Wednesday, April 10, 2019

Anything Not Nailed Down is Legally Mine (Thief GLOG Class)

If I can pry it loose, it's not nailed down (if you want to buy this thing do it here I guess)

Next in the Primary Class Triad: Thieves!

Thief


For every Thief template you have, gain +1 Stealth.

A: Wall Crawler, Scrounge
B: Pick 1 Skill, Roll 1 Skill
C: Roll 2 Skills
D: Pick 1 Skill, Roll 1 Skill

Starting Equipment: Roll on Scrounge Table

Wall Crawler
You climb just as well without climbing gear as with it. If a climb would be trivial using gear, you don’t need to roll, even if you’re free-climbing. If a climb would be impossible using gear, you can roll anyway.

Scrounge
Once per session, digging through trash, you can get an item rolled on the Failed Career Table (or another starting item table).

Skills d20


  1. Acrobat: You can move an extra 15’ per round (45’ total). You can jump 20’ instead of 10’. Treat your falls as 20’ shorter. You can easily maintain your balance on a taut rope. 
  2. Cat’s Eyes: With a little bit of light, you can see 30’ in darkness (no color). 
  3. Coward: Cover grants +1 Armor from normal (Low: Armor 2, High: Armor 3)
  4. Divine Grunt: 1/day Issue an irresistible one-word command. Only affects: d4 1 Undead, 2 Animals, 3 Plants, 4 Furniture
  5. Dog Whisperer: You start with a dog. Dogs you train can DEX Save for stealth with advantage, communicate if an area is obviously dangerous, and track a week-old trail by scent without fail (barring magical concealment). 
  6. Fashionable: Fancy clothes provide Armor 1 but don’t take up any Inventory Slots. 
  7. Getaway Horse: You start with a horse. Horses you train can DEX Save for stealth with advantage, understand abstract directions, and follow a schedule to the minute. 
  8. Lucky: 1/day, reroll one of your d20 rolls. 
  9. Opportunist: When you have a situational attack bonus, deal an extra 1d6 damage. 
  10. Pack Rat: +3 Inventory Slots. 
  11. Quick Fingers: You have advantage on DEX Saves to pickpocket people. You can steal things directly out of someone’s hands with a regular (no advantage) DEX Save. 
  12. Recorder Crow: You start with a crow. It can make and play auditory recordings. It responds to Record, Stop Recording, Play, Pause, Rewind, and Fast Forward. Max storage: 1 hour. It’s very smart. 
  13. Redirect: Once per round, when an enemy attacks you, you can make a DEX Save to redirect their attack to another enemy they can hit. 
  14. Second Chance: Once per lifetime, cheat death. 
  15. Square Meal: Lunch heals you to full HP provided you pair it with alcohol. 
  16. Tongues: 1/day Speak with d4: 1 Weapons, 2 Doors, 3 Birds, 4 Clothing
  17. Tricky: Advantage on Gambits. 
  18. Urchin: A street rat demands to learn. They’re a very sneaky hireling that doesn’t ask for pay. If you lose your urchin, you can recruit another wherever urchins are plentiful, but it will be difficult if you have a reputation for getting them killed. 
  19. Watchful: You have advantage on DEX Saves for initiative. You can’t be snuck past. 
  20. Wizardly Initiate: By tasting an object, you can tell whether or not it is magical. You have 1 MD that regenerates overnight. (You can’t memorize spells). 

They are also thieves (You can buy this as a shirt)


Design Notes


Thief should be, I think, the best class for new players. It should be as simple as possible, encourage shenanigans, and have room for variation in case multiple new players pick it. This class system—unique to my thief—hopefully does all three of those things.

Wall Crawler is a permission slip to get anywhere you like. It’s dead simple and fairly strong. It was inspired by a single passage in Veins of the Earth saying basically “let specialists [thieves] climb without rolling,” which I’ve turned into the core of the class. Scrounge is a consistent way to provide players with an extra tool for free: my first thief found 10 Hallucinatory Berries on their first use of the ability and they have proven incredibly useful for wizard-sabotage and bishop-assassination already.

The other abilities are invented or collected from various other thieves and thief-like classes. Every thief gets a unique combination of them, depending on what they pick and what they roll. My current thief player chose Dog Whisperer and rolled Second Chance; neither has seen a ton of use yet, but she was happy with both.

Lexi’s Thief and Scholar for Mimics and Miscreants at A Blasted, Cratered Land are based on this Thief, if you want to see two more takes on this concept. She posted hers before mine because I’ve been sharing GLOG classes on the OSR Discord for a while now for people to use and modify, but I’m only just now beginning to post them here.

I am a huge fan of knife+gun. It is just so cool (Darkest Dungeon is rad)
Just a real cool design (Darkest Dungeon is rad)
I don't have huge problems with bards as a class but this guy is knifey enough to count as a thief, too (Darkest Dungeon is rad)
Pretty clearly a thief who picked Dog Whisperer at template B (Darkest Dungeon is rad)

2 comments:

  1. Acrobat and Quick Fingers sounds a bit too powerful, at least when compared to the rest of them; maybe switch them wall crawler and scrounge? Anyway, good work, i quite like the variety and certainly feels thematic

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    Replies
    1. Personally, regardless of power, I like the playstyle that wall crawler and scrounge encourage--one with lots of thinking about the environment and the tools in your inventory. Acrobat might be a bit strong, but nothing other than the speed boost has come up in my game, so I figure I can just lump them all together and it'll stay about as strong as the speed boost on its own. Quick Fingers *is* definitely a bit strong, and you could make a strong argument to make it a starting ability, but I think that I personally am going to leave it where it is to preserve the current abilities--worst case scenario, it becomes a popular pick at 2nd level. And thanks for the compliments!

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