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Endune
Nightingale
Nightingale
ADVENTURES: Nightingales normally keep to fellow nightingales, and in numbers, are a force to be reckoned with. They would go in adventures of any reason that they wish, as long as they felt their magic instrument was not to be harmed. Nightingales feel close and apart of the world around them. So Adventures to new lands are pleasant things.
CHARACTERISTICS: Nightingales have various strange and yet beautiful song they play that bend the world around them. Nightingales are full of surprises, and unless you’re a nightingale, you don’t know what they really are capable of.
ALIGNMENT: Any.
BACKGROUND: A race of people were blessed by gods to make items that would better connect them to the world around them. Those items where beautiful instruments that spoke for the world around them.
RACES: Muse
OTHER CLASSES
GAME RULE INFO
Abilities: Intelligence mod.
Alignment: any
Hit Die: 1D6
Class Skills:
Class: Alchemy, concentration, craft, listen, perform, profession, spot, move silently, wilderness lore.
Cross-class: animal Empathy, appraise, balance, bluff, climb, decipher script, diplomacy, disable device, disguise, escape artist, forgery, gather info, handle animal, heal, hide, innuendo, intimidate, intuit direction, jump, Knowleadge, open lock, pick pocket, read lips, ride, scry, search, sense motive, speak language, spellcraft, swim, tumble, rope.
Skill points at 1st level: (2+int mod) x2.
Skill points at each additional level: 2+ int mod.



Class Features:
Weapon and Armor Proficiency: uses light armor and unique instruments. Also can use simple weapons.
Starting Packages: Muse
Armor: Leather +2 AC. Dex max +6,
Weapons: Instrument, Horn, lute, flute, violin, harp, drum, chimes, bells, ect.
Sickle: (1d6 x2 crit) 3lb slash.
Skill selection: +2 int
Feat: quicken spell (pause to play penalty)
Gear: backpack, Tent, soap, Blanket, candle, flint steel, jug, lantern, 3oil, manacles, mirror, sack, waterskin, artisans tools, musical instrument.
Gold: 4d4
Alternate Starting Package:













Table 1.4: Nightingale
----------- Base
Level Att bonus Special
1 ---- 0 ---- Play instrument, song
2 ---- 1 ---- song
3 ---- 2 ---- song--- Forge Instrument
4 ---- 3 ---- song ---Compose
5 ---- 4 ---- song ---
6 ---- 5 ---- song --- Forge Instrument
7 ---- 6/1 ---- song ---Compose
8 ---- 7/2 ---- song ---Vigoroso +2
9 ---- 8/3 ---- song --- Forge Instrument
10 ---- 9/4 ---- song ---Compose
11 ---- 10/5 ---- song ---
12 ---- 11/6/1 ---- song `--- Forge Instrument
13 ---- 12/7/2 ---- song ---compose
14 ---- 13/8/3 ---- song --- Vigoroso +3
15 ---- 14/9/4 ---- song --- Forge Instrument
16 ---- 15/10/5 ---- ---- song ---compose
17 ---- 16/11/6/1 ---- song
18 ---- 17/12/7/2 ------ song ---- Forge Instrument
19 ---- 18/13/8/3 ----- song ----compose--- Vigoroso +4
20------19/14/9/4 ---Song ---


::Special Nightingale::
Play instrument: Allows the Nightingale to equip a magical instrument, and play a song off of it. Unlike other spell casters, the Nightingale songs can last the whole battle. The Nightingale does not have to stop playing, and each round can change the tune of the song to cause a different action. If the nightingale is attacked however, the music stops. The nightingale can only equip a total of three different instruments at a time for a battle, but can carry as many as they wish. All instruments have a 100 feet range. Each song can enchant or Charm what its instrument is designed to control. The Nightingale must learn songs from the instrument in order to use the ability, and with each level a new song is learned.
Intelligence Mod ands to your Attack roll.

Forge instrument: Allows the Nightingale to enchant a new instrument.
Vigoroso :: Allows the player to control more enemys depending on how well they play.
Compose:: The nightingale masters one song, and then can play the tune with any instrument. This allows the Nightingale to enchant whatever creature the song enchanted, with any of the other instruments.














Instruments.
1. RACES: Vicar. Descry. Lexophile. Muse. Trek. Auroc. Mire. Apoth.
2. Mythkind: Demonkind. Air. Fire. Water. Earth. Mythical, Spirits, Dragons,
3. BEAST: Cloven, Pawed, Birdkind, Fish, Sea Mammals, Reptiles, Insects



Flute: Mire, Mythical, Fish.
Bass: Muse, Earth, Pawed.
Drum: Apoth, Dragons, Reptiles.
Lute: Treks, Air, Birdkind.
Harp: Lexophile, Water, Sea Mammals.
Oboe: Auroc, Demons.
Horn: Descry, Fire, Insects.
Bells: Vicar, Spirits, Cloven.





 
 
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