I don't post much. I forgot I even had a blog.
I've been playing in a GLOG game for a bit over a year now. We've been running Stonehell using Skerple's Many Rats on Sticks, with only a bit of homebrew. I couldn't resist writing my own class though, and worked with my DM to get something that would fit both the original rules and their setting.
I noticed Elf Wizards as a class, and thought it needed a couple companions. The obvious choices were a fighter and a ranger/warden, thus the Elf Warrior and Elf Wanderer.
After playing the Warrior for a while, I can say this class is badass but not overpowered. That said, I would maybe change up some things about him. I am not sold on the cleave template. It should maybe be something movement based, to compliment the hit and run style of this fighter. (Actually, I did end up swapping it out for Leaf on the Wind after posting.)
The Wanderer has not yet been played, and maybe Stonehell isn't the best place for them, but I would love to try them out on a hex crawl at some point. Their abilities are meant to reflect sage-like, nature stuff. Both classes have abilities reminiscent of Chainmail style elves. Bibliographies at the bottom.
I also started a table for "elvish origin" but we didn't use it and I ended up forgetting about it. I would love ideas to finish this table off, with both boons and banes.
They started out for the setting of our game, with "Elves" being the salve race created by the true alien elves, who have long since disappeared. Elves mostly come from the Glass Coast, a shattered land that was decimated by magic long ago, and now is full of scavengers and antiquated lords vying for power.
But I'm open to anything really.
Elf Warrior
Per Template: +2 Save vs Curses
Starting Equipment: Leather armour, blood-red or shimmering silver cloak, longsword or bow and 40 arrows
A) First Blood, Expertise
B) Arrow Splitter, Catlike Stride
C) Leaf on the Wind
D)
First Blood (A) If you strike an enemy before they strike you, do 1d6 bonus damage. This only works against an enemy one time.
Expertise (A) Whenever you roll your level of templates on an attack, you can attempt a Combat Maneuver against the recipient, as a free action. You must narrate how it works. IE: Pinning their arm to a door with an arrow, as a grapple or disarm from distance; a quick stomp to their instep, as a trip.
Arrow Splitter (B) You can try to parry incoming projectiles by rolling a melee attack better than their ranged, destroying the projectile in the process. If a projectile naturally misses you, you may deflect it in a direction of your choosing. If you use this to make an attack, do so with a -4 penalty.
Catike Stride (B) You move like a jungle cat. Where a person could move slowly and silently, you can move silently at a normal pace; where a person could leap with a movement check, you can leap without one; where a person could climb with equipment, you can climb with fingers and toes.
Leaf on the Wind (C) As long as you end your movement on solid ground, you can move over things that wouldn’t normally support your weight: tree branches, clotheslines, spear tips, the surface of the water, etc. You can wall run, but are not able to stop this movement on a wall.
Steel Gaze (D) Your gaze projects an intimidating aura of calm. Nameless mooks (anyone of 2HD or less, that the DM hasn't bothered to name) and dumb animals will avoid fucking with you if at all possible, and anyone who looks you in the eye is instantly convinced of your ability as a warrior.
Elven Mail (D) Armour takes up 1 less Inventory Slot, and has 2 less penalty to Movement and Stealth.
Elf Wanderer
Per Template: +1 Stealth
Every Two Templates: +2 Movement
Starting Equipment: Walking stick, skinning knife, grey-green waterproof cloak, sturdy boots, waybread
Starting Skill: Wilderness
A) Elven Scavenging, Star Eyed
B) Walk Unseen
C) Animal Whisperer, Old Bones
D)
Elven Scavenging (A) Choose two of the following adjectives: Forested, frigid, windswept, arid, damp, craggy, coastal, spooky, barren, populated, abandoned
When in an area described by that adjective, you can light a fire, follow tracks, construct any survival tools that could be made out of natural materials, find simple shelter or find anything else you might reasonably hope for - healing herbs, a walking stick, a quiet fishing hole, etc. The rarer the object of your search, the longer it takes to find.
Every template gained, add another adjective.
Star Eyed (A) You treat starlight as sunlight. If you can see the stars, you can see as well as you can during the day. You can also see for miles and miles, much further than a mere mortal.
You can use your knowledge of the stars to chart your exact place in the world, and track paths, destinations, and distances. You are never lost, as long as you can see the stars.
Walk Unseen (B) If you draw up the hood of your cloak, you can move without being spotted. Choose [templates] of the following that are true. Whichever ones you don't choose aren't true.
- You won't be seen
- You won't be heard
- You won't leave tracks, scent, or trail
- You can move at a full pace
- You can do it with your weapons out and ready
- Your comrades can still see and hear you
Animal Whisperer (C) You generally know how to soothe animals, guide them, and frighten them. You can tell what an animal wants by examining it for a few moments, and what it very much doesn't want by studying it for a few moments more. You are talented at picking out the tracks, markings, and remains of animals, and can always tell when you've entered one's territory.
You can also talk with certain animals. Animals don't speak like humans, they're less grammatical and structured, but you can understand them nonetheless. Roll 2d6 and describe how the two relate:
- Cats (and a few other felines)
- Crows (and most other corvids)
- Horses (and most other equines)
- Moths (and a few other lepidopterans)
- Mice (and a few other rodents)
- Snakes (and no other reptiles)
Alternatively, you can ask when the next occurrence of a given weather pattern (rain, fog, snow, a cloudless hot day, etc.) will occur; if it is within [template] weeks, the GM will answer you truthfully.
Voices Forgotten (D) You can talk to non-animal things as if they were animals. The secret language of things is even stranger and less human than the words of animals, but you can still understand their voices. Roll 2d6 and describe how the two relate:
- Stones (and most other minerals)
- Trees (and a few other plants)
- Rivers (and most other flowing bodies of water)
- Wind (and a few other weather patterns)
- Roads (and most other established pathways)
- Fire (and no other chemical processes)
Warrior Bibliography
http://whosemeasure.blogspot.com/2020/01/osr-how-to-design-glog-fighters.html
https://hglog.tumblr.com/post/631264133166268416/random-card-posts-green-mana-and-elves-so-since
https://drive.google.com/file/d/1_iEoOablT0aZ2bVhizqDWgUS9z1QuKE7/view
https://as-they-must.blogspot.com/2022/04/they-do-not-know-how-to-do-right-glog.html
https://madqueenscourt.blogspot.com/2021/03/grass-grows-birds-fly-sun-shines-and.html
https://as-they-must.blogspot.com/2021/03/how-could-i-of-all-people-fall-silent.html
https://riseupcomus.blogspot.com/2019/02/glog-monk-traditions-and-techniques.html
Wanderer Bibliography
https://caput-caprae.blogspot.com/2020/12/glog-class-ranger.html
https://xenophonsramblings.blogspot.com/2021/06/glog-ranger.html
http://riseupcomus.blogspot.com/2020/05/classic-fantasy-races-for-glog.html
https://xenophonsramblings.blogspot.com/2020/06/glog-scout-and-wanderer.html
https://as-they-must.blogspot.com/2022/04/they-do-not-know-how-to-do-right-glog.html

