Journeying Jormungandr

Heroes of Trine, the Thief

I've been playing the (excellent) Trine 5: A Clockwork Conspiracy and had the idea of making GLOG classes inspired by each of the characters. I've already done my main, the wizard, and now I'm on to the thief.

The trine thief, Zoya, is a skilled archer, able to ricochet shots and fire elemental arrows. Additionally, she's good with ropes - swinging objects, tying rope bridges, and grappling to objects.

Trine Thief

Starting Equipment: Hooded outfit, 100ft of rope, bow and 20 arrows

Starting Skills: Rope use and roll 1d3: Dancing, Navigation, Engineering

A) Rope Mastery, Trick Shot, +1 stealth B) Ricochet, Acrobatics, +1 move C) Elemental Arrows, Quick Draw, +1 stealth D) Supreme Archery, Fox Rope +1 move

A: Trick Shot

When using a bow, you can draw back your bow and prepare for a particularly effective attack. You may spend all your movement or your action to get 1 charge, and you cannot use your hands for anything else (other than holding your bow) without losing all charge.

You can have up to [templates] charge. Your attack deals +1 damage per charge.

You can spend 1 charge to make a trick shot without penalty, such as trying to sever a rope, knock an object off a ledge without destroying it, or make a disarm or trip attempt at range. When making trick shots that don't damage creatures, you also get +2 on the attack for each unspent charge and you may choose whether or not the arrow is destroyed.

A: Quick Hands

You get advantage on all checks related to rope use. You can climb ropes at your full speed without a check, can walk on tight ropes without a check, and double the amount of rope you can carry per slot. When you throw rope, you can tie it off anywhere it could be tied securely as though you were standing next to where you threw it. This does not allow you to tie up creatures.

Additionally, you may treat up to [templates] slots of rope and/or arrows as though they were quick slots.

B: Ricochet

You may spend 1 point of charge to ricochet an attack off a surface, allowing you to attack around corners. You can spend additional charge to ricochet off an additional surface per charge spent. So long as you know the location of your target, you take no penalty on the attack (if you are wrong or it has moved in an unexpected way, the attack automatically misses).

B: Acrobatics

You reduce all falls by [5 x templates] feet for the purpose of taking fall damage, and you get advantage on all checks to perform feats of acrobatics.

C: Quick Draw

Whenever you spend your action to charge your bow, you get 2 charge instead of 1. Additionally, when you spend your movement to charge your bow, you only spend half of it. You can only charge your bow with movement once per turn.

You can spend 1 charge to cleverly reclaim a fired arrow after the attack.

C: Elemental Arrow

You can spend 1 charge to make an arrow a fire arrow or an ice arrow (it cannot be both). Any additional damage dealt from an elemental arrow is of the corresponding arrow.

Ice arrows extinguish one space of mundane fire, freeze medium wet objects, or create a one-space ice platform on water that can support up to two creatures (creating a new platform causes the old one to melt within one round). Fire arrows ignite flammable objects and particularly flammable creatures (such as scarecrows and people covered in oil) or unfreeze something frozen with ice arrows.

D: Supreme Archery

Whenever you attack with a bow, it automatically gains 1 charge (up to your normal limit).

D: Fox Rope

As an action, you may teleport to a location that is within 5 feet of a tied-off point of a rope you are holding.

#class #glog #thief #trine