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<blockquote data-quote="AncientSpirits" data-source="post: 6159123" data-attributes="member: 55778"><p>More townies...</p><p></p><p></p><p><strong>Poet (Cha)</strong></p><p>Poets use language, whether melodic or dissonant, to capture and convey major events and to inspire, revitalize, and encourage.</p><p> <strong>Craft Poem</strong>: You attempt to craft a minor or major poem. The craft time, materials cost, and chance of success equal 1d4 hours, 1 gp, and 70% + 1% per level, or 1d4 days, 5 gp, and 30% + 2% per level, respectively. Craft time must be leisurely and uninterrupted without attack rolls and skill checks, or you must start over. If successful, a minor poem grants 1 vitality to any sentient creature who recites it for 1 minute and passes a DC 12 Literacy check. Similarly, a major poem grants 1d4+1 vitality on a successful DC 17 literacy check after 10 minutes recitation. A reader must know the poem’s language. A creature may regain up to 3 vitality daily from reading such poetry and can benefit from a poem only once ever. Anyone can make copies of your poems. Such poems, often in beautifully illustrated little books, sell for 2 gp and 10 gp respectively.</p><p> <strong>Ennui</strong>: Roll 1d6 at the start of each day. 1-2) No effect, 3-4) Lose 3 vitality, 5-6) Lose 5 vitality. The lose cannot be healed by any means for 2d12 hours.</p><p> <strong>Love Poem(M)</strong>: You quickly craft and recite a romantic poem that targets 1 person within 30 who can hear you. The person falls madly in love with you or another person within 30 ft, as the poem specifies. Will resists. The love-struck target is friendly with overt gestures of passion. The effect lasts until the love is consummated or the target of desire is slain. If you have a belonging or piece of the target, apply a +2 bonus to your attack. This is a curse. Costs 2 vitality.</p><p> <strong>Poetic Language</strong>: You enjoy a +2 bonus on Literacy checks, or a +10 bonus on checks involving poetry.</p><p> <strong>Revitalizing Poem</strong>: You quickly craft and recite a poem unique to 1 sentient creature or group of up to 8 such creatures within 15 ft and hearing range. The poem typically glorifies the lister’s heroic acts. The craft time equals 1 minute per creature and recitation heals 8d6 vitality for only 1 target, 1d6 vitality for each of 8 targets, or any other combination that heals 8d6 vitality. You can let some targets heal more or less. A particular creature can benefit only once daily from this ability. You cannot target yourself. Costs 5 vitality.</p><p> <strong>Romantic</strong>: Apply a +5 bonus on Diplomacy checks, or +10 in romantic situations.</p><p></p><p></p><p><strong>Cthulhu Cultist (Int)</strong></p><p>A cthulhu cultist delves the mind-dizzying mysterious of aberrant monsters, maybe summoning them or even becoming one.</p><p> <strong>Aberrant Apotheosis</strong>: Every 1 year, you suffer a 1% chance per level to transform into an aberration of equal level.</p><p> <strong>Aberrant Lore</strong>: Apply a +5 bonus on Arcana, Bluff, History, Insight, and Perception checks when dealing with an aberration or recalling lore about aberrations. Also, you speak Aquan.</p><p> <strong>Aberrant Mutation</strong>: You show a gross physical sign typical of aberrant monsters such as fish-like eyes, animate third eye, weeping phlem pustules, villi-coated skin, or wriggling tentacles. A Disguise check may cover the sign. Otherwise, others automatically notice. </p><p> <strong>Dangerous Summons</strong>: You may improve Summon Aberrations (below). You either boost your effective summoner level by +4 after a 1-hour ritual or +8 after a 3-day ritual or you deduct 5 vitality from the summons cost after a 1-day ritual. The ritual costs 50 gp per day in rare aquatic materials. The summons always works, though the chance of controlling the aberrations equals 70%+1% per level, 30%+2% per level or 10% + 4% per level, respectively. If you fail to establish control, the aberration hunts you as its prey for the spell's duration before vanishing, or until it slays you, at which time it vanishes forever with your brain in hand.</p><p> <strong>Forbidden Lore</strong>: You enjoy a +3 bonus on Arcana, Disguise, History, Insight, Literacy, and Perception checks.</p><p> <strong>Locate Aberration(M)</strong>: Once weekly, you learn the distance and direction to the most powerful aberration within 2 miles of you.</p><p> <strong>Mental Barrier</strong>: Permanently boost your Will by +5.</p><p> <strong>Mindlink(M)</strong>: You form a telepathic bond for 5 minutes with a sentient ally within 30 ft. Communicating is as natural and quick as normal speech. Once the bond is formed, it works over any distance. You can maintain only 1 bond at a time.</p><p> <strong>Summon Aberrations(M)</strong>: You perform a 1-minute rite to summon 1 or more aberrations such as an aboleth, braineater, illithrix or mantis. Their total levels cannot exceed your level. They hear your mental instructions out to 120 ft and seek to pervert them whenever possible. They serve you for 1 hour and then vanish. Costs 10 vitality.</p><p> <strong>Wrongness</strong>: You are odd in appearance and habits. Apply a -3 penalty on all Charisma-based skill checks.</p></blockquote><p></p>
[QUOTE="AncientSpirits, post: 6159123, member: 55778"] More townies... [B]Poet (Cha)[/B] Poets use language, whether melodic or dissonant, to capture and convey major events and to inspire, revitalize, and encourage. [B]Craft Poem[/B]: You attempt to craft a minor or major poem. The craft time, materials cost, and chance of success equal 1d4 hours, 1 gp, and 70% + 1% per level, or 1d4 days, 5 gp, and 30% + 2% per level, respectively. Craft time must be leisurely and uninterrupted without attack rolls and skill checks, or you must start over. If successful, a minor poem grants 1 vitality to any sentient creature who recites it for 1 minute and passes a DC 12 Literacy check. Similarly, a major poem grants 1d4+1 vitality on a successful DC 17 literacy check after 10 minutes recitation. A reader must know the poem’s language. A creature may regain up to 3 vitality daily from reading such poetry and can benefit from a poem only once ever. Anyone can make copies of your poems. Such poems, often in beautifully illustrated little books, sell for 2 gp and 10 gp respectively. [B]Ennui[/B]: Roll 1d6 at the start of each day. 1-2) No effect, 3-4) Lose 3 vitality, 5-6) Lose 5 vitality. The lose cannot be healed by any means for 2d12 hours. [B]Love Poem(M)[/B]: You quickly craft and recite a romantic poem that targets 1 person within 30 who can hear you. The person falls madly in love with you or another person within 30 ft, as the poem specifies. Will resists. The love-struck target is friendly with overt gestures of passion. The effect lasts until the love is consummated or the target of desire is slain. If you have a belonging or piece of the target, apply a +2 bonus to your attack. This is a curse. Costs 2 vitality. [B]Poetic Language[/B]: You enjoy a +2 bonus on Literacy checks, or a +10 bonus on checks involving poetry. [B]Revitalizing Poem[/B]: You quickly craft and recite a poem unique to 1 sentient creature or group of up to 8 such creatures within 15 ft and hearing range. The poem typically glorifies the lister’s heroic acts. The craft time equals 1 minute per creature and recitation heals 8d6 vitality for only 1 target, 1d6 vitality for each of 8 targets, or any other combination that heals 8d6 vitality. You can let some targets heal more or less. A particular creature can benefit only once daily from this ability. You cannot target yourself. Costs 5 vitality. [B]Romantic[/B]: Apply a +5 bonus on Diplomacy checks, or +10 in romantic situations. [B]Cthulhu Cultist (Int)[/B] A cthulhu cultist delves the mind-dizzying mysterious of aberrant monsters, maybe summoning them or even becoming one. [B]Aberrant Apotheosis[/B]: Every 1 year, you suffer a 1% chance per level to transform into an aberration of equal level. [B]Aberrant Lore[/B]: Apply a +5 bonus on Arcana, Bluff, History, Insight, and Perception checks when dealing with an aberration or recalling lore about aberrations. Also, you speak Aquan. [B]Aberrant Mutation[/B]: You show a gross physical sign typical of aberrant monsters such as fish-like eyes, animate third eye, weeping phlem pustules, villi-coated skin, or wriggling tentacles. A Disguise check may cover the sign. Otherwise, others automatically notice. [B]Dangerous Summons[/B]: You may improve Summon Aberrations (below). You either boost your effective summoner level by +4 after a 1-hour ritual or +8 after a 3-day ritual or you deduct 5 vitality from the summons cost after a 1-day ritual. The ritual costs 50 gp per day in rare aquatic materials. The summons always works, though the chance of controlling the aberrations equals 70%+1% per level, 30%+2% per level or 10% + 4% per level, respectively. If you fail to establish control, the aberration hunts you as its prey for the spell's duration before vanishing, or until it slays you, at which time it vanishes forever with your brain in hand. [B]Forbidden Lore[/B]: You enjoy a +3 bonus on Arcana, Disguise, History, Insight, Literacy, and Perception checks. [B]Locate Aberration(M)[/B]: Once weekly, you learn the distance and direction to the most powerful aberration within 2 miles of you. [B]Mental Barrier[/B]: Permanently boost your Will by +5. [B]Mindlink(M)[/B]: You form a telepathic bond for 5 minutes with a sentient ally within 30 ft. Communicating is as natural and quick as normal speech. Once the bond is formed, it works over any distance. You can maintain only 1 bond at a time. [B]Summon Aberrations(M)[/B]: You perform a 1-minute rite to summon 1 or more aberrations such as an aboleth, braineater, illithrix or mantis. Their total levels cannot exceed your level. They hear your mental instructions out to 120 ft and seek to pervert them whenever possible. They serve you for 1 hour and then vanish. Costs 10 vitality. [B]Wrongness[/B]: You are odd in appearance and habits. Apply a -3 penalty on all Charisma-based skill checks. [/QUOTE]
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