Here's some more, I suppose. It's actually pretty fun to wrestle a bad system into something interesting, like painting with your feet. Half of this was stolen from somewhere else (I mean even beyond the fact this is a conversion) but its the GLOG (allegedly), you should expect that by now. Think of it as a little treasure hunt to find the pieces I've shamelessly ripped off.
FIGHTER
Primary: STR or DEX
HD: d10 per level
Save Prof: STR+CON
Skills: Choose 2 of Intimidation, Athletics, Acrobatics, Endurance, Insight, Myth, Art, Tactics
Weapon Prof: Simple+Martial
Armor Training: Light, Med, Heavy, Shields
ROTLESS
3- Rotless
There is only one kind of life- the one that begins and ends in blood. You can only die by the sword (if you would die by any other means, instead become comatose for a week.) Old Age is a sword. When you die, your corpse will never rot or decay (as gentle repose.)
3- Constant Companions
There is only one way to become a master of Sword Law- this is to become absolutely soaked in Death. In your hands, the death within a blade sings a toneless tune, and your bones hum the harmony. One sword you own is your Constant Companion- you can speak with it in a voice of resonant and subaudible hums, it floats weightlessly by your side, and you may flex your hand for it to appear in your palm instantly (it can be drawn as a free action from anywhere.) To make a sword your Constant Companion, you must either give it the first name it has ever known, defeat a worthy opponent with it, or reforge it into a more powerful form. You may take an additional Constant Companion at levels 7, 10, and 15.
7- Blade Breaking
A fire is death and life in one motion. Within each sword is a waiting fire. You may shatter a sword you are wielding when an attack hits (or ritually in a minute outside of combat) to create a magical effect based on the material of the sword. Broken swords are slurred and wandering in their speech, and require smith’s tools to repair. Particularly powerful swords may have unique effects when broken.
10- Feats of Wind and Flame
A swordsman is at their most natural state when they think of nothing at all. Allow control of your body to be governed only by the hard and old nerves of survival- become a completely naturalistic and comfortable animal, whose only motivation is the killing impulse. At any time, roll damage for your Constant Companion as if you had made a successful attack and add the result to any d20 roll involving primal might or inhuman agility. Immediately after, take 1d4 STR or DEX damage as your tendons snap and your bones fracture (whichever is more appropriate. Ability damage recovers 1 point/Long Rest.)
15- Ultimate Technique
While others rejoiced, you studied the blade. Invent a Technique (with DM cooperation) or choose one from the following list. You may learn the Techniques of other Rotless by losing to them in combat, or by speaking with their swords.
18- Scouring Inferno
Then spake Tsadhi of the Red Mane -YOUR BODY IS A SWORD- THERE IS NO DIFFERENCE BETWEEN A HAND AND A WEAPON. KILL EVERYTHING YOU MEET. While wielding a sword and no other weapon or armor you have the following benefits - You can balance atop anything, including arrows in flight and falling leaves. You can run at full speed while prone or crouching. You take no fall damage. You can set wounds you have made in the last minute alight with a glare (dealing d6 fire damage) and extinguish them with a snap. When you make an attack, you may forgo rolling and treat the result of the d20 roll as a 15.
3- Rotless
There is only one kind of life- the one that begins and ends in blood. You can only die by the sword (if you would die by any other means, instead become comatose for a week.) Old Age is a sword. When you die, your corpse will never rot or decay (as gentle repose.)
3- Constant Companions
There is only one way to become a master of Sword Law- this is to become absolutely soaked in Death. In your hands, the death within a blade sings a toneless tune, and your bones hum the harmony. One sword you own is your Constant Companion- you can speak with it in a voice of resonant and subaudible hums, it floats weightlessly by your side, and you may flex your hand for it to appear in your palm instantly (it can be drawn as a free action from anywhere.) To make a sword your Constant Companion, you must either give it the first name it has ever known, defeat a worthy opponent with it, or reforge it into a more powerful form. You may take an additional Constant Companion at levels 7, 10, and 15.
7- Blade Breaking
A fire is death and life in one motion. Within each sword is a waiting fire. You may shatter a sword you are wielding when an attack hits (or ritually in a minute outside of combat) to create a magical effect based on the material of the sword. Broken swords are slurred and wandering in their speech, and require smith’s tools to repair. Particularly powerful swords may have unique effects when broken.
10- Feats of Wind and Flame
A swordsman is at their most natural state when they think of nothing at all. Allow control of your body to be governed only by the hard and old nerves of survival- become a completely naturalistic and comfortable animal, whose only motivation is the killing impulse. At any time, roll damage for your Constant Companion as if you had made a successful attack and add the result to any d20 roll involving primal might or inhuman agility. Immediately after, take 1d4 STR or DEX damage as your tendons snap and your bones fracture (whichever is more appropriate. Ability damage recovers 1 point/Long Rest.)
15- Ultimate Technique
While others rejoiced, you studied the blade. Invent a Technique (with DM cooperation) or choose one from the following list. You may learn the Techniques of other Rotless by losing to them in combat, or by speaking with their swords.
18- Scouring Inferno
Then spake Tsadhi of the Red Mane -YOUR BODY IS A SWORD- THERE IS NO DIFFERENCE BETWEEN A HAND AND A WEAPON. KILL EVERYTHING YOU MEET. While wielding a sword and no other weapon or armor you have the following benefits - You can balance atop anything, including arrows in flight and falling leaves. You can run at full speed while prone or crouching. You take no fall damage. You can set wounds you have made in the last minute alight with a glare (dealing d6 fire damage) and extinguish them with a snap. When you make an attack, you may forgo rolling and treat the result of the d20 roll as a 15.
SHEPHERD
3- Shepherd of Men
There are tricks of the voice, ways of standing, that make free-willed-folk stampede like cattle, flee like rats. Shepherd, of people, you make animals. Horses, livestock, peasants, and ordinary soldiers will obey your two-word orders without question until another authority figure commands them. Whenever a creature attacks you or an ally within 30ft., you can use your Reaction to give a -2 penalty to the roll with an arresting voice and an icy glare. Whenever a creature rolls a natural 1 on an attack, you can use your Reaction to command an Underling or an ally within 30ft. of the enemy to make an attack against it (if an ally, they must use their Reaction as well.)
3- Competent Underlings
You have a loyal praetorian, utterly unshakeable and unswervingly loyal. They do not have personal stats, but grant you proficiency in any one skill, any one set of artisan’s tools, and any one language. Outside of combat they may take individual action as an independent character under your command (and using your stats.) In combat they share your space, actions, initiative, and HP- however, they grant you an additional Reaction each turn, and if you fall unconscious you may continue to take Move, Disengage, and Dash actions as they attempt to evacuate you from the battlefield. You gain an additional Competent Underling at levels 7, 10, and 15.
7- Feared and Respected
Your banner carries an extra weight- a heaviness of honor, a gravitas and a dignity. As long as you hold your war-banner aloft with one hand, those who fight under it have the effects of a bless spell. Those who see it instantly know your name and the most notable deed you have accomplished, even if they do not share a language.
10- Battlefield Control
Your eyes see numbers, movements, vectors and trajectories. The lines of men killing lines of men fall gently through your fingers like strands to be woven. You may use Shepherd of Men whenever a creature rolls a 1 on any die, including saves, damage, or skill checks. Whenever you use your Action Surge, up to XHA other creatures immediately regain 1d10+level HP.
15- Mentor of Champions
Your Competent Underlings show promise. For each, choose a Kenning. Should you die, they bury your corpse with honors and leave as level 3 characters of their related class. You may use the Reactions from your Underling’s Kennings XHA/Short Rest in total.
18- The Voice
You can use the spell command at will. When you do so, your commands may be up to four words and target every creature that can hear your voice (DC 8+Prof+XHA WIS save negates and grants immunity to this feature for 8 hours.)
3- Shepherd of Men
There are tricks of the voice, ways of standing, that make free-willed-folk stampede like cattle, flee like rats. Shepherd, of people, you make animals. Horses, livestock, peasants, and ordinary soldiers will obey your two-word orders without question until another authority figure commands them. Whenever a creature attacks you or an ally within 30ft., you can use your Reaction to give a -2 penalty to the roll with an arresting voice and an icy glare. Whenever a creature rolls a natural 1 on an attack, you can use your Reaction to command an Underling or an ally within 30ft. of the enemy to make an attack against it (if an ally, they must use their Reaction as well.)
3- Competent Underlings
You have a loyal praetorian, utterly unshakeable and unswervingly loyal. They do not have personal stats, but grant you proficiency in any one skill, any one set of artisan’s tools, and any one language. Outside of combat they may take individual action as an independent character under your command (and using your stats.) In combat they share your space, actions, initiative, and HP- however, they grant you an additional Reaction each turn, and if you fall unconscious you may continue to take Move, Disengage, and Dash actions as they attempt to evacuate you from the battlefield. You gain an additional Competent Underling at levels 7, 10, and 15.
7- Feared and Respected
Your banner carries an extra weight- a heaviness of honor, a gravitas and a dignity. As long as you hold your war-banner aloft with one hand, those who fight under it have the effects of a bless spell. Those who see it instantly know your name and the most notable deed you have accomplished, even if they do not share a language.
10- Battlefield Control
Your eyes see numbers, movements, vectors and trajectories. The lines of men killing lines of men fall gently through your fingers like strands to be woven. You may use Shepherd of Men whenever a creature rolls a 1 on any die, including saves, damage, or skill checks. Whenever you use your Action Surge, up to XHA other creatures immediately regain 1d10+level HP.
15- Mentor of Champions
Your Competent Underlings show promise. For each, choose a Kenning. Should you die, they bury your corpse with honors and leave as level 3 characters of their related class. You may use the Reactions from your Underling’s Kennings XHA/Short Rest in total.
18- The Voice
You can use the spell command at will. When you do so, your commands may be up to four words and target every creature that can hear your voice (DC 8+Prof+XHA WIS save negates and grants immunity to this feature for 8 hours.)
RAIDER
3- Fires of War
If you desire something, take it. They will fight to protect it but you will kill them and claim the spoils anyways. There is no law greater than this, for if there were you would simply kill those who enforce it. Why do others find this hard to understand? The Hero-Ancestor Tet was the first to discover this, and he taught it to the many peoples of the world until they learned his lessons and killed him. You can whistle to call a mount to you from the environment- in the plains this is a horse or gazelle, in the forests it is an okapi or deer, underground it might be a giant mole or monitor lizard. Called mounts are not automatically friendly or obedient. You can start a fire by flicking blood off your fingers, and fires you start can’t be extinguished except by rain or blood. While atop a mount or silhouetted by fire, you have advantage on Intimidation checks and your enemies have disadvantage on morale checks.
3- Traditions of Violence
The tribes of Magarru have made war against nearly as many people as the Tsadhites, and have learned many things from their enemies. This is the nature of war, to instruct each other in the cultures, arts, and legacies that you are eradicating. You learn one Way of War from the following list. You learn an additional Way of War at levels 7, 10, and 15, and can learn more by razing a town or village defended by a wielder of the Way. For the purposes of Ways of War, you can only be in one Stance at a time, and may enter any Stance you know when you roll initiative or take a Bonus Action to change Stance. You can use one Technique per turn. If you use a Technique as a Reaction, you can’t use one until after the end of your next turn.
7- Jealously Guarded
Property is theft- all that you have and are were won for yourself at the edge of a blade. You will not surrender it easily. Whenever an attack hits you for the first time each round, parry it with your blade to reduce the damage by your PROF+STR. This does not take a Reaction. Whenever someone steals from you, you may make a free attack against them, drawing a weapon as part of the attack. This happens before you know what is being stolen or who is taking it. If the attack hits, you may scar their face. Most civilized people recognize scars of this nature to mark thieves and scoundrels.
10- Thirst of the Desert
The sand roils and shifts, seeking always to devour those who ride atop its dunes. The Sun cavorts and dances, drinking forever and ever from all that is left beneath Her gaze. From this you learned one of Tet’s many untaught lessons- BE NEVER SATISFIED. You have advantage on Sleight of Hand and may roll it in place of Initiative. Whenever you attack or are attacked, immediately before or after you may move 5’ towards an enemy or an object you covet (this does not cause the attack to miss.) Your appetite is endless- you can eat any number of extra Rations during a Short Rest to heal that many d6 additional HP. You could eat an alefant or drink a cistern and still ask for more.
15- Ignite the Spirit
Your blood sublimates within your veins, rushing like smoke, weightless and ready for the spark. With a roar of flame it reaches out from you, a thousand grasping hands. Whenever you roll initiative, you may set yourself on fire with a piercing exaltation. While alight, you take CONd6 (minimum 1d6) fire damage at the beginning of your turn, increase the critical range of all rolls you make by 1 (this usually makes you crit on a 19-20), and infuse every object you touch with animating essence. Armor you touch grants +2AC to allies, bristling defensively, and grants enemies the Slowed condition, binding their joints and growling. Weapons you touch dance around your crown- once per turn you can attack an enemy within 15’ with one as a free action, and touching an enemy’s weapon (attack vs AC 15+DEX dealing no damage) causes it to writhe from their grasp to join you. Other objects you touch generally animate themselves to perform their designed functions with manic energy- doors open and slam shut, paints sketch renditions of the battle, etc. You may quench your soul at the beginning of your turn, immediately ending all effects.
18- Conflagration Armory
An all-consuming command, a divine decree, an undeniable desire- CONQUER. CLAIM. FOR SHE SO LOVED THE WORLD THAT SHE SET IT ALIGHT. While Ignite the Spirit is active, you may command the armory animated by your blood to create a War-Beast. Choose a creature within 15’ of you, or yourself- brass plates solidify from your vital essence, metal twists and shivers, and crimson fires wreath its form. It gains Temp HP equal to your HP and your choice of the following effects, one per 3 slots of metal, armor, or weapons you feed into its creation. The effect ends when you end Ignite the Spirit or the War-Beast is more than 15’ from you. When the effect ends for any reason, the creature immediately drops to 0HP and begins dying.
3- Fires of War
If you desire something, take it. They will fight to protect it but you will kill them and claim the spoils anyways. There is no law greater than this, for if there were you would simply kill those who enforce it. Why do others find this hard to understand? The Hero-Ancestor Tet was the first to discover this, and he taught it to the many peoples of the world until they learned his lessons and killed him. You can whistle to call a mount to you from the environment- in the plains this is a horse or gazelle, in the forests it is an okapi or deer, underground it might be a giant mole or monitor lizard. Called mounts are not automatically friendly or obedient. You can start a fire by flicking blood off your fingers, and fires you start can’t be extinguished except by rain or blood. While atop a mount or silhouetted by fire, you have advantage on Intimidation checks and your enemies have disadvantage on morale checks.
3- Traditions of Violence
The tribes of Magarru have made war against nearly as many people as the Tsadhites, and have learned many things from their enemies. This is the nature of war, to instruct each other in the cultures, arts, and legacies that you are eradicating. You learn one Way of War from the following list. You learn an additional Way of War at levels 7, 10, and 15, and can learn more by razing a town or village defended by a wielder of the Way. For the purposes of Ways of War, you can only be in one Stance at a time, and may enter any Stance you know when you roll initiative or take a Bonus Action to change Stance. You can use one Technique per turn. If you use a Technique as a Reaction, you can’t use one until after the end of your next turn.
7- Jealously Guarded
Property is theft- all that you have and are were won for yourself at the edge of a blade. You will not surrender it easily. Whenever an attack hits you for the first time each round, parry it with your blade to reduce the damage by your PROF+STR. This does not take a Reaction. Whenever someone steals from you, you may make a free attack against them, drawing a weapon as part of the attack. This happens before you know what is being stolen or who is taking it. If the attack hits, you may scar their face. Most civilized people recognize scars of this nature to mark thieves and scoundrels.
10- Thirst of the Desert
The sand roils and shifts, seeking always to devour those who ride atop its dunes. The Sun cavorts and dances, drinking forever and ever from all that is left beneath Her gaze. From this you learned one of Tet’s many untaught lessons- BE NEVER SATISFIED. You have advantage on Sleight of Hand and may roll it in place of Initiative. Whenever you attack or are attacked, immediately before or after you may move 5’ towards an enemy or an object you covet (this does not cause the attack to miss.) Your appetite is endless- you can eat any number of extra Rations during a Short Rest to heal that many d6 additional HP. You could eat an alefant or drink a cistern and still ask for more.
15- Ignite the Spirit
Your blood sublimates within your veins, rushing like smoke, weightless and ready for the spark. With a roar of flame it reaches out from you, a thousand grasping hands. Whenever you roll initiative, you may set yourself on fire with a piercing exaltation. While alight, you take CONd6 (minimum 1d6) fire damage at the beginning of your turn, increase the critical range of all rolls you make by 1 (this usually makes you crit on a 19-20), and infuse every object you touch with animating essence. Armor you touch grants +2AC to allies, bristling defensively, and grants enemies the Slowed condition, binding their joints and growling. Weapons you touch dance around your crown- once per turn you can attack an enemy within 15’ with one as a free action, and touching an enemy’s weapon (attack vs AC 15+DEX dealing no damage) causes it to writhe from their grasp to join you. Other objects you touch generally animate themselves to perform their designed functions with manic energy- doors open and slam shut, paints sketch renditions of the battle, etc. You may quench your soul at the beginning of your turn, immediately ending all effects.
18- Conflagration Armory
An all-consuming command, a divine decree, an undeniable desire- CONQUER. CLAIM. FOR SHE SO LOVED THE WORLD THAT SHE SET IT ALIGHT. While Ignite the Spirit is active, you may command the armory animated by your blood to create a War-Beast. Choose a creature within 15’ of you, or yourself- brass plates solidify from your vital essence, metal twists and shivers, and crimson fires wreath its form. It gains Temp HP equal to your HP and your choice of the following effects, one per 3 slots of metal, armor, or weapons you feed into its creation. The effect ends when you end Ignite the Spirit or the War-Beast is more than 15’ from you. When the effect ends for any reason, the creature immediately drops to 0HP and begins dying.
- Size Large. If chosen again, Huge. If chosen again, Gargantuan
- +2 to AC, to-hit, damage. Can be chosen any number of times
- Resistance to piercing, slashing, bludgeoning, and fire damage
- Flame breath (10d6 fire damage, DC 8+PROF+XHA DEX save halves, recharge 5-6, 15’ cone or 30’ line)
- Natural weapons (melee 2d10+STR graze slashing, 30’ ranged 2d6+STR piercing)
- Space within or atop for 5 passengers per size category (Small, Med, Large, Huge, Garg.)
- Self destruct sequences- as an action, activate the mechanism. At the beginning of its next turn, explode for 20d6 in a 20’ sphere, or 10d6 within 40’ sphere, or 5d6 within 60’ sphere (DC 8+PROF+XHA DEX save halves.) The War-Beast is destroyed utterly.
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