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Christine Delacroix ([personal profile] aceso) wrote2019-07-28 08:18 pm
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DANCER
There's more to meet the eye when it comes to dancers.
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Typically situated in taverns and seedier establishments across the realm, they look to perform for an audience, to enthrall the hearts of man and woman alike into doing their bidding. There's power in their dancing, an ancient and mystic art form that calls on granting a pathway into power drawn from the psychic plane. It's a mistake to underestimate a dancer, as the power in their moves can inspire allies or completely decimate their enemies.

Dancing requires practice, and many dancers spend their entire life devoted to the craft. Although there are some basic moves that have been passed down from troupe to troupe, most of the time they learn the powers they control from experimentation, discovering the innate inclination they have to the art and weaving their own performance style. No two dancers are ever exactly alike in their style and movement.

Never staying in one place for very long, they yearn to discover what the world has to show them. Like bards, they're true wanderers, and their arts are somewhat similar in nature. However, unlike the performers who prefer to pick up the lyre to charm and confuse, these rhythmic troubadours are far more well known for their particular inclination towards assassination.

A dancer sambas their way onto the battlefield without armor, carrying cloth and daggers as a weapon. Their alluring dance is a special form of magic that no other class can call upon.
You are a dextrous person.
SUNLIGHT
Christine can produce a burst of pure sunlight, complete with all the attributes the sun's rays possess. It's an intense, blinding light and also heat can emit from Christine's body. She can focus these to just release from the palms of her hands, and can turn down the intensity of the light and/or heat. The light is blinding to the eyes of everyone — human and supernatural — and it destroys vampires. There is a range of 30 feet for the heat and 60 feet for the light.
ALLURE
By performing a simple flirtatious action (a wink, a blown kiss, a dance, etc.), you can entice someone to follow your commands. Only one person may be under the effects of allure at a time. The charmed state lasts for ten minutes before it has to be reapplied. The larger the request, the more likely it is the target will refuse.
MASTER OF FACES
You are especially good at deceiving people through appearances. You have gained the ability to use makeup to create disguises and can quickly improvise clothing alterations that allow you or someone in your party to take on the guise of someone else. There is no limit to how long you can wear these disguises, and they are not detectable by magic--though they do rely more on your acting and voice acting skills!
ACROBATICS
You are especially adept at parkour-style jumps and maneuvers. Your finesse and speed when performing these actions are far greater than a normal person’s would be, particularly on sick flips. When jumping or falling from a high place, you have a 50/50 chance of landing on your feet unharmed.
TELEKINESIS (M)
You have the ability to move an object weighing no more than 50 pounds with only your mind.
HIDDEN KNIFE
Your ability to covertly stab others is unparalleled. You know the best way to conceal a secret knife, and you automatically adopt a stealthy presence when your intent is to stab someone with it. You go unnoticed by anyone else who isn’t actively paying attention to you.
QUICK EMPLOYMENT
When entering a town for the first time, you can quickly spot a place to blend in and find work as an entertainer. This will pay your room and board for you. Team up with a Bard and maybe you can get an even swankier place!
BREAK DANCE (P)
You have the ability to force someone into momentary paralysis with a dance. The longer you dance, the longer the effect lasts. The moment you stop, the target is free to move again.
SHOCKING GRASP (M)
With magic, you can cause a light electric shock in something you touch. It can be as harmless as a simple burst of static electricity, or as unpleasant as a weak electrical jolt.
HEX (M)(P)
You can bestow a curse on someone with your magic. Until you remove it, your target will suffer a case of bad luck.
CALM EMOTIONS (M)(P)
You can use magic to suppress strong emotions in a single person. For ten minutes, they are serene and able to think through their actions. The target is aware of the spell, and when the duration is over, they may become hostile towards you. This works best with negative emotions.
CHEMIST
Masters of the tincture, chemists are the suppliers of the world's greatest apothecary shops.
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They learn from the natural world around them, studying plant and enemy alike in order to concoct and create various alchemical substances that will perform small miracles. The practice takes years to master, but a chemist wandering into town is a hotly sought-after commodity for their known medical expertise. Some perform their role in acts of true altruism, scholars in nature who only look to provide succor to the suffering and advance their understanding of the natural world around them. Others sell their wares to those in need and pocket the difference in order to adventure onward and discover new reagants.

Chemists view adventures as learning experiences. They come to battle prepared with the ability to remove toxins and restore health to comrades who are on the brink of death. Don't ever take one for granted, however, as any chemist worth their wit must understand the properties of poisons and how to make them in order to remove them. Armed with that knowledge, they're likely to look at a nightshade and realize its potential quite quickly.

Armed with axes and daggers, they come to the table ready to throw down and throw potions.
You are a smart person.
CONCOCT (M)
You have the ability to combine reagents together to make a range of basic potions. With this, you are able to make minor healing potions and potions that provide a +1 to any ability check related to an archetype (STR, DEX, etc) when consumed. This can also be used to explore new recipes for more specific or advanced potions, as requested by the player; if you roll a success while attempting to make a potion of fire resistance, for example, this recipe can be added to your permanent repertoire and does not need to be rolled for in the future. Failure while attempting a new recipe may produce an unexpected result!
HERBALISM
When studying a plant, you can usually figure out its properties and potential uses as an ingredient in potion-making. This includes medicinal usages.
INQUIRE (P)
You are naturally adept at talking to people and getting them to open up to you. Townfolk are more likely to trust you and give you the answers you seek. You gain a +2 for investigation rolls while talking to locals.
POISON TIP (P)
You are capable of concocting a poison which, upon absorption into the bloodstream, causes total body paralysis for 1 minute and intermittent tingling or numbness for 5 minutes after the paralysis wears off. This poison is most effective when applied to a weapon, though ingestion will cause the same effects.
CAREFUL HANDS
Your experience with the volatile process of potion-making has drastically improved your fine motor skills, even under pressure. You get a +1 to DEX rolls related to fiddly detail work; tasks like threading needles and evenly applying winged eyeliner, for example, are very easy for you.
ASTROLOGIAN
Ever has man coveted knowledge, and none more so than that of his fate.
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Thus did he labor to master the skill of foresight — but initial efforts bore little fruit. That is, until he looked to the stars above, which foretell the coming seasons, and learned to read the heavens.

Wielders of fate and diviners of the star positionings, Astrologians call upon the bonds of the stars themselves to manipulate the flow of battle. Their primary weapon is a deck of tarot cards that serve as a psychic connection between the Astrologian and the stars themselves. With these tools, Astrologians provide unmatched support to any party.

Studying the stars takes years of practice, and the typical Astrologian will be a combination of both wise, intuiting from the position the meaning behind structure of the world and how it fits into perfect harmony, and intelligent, needing to study the position of star charts to memorize the wax and wane of the constellation's positionings.
You are a smart person.
DRAW (M)
Up to four times a day, you may draw one of the following cards, with an outcome represented by the following:
  • The Balance: the damage of one creature's attacks and magic are greatly increased in potency for 1 minute.
  • The Bole: the damage received by one creature is greatly reduced for 1 minute.
  • The Spear: a spiritual weapon appears beside you and fights alongside you, independent but commandable for 1 minute.
  • The Spire: provides a minor regenerative effect on health for up to 1 minute.
    NOTE: All Astrologians must take this as their first path action.
  • THREE OF A KIND (M)
    Up to twice a day, you can use your cards to create 2 copies of you for up to 2 minutes. While active, they mimic your mannerisms, but not your exact motions, and serve to confuse the enemy as to which is the real you. They can’t inflict damage, but if the enemy fails to identify the real you and instead attacks your card clones, they will be stunned for up to 30 seconds.
    FORTUNA FATALIS
    Three times per mission or interlude, you may invoke the whims of fate to roll with Advantage. This can only affect rolls that are specifically related to you.
    GLOBE OF INVULNERABILITY (M)(P)
    You use magic to create an immobile, faintly shimmering dome with a radius of 10ft for up to 1 minute. The dome absorbs magic and prevents harm to all creatures inside it. However, if it absorbs too much magic (which can happen as a result of taking a barrage of spells or if it is struck by a very powerful spell), the barrier will break. This barrier does not coat the ground you are standing on. You cannot cast another spell while focusing on maintaining this one, and a strong blow or other distraction may break your focus and end the spell.
    CONSULT THE SPIRITS (M)
    Once per mission or interlude, you may ask the mods a question affecting the outcome of a choice you make or an event that is fated to come. The mods will roll a 1d20. On a 1-10, the mods may provide information that is partially true or cryptic. On a roll of 11-20, they will answer truthfully, to the best of their current knowledge.

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