Aledüne Nevaar Big Bag Of Bad.
Aug 28, 2023 13:17:29 GMT -5
Post by Aledüne Nevaar on Aug 28, 2023 13:17:29 GMT -5
Inventory:
Renown: 6
Archive Tickets: 0/6
Spell And Skills: 7/10
Unarmed (Novice)
Stealth (Master)
- Smooth Talker = Your lies can no longer be decerned, allowing you to say whatever you want, no matter how wrong it is, to be taken as truth. This skill is useful for getting away with things you normally would not be able to. Friend, family and foe will think you are always telling the truth, no matter what.
Light Domain (Untrained)
- Remove Condition (Archive) = This spell allows you to touch yourself or an alley, completely removing all negative effects applied to them. This includes mental and physical effects the would negatively influence or harm the target. This will remove any negative spell that has a duration and can also cure effects from poisons or toxins. This spell can only be used twice per topic.
Dark Domain (Exalted)
- Chaos Bolt = This spell allows you to fire a bright purple bolt of energy from your finger. This bolt will crackle like lightning, twisting and arching through the air. This bolt of energy can be fired up to long distances and deals a moderate amount of damage. -Deals dark damage-
- Cloak of Shadows = A wispy cloak of shadows forms around your body causing you to appear as a simple shadow. If you are currently standing in darkness or a shadow, your image becomes harder to see, but not impossible. Unless someone is extensively searching for you they will find it hard to see you.
- Raise Dead = You can target a dead body, be it freshly dead or long dead. This body can belong to an animal, creature or humanoid (can not be used on player characters) This creature will rise from the dead, have no will of its own, and follow any command you give it. This raised body will be weak but relentless and can attack for you. It will deal minor amounts of damage but will also sustain large amounts of damage. This body will last for three post.
Deals dark damage- -Can only have one out at a time-
- The Moon Maiden's Favor (Unique Reward) = Although the gods have been dead for millennia, the belief in them has only been emboldened. This belief has been passed to you, granting you the favor of the moon above. Although this spell can only be channeled in the dark of the night, you can consult the celestial bodies to draw on the power of the moon, as one of Lunala's favored children. Depending on the phase of the moon when you cast this spell,
you create one of the following effects:
Waxing - The waxing moon represents new beginnings. When you cast this spell under the waning moon, a weeping ghost in the visage of Lunala appears behind you, her hands clasped. She whispers in your ear, giving you guidance on the optimal direction to go. Take caution when heeding her words, though, for she may seek to possess you.
Waning - The waning moon represents an end to things. When you see someone casting a healing spell on another target, you can choose to either redirect it to yourself or transmogrify the spell into inflict wounds.
Full - The full moon promises madness and chaos to the world. By strengthening its powers, you can draw upon its strength, and begin to glow with a faint light. Any shapeshifters that are within a twenty-foot radius, such as those afflicted by the werecurse, find themselves reverted to their bestial form. In addition, anyone within that radius will be affected by little instances bad luck, such as losing their footing or getting dust in their eyes. Lasts for one post.
New - The new moon is a time of cleansing and resetting. By selecting a target you can see, you can cause chains of pure light to burst from the ground and wrap around their arms and legs. These runes glow with the power of cleansing starlight. Any spell they attempt to cast will only strengthen the bindings. Any active effects cast on them are immediately ended, as well. Lasts for 1 post.
This spell can be used twice per topic, though not in the same night.
- Scern's God Killer (Archive) = A very powerful spell that was crafted by Scern and used against Ziev in the battle over the Sol Stone. To cast this spell, you must have made no offensive actions on your last post (nothing that intended to deal damage, injure, hurt or afflict some kind of negative effect). When you cast this spell, you target one enemy you see within 20 feet causing red hot burning chains to burst from the ground and wrap around the target. The target will take medium amounts of fire damage and be unable to make movement or take any actions (including casting spells) for their next two posts. This spell can only be used once per topic and cannot be used against Player Characters (unless permission is given).
Items Carried: 1/10
Vampire's Cape (1) (Clothing - Archive) = A black-velvet cape with a high collar that may have once been a clothing staple of the Nosferatu of Frostgale. This cape, in addition to being quite the fashion statement and the perfect item for keeping cold-blooded creatures warm, this cloak can be utilized to make a quick getaway. By grabbing the edges of the cloak and flapping your arms like a bat you can take to the air, so long as you can keep up the arm flapping motion. This allows you to act as if you have the wings graft for the next three posts, though you cannot use your arms to hold a weapon or cast spells as they are otherwise occupied and are so fatigued when you land that using this feature again requires a two-post cooldown.
The dark material of this cloak is also ideal for protecting sunlight-sensitive creatures.
Eldritch Claws (Tattoo) = These fist weapons are arcane tattoos that rest upon the hands and feet of their bearer, and ignite when needed into a construct of arcane energy that engulfs the users fists and feet giving them claws that are considered magical for the purpose of overcoming damage resistance like effects. The bearers unarmed attacks with their feet and hands now cause slashing damage and dark damage. (Manifests as black burning nails.)
(Enchantments)Shadowglass Enchantment = An enchantment forged by shadowdancers that imbues umbral magic into their weapons. This enchantment gives a darkened quality to the weapon it is applied to, almost making it appear like shimmering, translucent obsidian. When used to attack a target, the Shadowglass weapon does not deal physical wounds, but rather, passes through the target's body to cause internal damage which eats away at the person's soul. The enchanted weapon can make two strikes that ignore armor and hit preventions, before the magic subsides and goes dormant for the rest of the topic.
Alchemy:
Death's Chill (Unique Reward) = A dark purple potion which is cold to the touch, frost even forming on the surface of the glass. After consuming this potion, you will feel an inescapable chill; your skin will pale, your eyes will dull, and your heart will slow. You are not dead; however, you will look, feel, and resemble a corpse in every recognizable way. Spells and effect's that target undead will not affect you, but the chill of death allows you to ignore heat from all sources, and can protect people from sun or light burns.
This potion's mimicry effects last for two posts and can be used once per topic.
Witches Brew (Archive) = A dark black bottle filled with thick liquid that shimmers a deep purple color. When this potion is consumed the drinker will be filled with dark magic for a sort period of time. For the rest of the topic the drinker may choose any spell from the dark domain shop, but can only choose one. They can cast that spell for the rest of the topic regardless of their skills (must still follow the rules of the spell).
Grafts:
Fangs = You have your normal teeth replaced with sharp or jagged fangs, mimicking an animal such as a bear, wolf or other creature with sharp teeth. This allows you to use your teeth as a weapon, giving you a sharp and strong bite.
Bat Wings (Archive) = A pair of large bat like wings that function like normal wings from the graft shop. These wings however can be retracted, morphing into the owners back to disappear. The wings can only be out and used for three post before they retrack, having a two post cool down. While the wings are open the owner can use a form of echo location. By clicking your teeth you send out sound waves which bounce off of objects and return to you. This allows you to detect any living creature in a 500 foot range.
Bull's Strength = This tattoo increases your normal strength, making you twice as strong as you normally would. This is a latent tattoo that is always in effect, making you permanently strong. This tattoo does not stack with itself or other strength buffing items. Can only get this tattoo once.
Heated Gland = An extremely warm gland is grafted into your body, causing you to be be incredibly warm to the touch, giving off a small aura of heat and allowing you to ignore non magical cold. While this heat is not strong enough to burn or cause damage, it can be extremely uncomfortable if exposed for an extended amount of time.
Prestige Classes:
Necromancer - Level 2
- Undead Servant = You channel your dark energy, reaching beyond the realm of the living and call forth a dead spirit. This spirit will manifest in the form of the living dead, looking like a skeleton, zombie or other undead creature. This servant belongs to you and will follow your every command. The servant will follow you everywhere you go and is permanent, having no duration or limit. This minion however cannot deal damage, attack or be used in any offensive way. It can however be used to body block for you, take damage for you, or be used for other minor things like carrying supplies or moving objects. Does not count against your summon limits. Your servant cannot be killed.
Undying Frenzy = You may call upon your undead servant, filling it with rage and anger, causing it to go into a frenzy. As long as your servant is frenzied it loses its passive status, allowing it to now be used for offensive purposes, like attacking and dealing damage. While it is frenzied you will now count against your summon limit, preventing you from summoning another being for the duration of their frenzy. The servant will remain frenzied for two post, and cannot go back into a frenzy for the following three post. This feature can only be used on your Undead servant.
Persistent Dead = Any creature or minion you summon (must be from the Dark Domain shop or from this class) will have its duration increased by one. This allows it to remain for one extra post longer than its normal duration. Your summoned minions also become immune to effects or abilities your enemies control that would end their duration early, with the only exception being to straight up deal damage and kill them again. Spells and abilities that would remove the creature or banish it no longer take effect.
Army of the Damned = The amount of summons or minions you control (must be from the Dark Domain shop or from this class) is now increased, allowing you to have two of these summoned creatures out at one time. They still follow their individual rules and guidelines, but can now remain in existence together. As long as two are out, you can not summon a new one until one of them leaves the battle field.
---Next---
Bardic Virtuoso - Level 1
Bardic Muses - Expression = Virtuosos find muses in many forms, and these muses can come from nearly anything but generally speaking, they are defined into four categories: Song, Art, Dance, and Expression. These muses are palpable and real just as anything else, and guide the discovery and growth of the Bardic arts, empowering Bards with the ability to create fantastical works. The Muses themselves are Archfey that emanate to bards and so the magic and power they grant are strong and deep-rooted, so much so that it can enhance bards and make them unnaturally charismatic and entrancing.
Upon taking this class you choose one of the Muses below that inspire and direct your form of art and expression. While bards are exceptionally good at all of these forms, they gain unique enhancements based on their primary muse. This muse is your source of power and grants you a unique ability based on the one you choose. This muse stays with you for the rest of the class.
Virtuosos who draw their power from the Muse of Expression may be lawyers, statesmen, leaders of men, or charlatans but one thing is certain, their speech and mannerisms have power and can warm the coldest of hearts even if it's only fleeting. The courage, passion, or despair they can cause in others can quite literally change the very face of the world given time and resources.
Tools of the Trade = Your muse has bestowed a magical tool upon you, one that encompasses your style of art and aids in your performances. The tool you receive is based on the Muse you have chosen to inspire you, allowing its magic to flow through you.
The Muse of Expression has bestowed upon you a sigil or badge that can be worn on your clothing or gear. While wearing this badge, you gain two hit preventions against fear or charm effects.
First Steps = Now that you have started along the winding path of the Bard, your Muse has certain aspects that all of their followers possess. You gain the ability listed below that corresponds with your chosen muse.
Virtuoso's who hold the Muse of Expression lay claim to a truly Charming Smile, so much so that it almost seems like they can cause compulsion in almost anyone when it comes to angling a conversation in their favour. Three times per topic you can put any one person you are speaking to under your charm, causing them to see you as a trusted friend. You can ask them to complete one favour, which they will attempt to do to the best of their ability. This favour can not force the enemy to harm themselves and the more in danger they become, the more likely it is for the ability to end. The person will remain charmed until they sustain damage or complete the favour.
---Next---
Shadow Dancer - Level 1
One with the Shadows = You are always aware of any form of shadow or body of darkness in the immediate area, able to passively sense where these shadows are and what is creating the shadow. In addition you can manipulate your own shadow, changing its size, shape and even removing it altogether. While within a shadow you have the effects of the spell Shadow hiding active at all times, but can now move and interact with objects without breaking the effect.
Shadow Sight = While inside of a shadow created by you or another object, you can see perfectly, your vision not hindered by the darkness. You can also see others who would attempt to conceal themselves in the shadows or darkness. You can see the outline of others who are within the shadow or darkness as if you could see them in the daylight however this does not apply to magical means from spells or abilities.
Pass without a trace = The shadow dancer has learned to completely conceal themselves while hidden, becoming one with the very shadows. While under the effects of a hiding spell or ability, or while concealed in a shadow, you can no longer be detected by any of the mortal senses. You cannot be smelled or heard, preventing people with increased senses to detect you. For as long as you are concealed they can only find you by physically detecting you or removing you from the shadow. Your tracks also no longer exist, leaving no foot prints or indentations in the ground.
Pets:
Vampire Bat (Kip) = A small bat that has bonded with you. This bat is fairly weak when it comes to combat but can be used to distract enemies. The bat can also bite creatures and drain a small amount of blood from them, healing the bat of any damage it had sustained. Bats can fly a far distance from its owner and can rely simple ideas back to you.
Minions:
Jonathan Harker - Undead Servant
Jonathan Harker was a Paladin life, and in a time forgotten he had made a name of himself as a hero. He had found love, and he was loved by everyone. He had a fatal weakness however, wraith. One day when he found his wife had been sneaking out to meet with someone he decided to follow her, and upon finding her with another man had truck them both down in a blinding fit of rage while in public. After calming down he learned that the man was his wives half brother who had come a long way to meet with him as a surprise for him and his wives wedding day. When the people learned of his actions, and the fate of his wife, he reputation was ruined. No longer being hailed a hero, he was nicknamed the Berserker. Going into exile he died shortly after from a broken heart, cursing his own soul to never find peace. Buried deep in an old catacomb, Aledüne found him and bound his soul to service. Not happy to be bound to the will of a necromancer, he still sees this as a chance to redeem himself.
Home:
Castle Draculheim:
Nestled high in the forbidding crags of Dragons Peak, where jagged peaks scrape the heavens and snow-capped summits pierce the skies, stands the imposing citadel known as "Draculheim." The place has been forgotten to time, but has for all time been the home of various vampire lords throughout time. What exactly draws them to settle here is unknown, but the fortress has proven able to withstand anything.
The path up to the castle is a difficult track. Far away from the travelled path, and nigh impossible to reach unless you know the exact pathing to take to avoid the streams of lava, monsters and various terrain obstructions that litter the landscape. The place, upon closer inspection the place seems to be reinforced with some form of magically reinforced obsidian, and for reasons likely having to do with old magic, the place is warded from the various storms that plague the area.
Curse Of Vampirism (Archive):
Undead = Your lifeforce has been touched by the untamed magic between this realm and the next and twisted you into an immortal entity. If your vampiric origins are undead in nature, you are a night walker— you cannot withstand the light of day without ill effect. You crave blood or living flesh and can feel the pulse of a heartbeat around you through Vital Senses; you are able to passively detect living creatures, including those who may be invisible or out of your sight, so long as they are within 20 feet of you. Through your Vital Senses, you can focus on a certain individuals' heartbeat and tune out the rest.
Wicked Desires = You are able to heal surface level wounds, light burns, and regain energy through a minor feeding of arcane or lifeforce energy. This process leaves the donor feeling tired and lightheaded due to arcana or blood loss; they may have trouble remaining steady, or casting spells.
You are able to heal deep wounds, severe burns, and even regenerate amputated limbs through a major feeding of arcane or lifeforce energy. This process leaves the donor feeling exhausted; they will be on the verge of passing out due to loss of arcane or blood loss. They will be unable to fight or cast spells, and may be at risk of death if left untreated.
This may be used on animal or humanoid NPC's or PC's.
Powerful Presence = Once per topic, you may make eye contact with a target and cause them to become hypnotized by your mere presence. If you, or your target, are unable to see, this may be used similar to a touch spell.
A hypnotized individual will follow your commands without question, believe everything you say, and see you or themselves as whatever you ask them to. A hypnotized individual can be induced to fear you or be charmed by you; they can be asked to do certain tasks; or coerced to believe something is real that is not with ease.
If you physically harm this individual, this effect will drop. Powerful Presence will last for three posts before the target returns to normal.
Demon of the Mist = Once per topic, you are able to turn your entire body into mist and become incorporeal for a few moments. For one post you may move through objects and obstacles, and traverse while in this form, but you are unable to interact with your surroundings, cannot cast spells, or attack. You cannot reform inside of a person or object.
Last Resort = When you reach a state where you should die or become unconscious, you instead retreat to your soul form in your exhaustion.
This form is distorted but humanoid in appearance and embodies the essence of how your vampirism has bound to your soul. You become feral for three posts, seeking the nearest source of energy to heal yourself, whether it be friend or foe, without bias. You have three hit preventions in this form, are twice as strong, twice as fast, and twice as resistant in your curse's desperation to fuel itself.
If you do not feed while in this form, or lose all your hit preventions, you will fall unconscious; you do not retain memories while in this form.
Renown: 6
Archive Tickets: 0/6
Spell And Skills: 7/10
Unarmed (Novice)
Stealth (Master)
- Smooth Talker = Your lies can no longer be decerned, allowing you to say whatever you want, no matter how wrong it is, to be taken as truth. This skill is useful for getting away with things you normally would not be able to. Friend, family and foe will think you are always telling the truth, no matter what.
Light Domain (Untrained)
- Remove Condition (Archive) = This spell allows you to touch yourself or an alley, completely removing all negative effects applied to them. This includes mental and physical effects the would negatively influence or harm the target. This will remove any negative spell that has a duration and can also cure effects from poisons or toxins. This spell can only be used twice per topic.
Dark Domain (Exalted)
- Chaos Bolt = This spell allows you to fire a bright purple bolt of energy from your finger. This bolt will crackle like lightning, twisting and arching through the air. This bolt of energy can be fired up to long distances and deals a moderate amount of damage. -Deals dark damage-
- Cloak of Shadows = A wispy cloak of shadows forms around your body causing you to appear as a simple shadow. If you are currently standing in darkness or a shadow, your image becomes harder to see, but not impossible. Unless someone is extensively searching for you they will find it hard to see you.
- Raise Dead = You can target a dead body, be it freshly dead or long dead. This body can belong to an animal, creature or humanoid (can not be used on player characters) This creature will rise from the dead, have no will of its own, and follow any command you give it. This raised body will be weak but relentless and can attack for you. It will deal minor amounts of damage but will also sustain large amounts of damage. This body will last for three post.
Deals dark damage- -Can only have one out at a time-
- The Moon Maiden's Favor (Unique Reward) = Although the gods have been dead for millennia, the belief in them has only been emboldened. This belief has been passed to you, granting you the favor of the moon above. Although this spell can only be channeled in the dark of the night, you can consult the celestial bodies to draw on the power of the moon, as one of Lunala's favored children. Depending on the phase of the moon when you cast this spell,
you create one of the following effects:
Waxing - The waxing moon represents new beginnings. When you cast this spell under the waning moon, a weeping ghost in the visage of Lunala appears behind you, her hands clasped. She whispers in your ear, giving you guidance on the optimal direction to go. Take caution when heeding her words, though, for she may seek to possess you.
Waning - The waning moon represents an end to things. When you see someone casting a healing spell on another target, you can choose to either redirect it to yourself or transmogrify the spell into inflict wounds.
Full - The full moon promises madness and chaos to the world. By strengthening its powers, you can draw upon its strength, and begin to glow with a faint light. Any shapeshifters that are within a twenty-foot radius, such as those afflicted by the werecurse, find themselves reverted to their bestial form. In addition, anyone within that radius will be affected by little instances bad luck, such as losing their footing or getting dust in their eyes. Lasts for one post.
New - The new moon is a time of cleansing and resetting. By selecting a target you can see, you can cause chains of pure light to burst from the ground and wrap around their arms and legs. These runes glow with the power of cleansing starlight. Any spell they attempt to cast will only strengthen the bindings. Any active effects cast on them are immediately ended, as well. Lasts for 1 post.
This spell can be used twice per topic, though not in the same night.
- Scern's God Killer (Archive) = A very powerful spell that was crafted by Scern and used against Ziev in the battle over the Sol Stone. To cast this spell, you must have made no offensive actions on your last post (nothing that intended to deal damage, injure, hurt or afflict some kind of negative effect). When you cast this spell, you target one enemy you see within 20 feet causing red hot burning chains to burst from the ground and wrap around the target. The target will take medium amounts of fire damage and be unable to make movement or take any actions (including casting spells) for their next two posts. This spell can only be used once per topic and cannot be used against Player Characters (unless permission is given).
Items Carried: 1/10
Vampire's Cape (1) (Clothing - Archive) = A black-velvet cape with a high collar that may have once been a clothing staple of the Nosferatu of Frostgale. This cape, in addition to being quite the fashion statement and the perfect item for keeping cold-blooded creatures warm, this cloak can be utilized to make a quick getaway. By grabbing the edges of the cloak and flapping your arms like a bat you can take to the air, so long as you can keep up the arm flapping motion. This allows you to act as if you have the wings graft for the next three posts, though you cannot use your arms to hold a weapon or cast spells as they are otherwise occupied and are so fatigued when you land that using this feature again requires a two-post cooldown.
The dark material of this cloak is also ideal for protecting sunlight-sensitive creatures.
Eldritch Claws (Tattoo) = These fist weapons are arcane tattoos that rest upon the hands and feet of their bearer, and ignite when needed into a construct of arcane energy that engulfs the users fists and feet giving them claws that are considered magical for the purpose of overcoming damage resistance like effects. The bearers unarmed attacks with their feet and hands now cause slashing damage and dark damage. (Manifests as black burning nails.)
(Enchantments)
Alchemy:
Death's Chill (Unique Reward) = A dark purple potion which is cold to the touch, frost even forming on the surface of the glass. After consuming this potion, you will feel an inescapable chill; your skin will pale, your eyes will dull, and your heart will slow. You are not dead; however, you will look, feel, and resemble a corpse in every recognizable way. Spells and effect's that target undead will not affect you, but the chill of death allows you to ignore heat from all sources, and can protect people from sun or light burns.
This potion's mimicry effects last for two posts and can be used once per topic.
Witches Brew (Archive) = A dark black bottle filled with thick liquid that shimmers a deep purple color. When this potion is consumed the drinker will be filled with dark magic for a sort period of time. For the rest of the topic the drinker may choose any spell from the dark domain shop, but can only choose one. They can cast that spell for the rest of the topic regardless of their skills (must still follow the rules of the spell).
Grafts:
Fangs = You have your normal teeth replaced with sharp or jagged fangs, mimicking an animal such as a bear, wolf or other creature with sharp teeth. This allows you to use your teeth as a weapon, giving you a sharp and strong bite.
Bat Wings (Archive) = A pair of large bat like wings that function like normal wings from the graft shop. These wings however can be retracted, morphing into the owners back to disappear. The wings can only be out and used for three post before they retrack, having a two post cool down. While the wings are open the owner can use a form of echo location. By clicking your teeth you send out sound waves which bounce off of objects and return to you. This allows you to detect any living creature in a 500 foot range.
Bull's Strength = This tattoo increases your normal strength, making you twice as strong as you normally would. This is a latent tattoo that is always in effect, making you permanently strong. This tattoo does not stack with itself or other strength buffing items. Can only get this tattoo once.
Heated Gland = An extremely warm gland is grafted into your body, causing you to be be incredibly warm to the touch, giving off a small aura of heat and allowing you to ignore non magical cold. While this heat is not strong enough to burn or cause damage, it can be extremely uncomfortable if exposed for an extended amount of time.
Prestige Classes:
Necromancer - Level 2
- Undead Servant = You channel your dark energy, reaching beyond the realm of the living and call forth a dead spirit. This spirit will manifest in the form of the living dead, looking like a skeleton, zombie or other undead creature. This servant belongs to you and will follow your every command. The servant will follow you everywhere you go and is permanent, having no duration or limit. This minion however cannot deal damage, attack or be used in any offensive way. It can however be used to body block for you, take damage for you, or be used for other minor things like carrying supplies or moving objects. Does not count against your summon limits. Your servant cannot be killed.
Undying Frenzy = You may call upon your undead servant, filling it with rage and anger, causing it to go into a frenzy. As long as your servant is frenzied it loses its passive status, allowing it to now be used for offensive purposes, like attacking and dealing damage. While it is frenzied you will now count against your summon limit, preventing you from summoning another being for the duration of their frenzy. The servant will remain frenzied for two post, and cannot go back into a frenzy for the following three post. This feature can only be used on your Undead servant.
Persistent Dead = Any creature or minion you summon (must be from the Dark Domain shop or from this class) will have its duration increased by one. This allows it to remain for one extra post longer than its normal duration. Your summoned minions also become immune to effects or abilities your enemies control that would end their duration early, with the only exception being to straight up deal damage and kill them again. Spells and abilities that would remove the creature or banish it no longer take effect.
Army of the Damned = The amount of summons or minions you control (must be from the Dark Domain shop or from this class) is now increased, allowing you to have two of these summoned creatures out at one time. They still follow their individual rules and guidelines, but can now remain in existence together. As long as two are out, you can not summon a new one until one of them leaves the battle field.
---Next---
Bardic Virtuoso - Level 1
Bardic Muses - Expression = Virtuosos find muses in many forms, and these muses can come from nearly anything but generally speaking, they are defined into four categories: Song, Art, Dance, and Expression. These muses are palpable and real just as anything else, and guide the discovery and growth of the Bardic arts, empowering Bards with the ability to create fantastical works. The Muses themselves are Archfey that emanate to bards and so the magic and power they grant are strong and deep-rooted, so much so that it can enhance bards and make them unnaturally charismatic and entrancing.
Upon taking this class you choose one of the Muses below that inspire and direct your form of art and expression. While bards are exceptionally good at all of these forms, they gain unique enhancements based on their primary muse. This muse is your source of power and grants you a unique ability based on the one you choose. This muse stays with you for the rest of the class.
Virtuosos who draw their power from the Muse of Expression may be lawyers, statesmen, leaders of men, or charlatans but one thing is certain, their speech and mannerisms have power and can warm the coldest of hearts even if it's only fleeting. The courage, passion, or despair they can cause in others can quite literally change the very face of the world given time and resources.
Tools of the Trade = Your muse has bestowed a magical tool upon you, one that encompasses your style of art and aids in your performances. The tool you receive is based on the Muse you have chosen to inspire you, allowing its magic to flow through you.
The Muse of Expression has bestowed upon you a sigil or badge that can be worn on your clothing or gear. While wearing this badge, you gain two hit preventions against fear or charm effects.
First Steps = Now that you have started along the winding path of the Bard, your Muse has certain aspects that all of their followers possess. You gain the ability listed below that corresponds with your chosen muse.
Virtuoso's who hold the Muse of Expression lay claim to a truly Charming Smile, so much so that it almost seems like they can cause compulsion in almost anyone when it comes to angling a conversation in their favour. Three times per topic you can put any one person you are speaking to under your charm, causing them to see you as a trusted friend. You can ask them to complete one favour, which they will attempt to do to the best of their ability. This favour can not force the enemy to harm themselves and the more in danger they become, the more likely it is for the ability to end. The person will remain charmed until they sustain damage or complete the favour.
---Next---
Shadow Dancer - Level 1
One with the Shadows = You are always aware of any form of shadow or body of darkness in the immediate area, able to passively sense where these shadows are and what is creating the shadow. In addition you can manipulate your own shadow, changing its size, shape and even removing it altogether. While within a shadow you have the effects of the spell Shadow hiding active at all times, but can now move and interact with objects without breaking the effect.
Shadow Sight = While inside of a shadow created by you or another object, you can see perfectly, your vision not hindered by the darkness. You can also see others who would attempt to conceal themselves in the shadows or darkness. You can see the outline of others who are within the shadow or darkness as if you could see them in the daylight however this does not apply to magical means from spells or abilities.
Pass without a trace = The shadow dancer has learned to completely conceal themselves while hidden, becoming one with the very shadows. While under the effects of a hiding spell or ability, or while concealed in a shadow, you can no longer be detected by any of the mortal senses. You cannot be smelled or heard, preventing people with increased senses to detect you. For as long as you are concealed they can only find you by physically detecting you or removing you from the shadow. Your tracks also no longer exist, leaving no foot prints or indentations in the ground.
Pets:
Vampire Bat (Kip) = A small bat that has bonded with you. This bat is fairly weak when it comes to combat but can be used to distract enemies. The bat can also bite creatures and drain a small amount of blood from them, healing the bat of any damage it had sustained. Bats can fly a far distance from its owner and can rely simple ideas back to you.
Minions:
Jonathan Harker - Undead Servant
Jonathan Harker was a Paladin life, and in a time forgotten he had made a name of himself as a hero. He had found love, and he was loved by everyone. He had a fatal weakness however, wraith. One day when he found his wife had been sneaking out to meet with someone he decided to follow her, and upon finding her with another man had truck them both down in a blinding fit of rage while in public. After calming down he learned that the man was his wives half brother who had come a long way to meet with him as a surprise for him and his wives wedding day. When the people learned of his actions, and the fate of his wife, he reputation was ruined. No longer being hailed a hero, he was nicknamed the Berserker. Going into exile he died shortly after from a broken heart, cursing his own soul to never find peace. Buried deep in an old catacomb, Aledüne found him and bound his soul to service. Not happy to be bound to the will of a necromancer, he still sees this as a chance to redeem himself.
Home:
Castle Draculheim:
Nestled high in the forbidding crags of Dragons Peak, where jagged peaks scrape the heavens and snow-capped summits pierce the skies, stands the imposing citadel known as "Draculheim." The place has been forgotten to time, but has for all time been the home of various vampire lords throughout time. What exactly draws them to settle here is unknown, but the fortress has proven able to withstand anything.
The path up to the castle is a difficult track. Far away from the travelled path, and nigh impossible to reach unless you know the exact pathing to take to avoid the streams of lava, monsters and various terrain obstructions that litter the landscape. The place, upon closer inspection the place seems to be reinforced with some form of magically reinforced obsidian, and for reasons likely having to do with old magic, the place is warded from the various storms that plague the area.
Curse Of Vampirism (Archive):
Undead = Your lifeforce has been touched by the untamed magic between this realm and the next and twisted you into an immortal entity. If your vampiric origins are undead in nature, you are a night walker— you cannot withstand the light of day without ill effect. You crave blood or living flesh and can feel the pulse of a heartbeat around you through Vital Senses; you are able to passively detect living creatures, including those who may be invisible or out of your sight, so long as they are within 20 feet of you. Through your Vital Senses, you can focus on a certain individuals' heartbeat and tune out the rest.
Wicked Desires = You are able to heal surface level wounds, light burns, and regain energy through a minor feeding of arcane or lifeforce energy. This process leaves the donor feeling tired and lightheaded due to arcana or blood loss; they may have trouble remaining steady, or casting spells.
You are able to heal deep wounds, severe burns, and even regenerate amputated limbs through a major feeding of arcane or lifeforce energy. This process leaves the donor feeling exhausted; they will be on the verge of passing out due to loss of arcane or blood loss. They will be unable to fight or cast spells, and may be at risk of death if left untreated.
This may be used on animal or humanoid NPC's or PC's.
Powerful Presence = Once per topic, you may make eye contact with a target and cause them to become hypnotized by your mere presence. If you, or your target, are unable to see, this may be used similar to a touch spell.
A hypnotized individual will follow your commands without question, believe everything you say, and see you or themselves as whatever you ask them to. A hypnotized individual can be induced to fear you or be charmed by you; they can be asked to do certain tasks; or coerced to believe something is real that is not with ease.
If you physically harm this individual, this effect will drop. Powerful Presence will last for three posts before the target returns to normal.
Demon of the Mist = Once per topic, you are able to turn your entire body into mist and become incorporeal for a few moments. For one post you may move through objects and obstacles, and traverse while in this form, but you are unable to interact with your surroundings, cannot cast spells, or attack. You cannot reform inside of a person or object.
Last Resort = When you reach a state where you should die or become unconscious, you instead retreat to your soul form in your exhaustion.
This form is distorted but humanoid in appearance and embodies the essence of how your vampirism has bound to your soul. You become feral for three posts, seeking the nearest source of energy to heal yourself, whether it be friend or foe, without bias. You have three hit preventions in this form, are twice as strong, twice as fast, and twice as resistant in your curse's desperation to fuel itself.
If you do not feed while in this form, or lose all your hit preventions, you will fall unconscious; you do not retain memories while in this form.