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Post by The Beanies (and Demony) on Sept 9, 2024 9:05:46 GMT -5
Skill Levels
Animal Handling - Exalted
Stealth - Exalted
Prestige Classes Bardic Virtouso - Level 4 (Expression)
Curse Werebeast (Earth Domain) - flavoured as Werebeanies (active)
Crafting Materials 1 x Phoenix Ash
1 x Pulsar Gem
Spells/Skills (4/10) A Touch of Warmth | Light Domain MAT | As you lay your hands upon the target, they will feel a rush of warmth pulse throughout their body; they will feel warm, and as the smell of cinnamon lingers within the air, their anxieties and emotions will instantly begin to calm. If your target was under a fear or mind-altering effect upon casting this spell, they will calm and no longer be under their previous effects; in addition, for the next two posts, they will be immune from fear or mind-altering spells or abilities. Can be used once per topic.
| Escaping Technique
| Stealth
| A very useful skill to have for people who are use to getting caught or restrained. This skill gives you the knowledge and ability to free your self from normal restraints such as rope or manacles. You know the precise way to free yourself from bondage and can do so in a quick and quiet way. This does not help with magical binding or restraining effects.
| Harvest of Plenty
| Earth Domain (Seasonal)
| Autumn is the optimal season for harvest, where connection with the earth is strong as the seasons change. You can tap into these energies, allowing you to bring forth the harvest. You can call forth vegetables that burst from the ground, creating difficult terrain from pumpkin vines and tall wheat stalks, covering a 20 by 20 foot square. If these plants are attacked in an attempt to clear them out, they grow back twice as plenty, multiplying the more they are met with violence.
| Silent Step
| Stealth | You have trained and honed your body to be as quiet as it can be. Your foot steps now make no noise when stepping, walking or moving across surfaces. Your foot steps are muffled and silent, allowing you to move without being heard. This does not work if you are running however and can still be heard when moving at quicker speeds.
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Pets
House Cat (Demony, in vaguely shadow cat-like form) (Counts against Pet Cap)
Flavour text: Demony's ears look more like a bear's but nobody can hear Demony and with how capricious and grumpy Demony can be, the Beanies all agree Demony is pretty cat-like. The cat is a domesticated feline that comes in many different kinds of breeds and colors. While not bred for combat, the cat makes a very welcoming partner, sweet, kind and cuddly. Cats can be used to retrieve or carry items, and can use its natural claws or teeth to defend itself.
Mounted Feline (Bigger Demony, still in vaguely shadow cat-like form) (Counts against Pet Cap)
Flavour text: Still with bear-like ears, but now big enough to pull The Travelling Beanbag around! Though that means Demony can forcibly dictate where the Beanies are going, which is bad. Mounted Felines are giant cats, like tigers, lions or other creatures belonging to the feline family. These cats are large enough to be ridden and can be drove into combat, allowing you to attack from their backs. Mounted felines come with a very light set of armor, usually cloth or leather, which protects them from debris in the battle field. They can also use their claws or teeth to attack and defend themselves. Enchanted Potato (actually not Demony!) (Counts against Pet Cap)Flavour text: Mmm potato. One of Chili's best foodie friends since it always regrows, which effectively means infinite potato! A seemingly normal potato that never rots or spoils. However the potato is actually alive, animated by a weird type of dark magic. The potato does not do much and will just hang out most of the time, however it comes with a weird quirk. The potato wants to be eaten, or at least bitten. Anyone who eats a chunk of the potato will heal a major wound, and appease the potato. The potato will regrow after a few days, replenishing its usage. Comes with three bites per topic before the potato needs to recharge.
Gargoyle Rook (not Demony either!) (Does not count against Pet Cap)
Flavour text: Goody found this doodad interesting, and well, having a not-Demony defending the Beanies sounded like a good idea.
A stone chess piece taken from a wizards chess set. This piece is a small stone gargoyle with claws, fangs and wings. By holding it in your hand and commanding it, the piece will turn into a full form gargoyle, standing six feet tall and being heavy. This gargoyle will last for three post and will defend you, protecting you from attacks and attacking your enemies. This creature can only be summoned once per topic. Ghastly Lantern (obviously not Demony) (Does not count against Pet Cap)
Flavour text: Floating lantern will definitely prove useful when we start venturing outside civilization!
A black iron lantern with a faint, ghostly blue light inside of it. This flame is a ghost fire elemental, which can be summoned outside of the lantern. The lantern will still give off light, but the ghost can be used to hold and carry the lantern for you, allowing you hands to remain free. This ghost will deal no damage and will vanish when struck, but can communicate with you.
Items (0/12 weight points) Medical Kit | A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds. (Flavour text) Also comes with a bunch of sewing supplies for the Beanies to patch themselves up with.
| Tool Pouch
| A small pouch equipped with a variety of tools and supplies for basic needs. Comes filled with things like a hammer and nails, crowbar, chalk and thin wire. | Tent | Tents come in all kinds of shapes, sizes and designs, often made out of cloth or leather. Tents are used for camping out and sleeping in the wilderness and can fit up to six people. Fitted with rope, stakes and a cloth floor, that make for comfortable living quarters when on the go. | Rope
| 50 foot of rope coiled around itself in a bundle. This rope is sturdy and strong, able to withstand a very large amount of weight. The rope can be used to tie to objects, bind things or even restrain creatures. It has a large variety of uses. | Flying Broom
| A normal seeming broom made out of wood and able to sweep up dirt or dust. However while standing or sitting on the broom, its owner and give a command to cause the broom to rise into the air. The owner can then ride this broom as if using the fly spell. | Gingerbread Cottage Key (MAT)
| A small key made of gingerbread. With enough room, this key can be pushed into the air and turned, opening the door to a lovely gingerbread cottage. This gingerbread cottage has two rooms— one for a living space, and one for a kitchen— and can hold up to six full sized individuals. It is fitted with beds and tables equally made of candies and confections, all of which are edible. The gingerbread cottage gives off a cozy warmth, and is alarmingly hardy under the most severe of weather; to anyone on the outside who does not have the key, this gingerbread cottage simply cannot be perceived or accessed. The cabin can last for 12 hours, before expelling you back out to where you entered.
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Homes Wagon (The Travelling Beanbag)
The Beanies bought and refurbished a larger-than-normal wagon that was decommissioned due to structural issues, improving and solving its load problems, allowing them to run a travelling restaurant... As soon as they work out the logistics of procuring ingredients and find some way to actually move it around. Until then, it mainly serves as their home and storage space.
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Tradesfolk
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Post by The Beanies (and Demony) on Oct 5, 2024 20:29:59 GMT -5
Bardic Virtuoso
Bardic Virtuosos are masters of performance, they include singers, dancers, and entertainers who have interwoven their art into their abilities. Not only are they extremely skilled entertainers, but they can also be very helpful on the battlefield, making Virtuoso's unique allies to take along with you.
The Beanies' permanent Muse is Expression (highlighted in green below).
Level One Bardic MusesVirtuosos 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. Muse | Description | Song | Some Virtuosos find song and music to be their magnum opus when it comes to creative muse and it empowers the music they make, giving it magical effects and strength that can quite literally move those enthralled by its sound. | Art | Virtuosos who follow the muse of art weave their essence through sculptures and statues that they create, giving their artwork a life of its own. A Bard who claims the Muse of Art as their source of inner strength possesses near-boundless creativity and seeks to share it with the world. | Dance | Virtuosos who draw their Muse from dance can seemingly grasp the heart of others with their steps alone, empowering, enchanting, or debilitating any who see them or suffer their touch. A Bard who possesses the Muse of Dance seems otherworldly and even ethereal when they move as if they are part of this world and not at the same time. | Expression | 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. Name | Description | Muse | Enhanced Instrument | The Muse of Song has bestowed upon you an instrument of your choice that radiates with arcane energy. You may use this instrument as a spell-casting focus, allowing you to cast spells through the instrument while you are playing it, no longer needing free hands to cast your magic. If you already own an instrument you may choose to have the Muse enchant that instrument instead, gaining this same ability. | Song | Enchanted Clay | The Muse of Art has bestowed upon you a bag of molding clay, which can be used to create small statues or sculptures. Your skill allows you to mold the clay into any humanoid or nonmagical creature with perfect detail. This bag comes with enough clay to make two six-inch sculptures. | Art | Mystic Bells | The Muse of Dance has bestowed upon you two small, silver bells that can be extremely soothing, or very annoying. These bells can be worn on your person and can even be manipulated by the owner, allowing you to increase or decrease the sound the bells give off at will. | Dance | Inspiring Sigil | 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. | Expression |
First StepsNow 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. Name | Description | Muse | Perfect Pitch | A Virtuoso with the Muse of Song has trained long and hard to perfect their musical abilities, so much so that they have perfected the art of maximizing a note, allowing them to sing while also performing with their instrument. If you are both singing and playing your instrument, you can cast one spell through your instrument that normally requires touch, allowing you to instead cast it as a ranged spell up to a medium distance. This can be used three times per topic.
| Song | Living Works | Those who follow the Muse of Art are capable of granting life to the physical works of art that they create. By taking a sculpture you have created with enchanted clay, you can grant life to that work of art, turning it into a creature no larger than medium-sized (7 feet max). This creature will follow your commands for three posts, able to attack or defend with basic actions, such as scratches, bites, or tackles. It will then turn back into clay which can no longer be used for this topic.
| Art | Quiet Elegance | Virtuoso's who claim the Muse of Dance have long been extremely skilled at dancing as a way to hide their movements and entrance others into their performances, weaving elegance and precision into every step they make and even in the way they fight. Twice per topic, you can cause your bells to emit a unique frequency, anyone who hears the bells will no longer be able to hear you. They can not hear you speak, walk, or move at all, making you completely silent to them. | Dance | Charming Grace | 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 favor. 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 favor, which they will attempt to do to the best of their ability. This favor 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 favor.
| Expression |
Level Two
75 Solars and level one to purchase level two Wrath of The MuseBardic Muses are often resentful of each other and their followers, becoming spiteful when in the presence of another Virtuoso. Once per topic, if you are in the presence of another Bardic Virtuoso and they do not share your muse, you can choose to end one of their active bard abilities or counter one that is being activated. Wrath of the Muse can not be countered this way. Two Step
Your ability to harness your muse has increased further, giving you access to a new ability based on your chosen muse. Name | Description | Muse | Piercing Song | Your song and music get louder, echoing out through the area. It can now be heard over any other sound, regardless of how loud it may be. Your music can now be heard regardless of anyone attempting to block it out, affecting people who are deaf, people who have covered their ears, or who have attempted to ignore the music. The sounds of your instrument and voice can even be heard through structures and walls, affecting anyone in the immediate area. | Song | One with Art | Once per creation, when one of your living sculptures lands a physical melee attack against an enemy, you can command that sculpture to morph and mold around the enemy's limbs, locking them into place. For the next two posts, two of the enemy's limbs (arms or legs) will become stiff and hard, unable to be used. They will still take damage but can not be bent, flexed, or moved in any other way. | Art | Alluring Trance | You begin to dance with seemingly otherworldly movements that grab the attention of others, drawing their gaze and focus with each step you take. Twice per topic, you can jingle your bells to attract those around you, causing them to focus on you instead of others. Enemies who hear the bells will turn their focus to you and away from your allies. Spells, attacks, and abilities used by the affected must target the Bard instead of anyone else. This will also end any active effects on your allies that were cast by the enemies.
| Dance | Rejuvenating Speech | Your voice comes across as very relaxing and calming, filling the air with positive and enthralling vibes that are very sweet to your allies. However, your enemies hear a very different speech, and they begin to feel a sense of foreboding dread that removes their willpower to keep going. An ally who hears you will be healed of all surface-level wounds and will feel inspired, pushing forward and continuing to fight. Enemies who hear you will be unable to cast healing spells or abilities, and can not be healed for the duration of your speech. This effect will last for two posts and can be used two times per topic.
| Expression |
Level Three
100 Solars and level two to purchase level three EncoreTwice per topic, you can summon the power of your muse to speed up your reaction time. If you cast a spell or use a martial skill, you can use this ability to gain a free use of the same spell or ability used. This lets you cast the same ability back to back without taking up a new action or consuming one of its activations. This allows you to perform two actions in the time of one and get an extra use out of limited spells or martial abilities. Step Three
Your journey as a Bardic Virtuoso has neared its end, the strength earned through your muse has reached new heights and has given you a new ability. Name | Description | Muse | Dancing Instrument
| Your bonded instrument has taken on a life of its own, now able to float next to you and play music without you needing to touch or interact with it. You can manipulate your instrument and play notes while it hovers next to you, letting you use your free hands to do other things, like attack or defend yourself.
| Song | Art for a life time | You have molded and shaped your sculptures so much that you can now make them hard and more durable. Any Living art you have created with this class now gains two physical hit preventions, and can not be affected by mental effects of any kind, including fear or charms. | Art | Enlightening Steps | Something about the way you move quite literally enhances or debuffs those who look upon you as you give a sense of strength and courage to those you deem allies and a sense of dread to those you deem foes. Anyone who is an ally that sees your dance will have their speed doubled for two posts and ignore movement-restricting abilities, whilst anyone who is an enemy will instead have their movement halved and cannot use any movement-based abilities or spells for the next two posts. This song lasts for three posts and can only be used once per topic. | Dance | Staunch Perseverance | You very voice or gaze fills your allies with the strength to keep fighting no matter how dire the situation is. This affects your allies for two posts and for as long as your allies can hear or see you, they will be immune to spell effects. This will not ignore the damage dealt to them by that spell but will prevent them from any other effects, like being stunned, frozen, shocked, burned, paralyzed, or other status effects.
| Expression |
Level Four
Jack of all MusesYour Muse's love for you has drawn the attraction of the other muses as they have begun to tempt you with small deals of power. Twice per thread, you can summon forth another muse you have not chosen, earning a tiny bit of their magic. You can use two abilities from any level that belongs to a different muse, able to use that ability once this topic. As you summon the muse you gain a spectral version of that muses Tool of the Trade, able to use another Muses feature. Magnum Opus
You have reached the peak of performance, having become a true master of the Muse. You have earned one final ability from the table below that belongs to your muse. Name | Description | Muse | Crescendo
| The bard has become so skilled at playing their instruments in battle that they are now able to play two at one time, using their dancing instrument feature to play one while playing the other in their hands. This allows you to use two different Spells at the same time. Upon earning this feature you may choose a second instrument to add to your collection, and your Perfect Pitch ability increases from three to six uses.
| Song | Art is a Bang | Now a master at both sculpting and commanding, you have learned the perfect art form. You can now cause any of your active living sculptures to explode, bursting outward in a rain of hardened clay and force. Anyone and everything in a medium area will be pelted with tiny pieces of clay and hit with a massive force, dealing high blunt damage. | Art | Finale | The ultimate form of expression of the Muse of Dance. The bard who performs this movement will seemingly fade in and out of existence from the material plane. Once per topic, you can cause your body to remove itself from reality, while still being able to move, be seen, and perform. For three posts you can become ghost-like, ignoring damage and physical interaction from reality. For the next post after this abilities duration ends, your limbs remain halfway in between reality, allowing your physical melee attacks to go through armor, ignoring hit preventions of any kind.
| Dance | Perfect Charm | Your smile and demeanor are so enthralling that those around you now view you as their best friend, wanting nothing more than to protect you. Anyone who can hear your voice will ignore all fear or charm effects and will do everything in their power to protect and defend you. Once per topic, you can force anyone who hears you, regardless of friend or foe, to commit their life to protect you for three posts, preventing them from being charmed by other effects as well. | Expressions |
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Post by The Beanies (and Demony) on Oct 9, 2024 5:01:34 GMT -5
Werebeanies
*insert spoilers here* Primal Form
| You have been cursed by an ancient Fae curse which has taken ahold of you, allowing you to change your form into that of the animal spirit which now lives inside of you. Upon earning this Curse, you choose one animal type from one of the three domains listed below, gaining a special ability based on the domain the animal is chosen from.
Earth Domain
| Earth Domain animals include any non magical animal that live exclusively on land, such as cats, dogs, or insects. Most mammals fall under this category as well. More exotic animals such as elephants, rhinos and other less common creatures can also be chosen.
If an animal from this Domain is chosen your hide becomes incredibly tough, almost acting like a natural armor. While transformed You have two hit preventions against non mental attacks while in this form, which cover your entire body. |
| Bestial Transformation
| Once per topic you can summon forth the ancient beast within you and allow it to consume your physical form, taking on the physical appearance of the chosen animal. If the activation happens during the day, this form will last for 3 post, however if it was activated during the night the duration is increased to 5 post. While transformed you are unable to cast spells but can still use martial or stealth abilities, can activate prestige or sub class abilities and still have access to your gear and weapons, which can still be used.
While transformed you gain minor physical features related to your animal which can be used in combat, such as claws, fangs, talons or razor sharp teeth. Additonally, your senses become heightened, incresing your ability to see, smell and hear twice as well. You can now see in non magical darkness and are able to track scents that normally go undetected. Your physical strength is also increased, making attacks with your natural features, such as claws and fangs, twice as powerful. | Feral Presence
| While transformed you can not be feared or affected by fear inducing affects. If any of your attacks made with natural features, such as claws or fangs, draw blood or inflict damage, the affected target will become feared for their next post, unable to take offensive actions or attacks against you. | Predation | While transformed if you have drawn blood from a creature, you are able to hunt them with an unnatural predation. You can track them through structures, foliage, and even illusions, able to determine the real target from any decoys or distractions. You can accurately track your target for two posts and must draw blood again to activate your predation sense again on the same target. | Savage Impulses
| If you make your target bleed you can once per thread unleash a devastating blow upon them that removes two additional hit preventions if it should land, regardless this blow causes a gushing wound on your target unless fully blocked that makes them bleed for the next four posts. |
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