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Ruby Tart
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“Alright, good stuff all around. Now enough yapping, let’s get to the real fun part. Tanna’s leveling up baby!”
“And with that, we’ve got to make some decisions… starting off with what will likely be the most important for this chapter.”
“Features described for each one go up to Level 4, so you can get a feeling for what the class will be like. Once one is picked, I’ll develop it further in later chapters. Can’t imagine actually going through all of them up to the maximum level.”
“Yeah, I would like to get this out before the end of the year at least… anyways, let’s go over some stuff!”
“Starting from the top, we have our basic bardic features. Tanna will be obtaining a performance resource that she can use to perform magical songs (or dances if you go down that route) of various effects.”
“There’s some other basic bard stuff Tanna will get as well, including a save category improvement that we’ll go over when deciding miscellaneous stuff.”
“But there’s a way more important thing to decide. What kind of bard she’ll be!”
“We’ve got five options to pick from here, based a little bit on who Tanna is and what happened in the previous chapter.”
“They come with secret spell options too!”
“Though keep in mind these are options, you’re not obligated to pick them, nor are they given to you for free. When it comes time to pick spells, you’re allowed to add them to Tanna’s list of castable spells.”
“If you’d like to view specifics about the spells or each archetype, you can read up on them here: https://tinyurl.com/k9su24n4 ”
“Or if you’re not interested in checking that out, I’ll give each one a bit of a once over here.”
“Okay, with that… we have…”
The Shadow Minstrel
“A tricky class that excels in shadow. They embolden allies with shades, making them stronger and swifter while also creating an effect that causes foes to occasionally miss their attacks. In addition, the Shadow Minstrel themselves gains the ability to see in complete darkness!”
“That even includes magical darkness! This isn’t exclusive to their performance, they simply gain this ability at all times. Their secret spells are very versatile too, with an early short-ranged teleport and the ability to create sounds on command.”
“While they’re not as offensively oriented, the Shadow Minstrel offers a versatile blend of abilities that can aid with infiltrations, subterfuge, and leaving enemies struggling in the dark. It’s a very good control archetype.”
The Fate Melodist
“With an odd blend of abilities, the Fate Melodist can do a little bit of everything.”
“Coming in with rare Insight bonuses, they can improve their ally’s ability categories across the board with their performance, or command an entire room’s attention. They can even learn skills on command for a short while!”
“And they’re no slouch in combat either. With their secret cantrip spell, Grace, they can avoid all attacks of opportunity on their turn! And once things get going for them, they can be very difficult to stop!”
The Death Caller
“Perhaps the most selfish archetype in our selection, the Death Caller is a terrifying slayer. To match their ability, their Base Combat modifier improves to 1 instead of ¾, and they gain 4 to their maximum pain per level. These bonuses are retroactive.”
“Their song singles out a foe, essentially marking them for death. When performing, the Death Caller becomes more resistant to them personally, and every creature has an increased ability to hit and deal additional pain to said creature.”
“In addition, pain does little to stall this tyrant. In fact, whatever negatives they would receive for being in pain actually makes them more defensive and deadly!”
“And lastly, while their cantrip, Bleed may be a little underwhelming initially, it can reap big benefits later.”
The Wind Dancer
“Similar to the Death Caller, the Wind Dancer also improves their Base Combat Modifier to 1. Their dance’s effect is also similar to the Fate Melodist, though the bonus they provide is competence rather than insight. Unique to only them though, they abandon the notion that song is necessary to make performances, instead relying on dance to embolden themselves and others.”
“Any spell they cast no longer requires verbal components. So feel free to cast those spells in Silence, or rush in and cut down your foes with the multitudes of attacks you’ll be dishing out!”
“With spells such as Kamaitachi’s Wind that allow them to spread damage everywhere! Along with using your Dexterity modifier for damage, you’ll be dealing a sizable amount to your main target as well!”
The Spider Song
“Likely the strangest amongst them, the Spider Song adopts aspects of arachnid kind upon themselves while serving a valuable defensive-support role. They even receive an improvement to their maximum Pain per level to help facilitate this, increasing to 4!”
“Their song reduces pain received for all allies, including the performer, and they can pull allies out of danger with their secret spell Web Pull. And their cantrip, Silken, is very versatile! I imagine you could get some wacky ideas with that.”
“They are also the only archetype available that will grant a familiar, an extension of a creature’s Soul that is bound and in service to the master.”
“An important choice unto itself, will you opt for the combative Sword Spider, the utility focused Thinweb, or the assassin Musclereaver? Whichever one, they’ll definitely come with some narrative impact as well!”
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“And that’s all we got!”
“Hopefully you enjoy deciding! Again, here’s a reference in case you wish to read up on them: https://tinyurl.com/k9su24n4 ”
“Really recommend that. The descriptions we gave were pretty surface level and only covered up to current level. They get a bit more wild later on, and this one’s important! Feel free to discuss here or in >>/questdis/141736. I’ll be quick to answer any questions!”
“Yup! And to make things a little easier too for anyone wanting to chime in (and on me for tallying things up), make your choice below as such:”
A. Shadow Minstrel
B. Fate Melodist
C. Death Caller
D. Wind Dancer
E. Spider Song
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