacks hit. The last attack gains the additional damage.

6. Penalty Hit

When an enemy misses with an attack, you may activate this maneuver, immediately making an attack yourself which has +X to hit, where X is the difference between the enemy’s roll and the enemy’s target number.

7. Drive Through

When an enemy wearing armor avoids your attack through their armor, you may deal [sum] damage to them.

8. Compound Attack

In addition to performing an attack or gambit, you may make [dice] additional gambits relating to your initial gambit or attack. The additional damage provided only applies to the first attack or gambit, not the additional. Bet only one negative; if you fail on the majority of gambits, this is the negative you face. Otherwise, nothing happens on the failed gambit rolls. 

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