GLOG Class: Skirmisher

You are poetry in motion, water flowing in the flesh and moonlight walking. Lesser mortals stumble from place to place and call that good, but your weakest movements are full of grace. It does not matter that you are bereft of wings, because, all the same, you may still be said to fly.

Starting Equipment: leather armor, 2 light weapons or 1 medium weapon
Starting Skill: Roll 1d4 or choose one—1 Acrobat, 2 Bandit, 3 Burglar, 4 Soldier

Level abilities

  1. Dash, Dodge, 1 Move Style
  2. 1 Strike Style, +1 Move Style
  3. +2 Styles (any)
  4. Dash Strike, +2 Styles (any)


At any time, you can immediately move up to 10 ft. If this moves you away from a melee attack, then the attack misses. If this moves you into cover from a ranged attack, then the attack misses. Dash moves you horizontally across the ground: you can move across pits but not up walls or through water.

You can do this a number of times each round equal to your Skirmisher Levels, and replenish your uses at the beginning of your turn.

You cannot Dash while encumbered (even from armor).


You gain +1 Defense per Skirmisher Level, so long as you are not encumbered (even from armor).

Move Styles

Every time you gain another Skirmisher level, your mobility increases in another direction and you can pick from the following Move Styles:

  1. Cat: You take half damage from falling, and can immediately stand up after being thrown or shoved or otherwise made prone, so long as there is nothing preventing you from doing so. Important clarification: this does not downgrade the falling damage dice. You may Dash in mid-air but you still only move horizontally.
  2. Deer: Your Move is equal to one and a half times your Dexterity, rather than equal to your Dexterity. Additionally, if you Dash as part of a normal move action, then double your Dash distance from 10 ft to 20 ft.
  3. Fish: You can swim in any conditions and hold your breath for up to 10 minutes. Only make a swimming roll in conditions which would otherwise be impossible. You may Dash through water.
  4. Frog: Double your jump distance. If you Dash across a pit then up to 20 ft of the pit will not count against your distance limit (e.g. with a 10 ft Dash, you can Dash 5 ft, leap across 15 ft of pit, and complete your Dash with another 5 ft).
  5. Goat: You have perfect balance and will never stumble under your own power (e.g. someone could try to push you down, but you won’t have trouble just walking along on a tightrope). You have advantage on any rolls made to avoid being knocked down, and if you ordinarily wouldn’t get to roll then you can make a chaotic Dexterity roll to avoid being knocked down. If all else fails, you can use Dash to still not be knocked down.
  6. Mouse: You can fit through any space that is big enough to fit your head. If you would be unable to fit without this ability, then you move at crawling speed. If you would be able to fit without this ability, then you move at your normal speed. You can use Dash while crawling.
  7. Mule: The Encumbrance penalty to your Move stat is reduced by an amount equal to one-half your Strength, to a minimum of 0. So long as the Encumbrance penalty has been reduced to 0, you can Dash while Encumbered.
  8. Rabbit: Other people get disadvantage on all rolls to track you by footprints and other such travel-related disturbances. When you Dash, you leave absolutely no trace behind you.
  9. Squirrel: You can travel up vertical surfaces as easily as across horizontal ones, as long as you end your move on more or less level ground. You may Dash along vertical surfaces.


Vertical jumps are very simple: You can automatically jump a number of feet equal to half your Strength, or equal to your full Strength with a lawful Dexterity roll.

Horizontal jumps are a little more complicated. You can jump a number of feet equal to half your Strength, but every 5 ft of running distance will add 1 ft to your maximum jump distance, to a maximum range equal to your Strength.

To jump one and a half times the base amount, make a lawful Dexterity roll. To jump twice the base amount, roll as before but with disadvantage. In both cases, you must also have a sufficient running start. With the Acrobat skill or something comparable, you get advantage / do not get disadvantage, respectively.

For example, with Strength and Dexterity both at +6 you could, without a roll, jump 3 ft either horizontally or vertically and, with a 15 ft running start, jump 6 ft horizontally without having to roll. Your maximum possible distance for a horizontal jump would be 12 ft,  with a 35 ft running start.


You take 1d4 bludgeoning damage for every 10 ft. You can make a lawful Dexterity roll (get advantage if you have an Acrobat-like skill) to downgrade the die. At roughly 25,000 dice, whatever their type, stop adding bludgeoning damage and start adding fire damage.

Note – The size of the die will need to be adjusted based on what HP looks like in your game. Aim so that there’s a 50% chance of going splat at around 50 ft +/- 10ft.

Strike Styles

At Level 2, you gain one Strike Style. At Levels 3 and 4, you can gain zero, one, or two Strike Styles.

  1. Disengaging Strike: As part of an attack action, you can travel up to half your Move, either before or after the attack is made. If you Dash to avoid a melee attack, then you may roll to-hit with disadvantage against your attacker.
  2. Extended Parry: After an opponent rolls to-hit an adjacent friend, you can make a chaotic Dexterity roll to redirect the attack to yourself. You may use Dash to reposition yourself beside a friend and thereby make them adjacent.
  3. Flowing Strike: Whenever you hit with a light weapon or an unarmed attack, you can expend a Dash to follow it up with another attack against the same target, but downgrade the damage die (e.g. from d4 to d2). If this attack hits then it can also be followed up (without expending further Dash charges), and so on and so forth.
  4. Light Hands: You count as having the relevant Skill when performing sleight of hand. If you actually have the Skill, then you are not just professionally competent but world-class. You can use Dash to steal an item from a person’s Quick Draw slots if they are adjacent to you.
  5. Inescapable: Every time you Dash, increase your to-hit by +1 until the beginning of your next turn.
  6. Passing Blow: If you spend your full turn moving, then you can take a bonus action to make a melee attack or thrown weapon attack against one target whom you could have attacked at some point along your route.
  7. Riposte: If an opponent attacks you in melee and misses, then you may roll to-hit with disadvantage.
  8. Strain: After an opponent rolls to-hit, you may spend any amount of HP to reduce their result by that amount.
  9. Untouchable: Every time you Dash, increase your Defense by +1 until the beginning of your next turn.

Dash Strike

After a successful melee attack, you can use your Dash ability and attack another target so long as they are within range. If you have at least one Dash use remaining, then you may Dash Strike again. You cannot attack the same person multiple times with this ability.


The original concept for this class comes from Luther Gutekunst’s Drifter. The concept for styles came from Velexiraptor’s Adept. The Ukemi ability from Walfalcon’s Jujutsuka became Move Style: Cat. Bouldering and Parkour, from Princess & Pioneers’ Thief, were very useful. Dodge comes from the Terpsichorean, where it’s called “Improved Dodge.” The names Flow and Untouchable come from the same source, but they work out differently on a mechanical level. Disengaging Blow comes from the Cavalier, but is a little weaker. Passing Blow also comes from the Cavalier (as Hit and Run). Riposte comes from the Ruffian‘s Rush of Battle.


The Skirmisher is about hitting people very fast and getting into places you wouldn’t expect them to be. A parkour-fighter. This class should perform very well in combat, but it has two glaring weaknesses: mobs and area-of-effect attacks. Dash lets the Skirmisher no-sell an attack, but even at Level 4, the Skirmisher can only do that four times, and they’re required to go without armor in order to use any of their active abilities.

I anticipate that most of my tinkering will involve Dash Strike and Strike Style: Flowing Strike , but there are other classes which have bonus attacks so this should be alright.

I’d like to come up with another Move Style and another Strike Styles, for a total of ten. Maybe something related to Dashing silently, for Move Style.

Other names for the Skirmisher: Dancer, Freerunner, Rover.


The Skirmisher has not been playtested.

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