For every Many-Faced Man Template you
possess, you have an X+1 in 6 chance of avoiding surprise or being
snuck up on. If you don't like this rule, just give +1 to save versus
spells per template.
Starting Equipment-
Alms bowl, spear, and a box filled with white-lotus petals.
Starting Skills-
Roll 1d3- Ascetic, Merchant, or Lesser-Official
A: New Face, +1 hit points
B: New Face, Spellcasting, +2 spells known, +1 MD
C: New Face, Crowded-Chorus, +2 spells known, +1 MD
D: The Peaceful Face, +3 spells known, +1 MD
C: New Face, Crowded-Chorus, +2 spells known, +1 MD
D: The Peaceful Face, +3 spells known, +1 MD
Many Faces
You have many
faces. Despite this, you still have one body and head. You also have
one mind but it is capable of stretching in many directions, and you
can have many voices. You can still wear helmets; but prefer those
specially crafted to be open in many directions for your many faces.
Your original face
must pick a “resting expression”. This expression can be anything
you chose, but cannot ever change it once chosen- it's the face that best fits the character. All of your faces
“rest” on single expression, which they keep as you would expect
whenever neutral. But your faces can speak, laugh, sing and so on-
changing expressions together- each has a personality that matches
their expression but you are one being.
Faces Table
- 1d8
[1] The Sneering Face
The Sneering Face
is a sign of arrogance and superiority over others; enemies make
their saves versus your magic at -1. Additionally, if you roll a
spellcasting Misshap and get a 6, you can chose to put this face on a
wall or inanimate object big enough for your face to stick on the
surface. You can see, speak, and hear through this face but any
attacks given to it still deal normal damage and the face has no body
to defend itself with on its own. You can also expend a magic dice to
use this effect whenever you want, lasting for 1d6 turns.
[2] The Grimacing Face
You get an extra
save against all mortal diseases that you have every single day until
they are cured.
[3]
The Fearful Face
Whenever you are
attacked in combat by something (before the attack or damage dice are
rolled), you may choose instead to flee. You avoid this attack, but
run off in the darkness in a random direction and will be on your own
for a turn; triggering traps and potentially running into more
monsters. Additionally, increase your MV or speed or whatever stat
you use by +1/5ft when you are running away from something.
[4] The Roaring Face
Gain
+1 to attack rolls. Whenever you cause enemies to roll a morale
check, they get -1 to their roll from the terrifying, fearsome
expression held by this face.
[5]
The Winking Face
This
face is sly, and constantly winks to those who see it before you use
its abilities. You get +1 to stealth or sneaking rolls, and can do
sneak attacks like a thief- adding your Many-Faced Man templates to
your stealth attack and damage roll. Additionally, you can pick
normal locks if you couldn't already.
[6]
The Weathered Face
This
face looks like you, but older and more weathered. It has a weariness
to its eyes. You get +2 to saves vs death. Additionally, you can
subsist on grime, old crusts, powders and dusts from within cups and
bags and cannot starve; but you don't exactly thrive either.
[7]
The Grinning Face
You
have an aura of supernatural luck. You can reroll one magic die once
per day. You can use this to try and downgrade a doom to a mishap, or
get a higher result on a low spell roll and so on.
[8]
The Stoic Face
You
are immune to supernatural fear effects. Additionally, those
belonging to monastic orders will always roll a reaction check of at
least
a Neutral result unless you are wanted by their order.
Crowded-Chorus
Your many voices
are raised at once in a chorus. Using this ability has an X+1 out of
6 chance to disrupt a spell in progress based on a voice or music.
Enchanted voices are drowned out by your sea of babbling, magic
instruments lose their tune. You can only use this power by expending
one of your magic dice for the day.
The Peaceful Face
Your final face is
Enlightened. This face shows peace- showing anyone could make this
face once they know the truth. As long as you carry no weapons, you
cannot be attacked first by any mortal creature. Angels, demons, and
the undead can still strike you, but must make a saving throw to deal
damage on a hit. Otherwise the attack or spell is engulfed by a
heavenly light, and is nullified. You can only absorb the first
attack from these creatures, then you must roll initiative.
Spells-
The Many-Faced Man
is a spellcaster, but knows no spellcraft. You gain spells each day
by meditating for an hour in a tranquil place- you do not learn new
spells from spell books. You instead get random spells from a Cleric, Sage,
or Wizard of the White Hand spell list. These powers emanate from
within you in a golden holy light.
Cantrips-
Like all spell casting classes, you get Cantrips. You can use your
cantrips at 1st
level, even before you reach the B Template that gives you magic
dice.
1-
Change which of your faces is the foremost, which is the one that
speaks to people. Usually.
2-
Create the sound of a far-off windchime.
3-
Pick up the wind to a light breeze. Only useful for making petals
dance around you majestically.
Mishaps-
Rolled when you get doubles, as per normal GLOG spellcasting rules.
1-
MD only return to your pool on a 1-2 for 24 hours
2-
Take 1d6 damage
3-
Random mutation for 1d6 rounds, then Save. Permanent if you fail.
4-
One of your faces gets stuck making a silly expression. Get -1 to
reaction checks for 1d4 hours.
5-
One face is (1d3) Struck Mute, Blinded, or made Deaf permanently.
Unless all your faces share the same condition, your character can
still see speak, see, and hear.
6-
1d3 Faces shift to your (1d4) Underarm, Chest, Groin, Foot; roll once
for each. You cannot use its ability unless it is exposed, and
obviously cannot see through it if under an article of clothing. They
are stuck there for 1d6 turns.
Doom of the Many-Faced Man
1-
All of your faces make their resting expression and are stuck in them
for 1d4 turns; they become unable to use spells, speak, or use
abilities for that time. You can still fight but make all attacks and
defenses at -2 from the lack of emotion and willpower.
2-
The effect of the first Doom, but over 1d6 days. One of your faces is
permanently paralyzed in their resting expression. You cannot use
this face's ability every again. If it is your first face, you lose
the ability to have children and can no longer use titles for your
name. This is a magical effect that applies to everyone. You are no
longer Sir Jack Kasmian of Argor. You're just “Jack”.
3-
You find the nearest quiet, peaceful place, sit down, raise one hand,
and turn to stone forever. Your faces are stuck making their resting
expression. If a Stone to
Flesh spell is cast on
you, the statue just becomes a golden light that disappears after 1d6
minutes.
There are two ways
to avoid your doom. The first is to have one or more of your faces
removed through magic and turned into magic items. You cannot use
that face once it is gone; it is merely a separation of your spirit.
Your soul will live on within the faces; a magic shield with your
face on it that feels the pain of each blow but protects its wielder
from harm, or a cursed magic mask that possess a person to live out
the emotion of that face until removed and so on.
The second method
to avert your doom is to trap yourself in a dimension or place where
there is no peace or beauty; an eternal pilgrimage in hell.
Notes on the Many-Faced Man
This is my first
GLOG class. It's meant to be a bit of a gonzo Cleric sort of thing,
and it's also pretty powerful and multifaceted. I've never designed a
GLOG class before either, but I am pleased with how it turned out and
the unique dooms. Also, I intentionally made spellcasting only begin
at second level, so even people who attempted to multiclass into the
Many-Faced Man would be unable to get all 4 MD; any Many-Faced Man
you meet will always be a weaker spellcaster then a full spellcaster.
In order to make the class less random, you could allow the players to pick a face instead of rolling on the table.
In order to make the class less random, you could allow the players to pick a face instead of rolling on the table.
If you want to
convert this class to your own game, you'll have to use your own GLOG
conversion methods. I've also thought on how to convert it into my
own rule set.
The Many-Faced Man
HD- d6
Max AC- 14
/ Minimum Hit-Points-
3
At
1st,
3rd,
6th,
and 10th
level, get a new face. Get +1 to
hit at 4th
level and Crowded-Chorus at 7th
level. Spellcasting starts at 3rd level. At 10th
level, you are a Many-Faced Guru and gain the power of the Peaceful
face. Additionally, you can retire by turning into a statue.
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