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Chapter 111 by 4og8zzjkc 4og8zzjkc

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Skye, As of Day 15's Date Night

Skye Kimura

Class: Rogue / Ranger

Subclass: Duelist (4) / Gloomstalker (3)

Level: 7

Str +1 (farm work is hard)

Dex +1 (magically enhanced from Pilates)

End +2 (farm work is hard)

Int +0

Cha -1 (shy)

Lib +0 (magically enhanced libido, counteracted by strong self control)

HP 15 (6 base HP + 1 for each level + 2 for endurance modifier)

Armor 1

SP 5

Sneak Attack +2 (once per turn, when meeting stipulations)

Duelist +2

Ambusher +2 (only for 1st round Dread Ambusher additional attack)

Transformation Features:

Skill Proficiencies: Athletics (Expertise), Nature (Expertise), Survival, Stealth (Expertise)

Weapon/Tool Proficiencies: Cooking Tools, Drow Spells (Dancing Lights, Faerie Fire at Level 3, Darkness at Level 5), Drow Weapons (Rapiers, Short Swords, Hand Crossbows), Smithing Tools, Thieves’ Tools

Languages: Elvish, English, Celestial, Sylvan, Thieves’ Cant

Agent of Eilistraee: Skye is transformed into a Drow elf. She gains the light-sensitive darkvision, knowledge, and skills of a Drow. Her devotion to Eilistraee changes to include a component of sexual adoration. She will regularly receive missions from Eilistraee, which she must complete to maintain her favor.

Rogue Features:

Sneak Attack: Once per turn, Skye can deal additional damage with an attack using a finesse or dexterity-based ranged weapon if one of the following conditions are met: Skye has advantage on the attack; an ally is engaged in attacking the target in melee range; or the target is charmed or otherwise visibly aroused by Skye. The amount of damage increases as Skye levels.

Cunning Action: As a bonus action, Skye can take either the Dash, Disengage, or Hide actions.

Strike Fast, Strike Hard: Skye has advantage on attack actions against creatures that have not taken a turn in combat yet. In addition, any full success roll against such a target is an automatic critical hit (instead of only on critical successes)

Dueler’s Audacity: Skye does not require advantage to use a Sneak Attack on a creature in melee-range with her, provided there is no other creature within 5 feet of either of them and she does not have disadvantage.

Ranger Features:

Deft Explorer: Skye gains a number of benefits for navigating the wilderness. Current benefits is 1 expertise and 2 languages (added above)

Favored Foe: Skye learns the spell Hunter’s Mark. She can cast it at base level for free a number of times equal to her Intelligence modifier per long rest (currently: 0 times)

Fighting Style – Dueling: When wielding a melee weapon in one hand and nothing in the other, gain 2 damage of the weapon’s physical damage type to all successful hits.

Spellcasting: This transformation allows Skye to cast magic, with certain stipulations. Magic will only flow through Skye as long as the entirety of her torso, from the bottom of her collarbones to 2 inches below the curvature of her ass, is completely nude and uncovered; exceptions are made for jewelry designed to titillate and accentuate her body instead of obfuscate it. She cannot attempt to cover or hide any part of her torso, or any magical effects she has active will fizzle. Intelligence is the skill Skye uses for casting for purposes of skill checks.

Skye learns spells as part of other transformations and as she levels up, gaining an additional spells when first granted the ability to cast spells of a higher level; said additional spells are identified in other features. Skye cannot learn cantrips innately; she must learn them through transformations. To cast a spell, she must expend a number of spell points (SP) equal to the level of spell. It cost 1 spell point to cast a cantrip, but Skye will have unlimited uses of any and all cantrips known for an hour after expending the spell point. As she spends spell points, her primal desire to mate will increase. If all of her spell points are spent, she will immediately fall into a state of animal heat upon the resolution of the spell. Skye will be unable to regain spell points until she is bred by her mate. Spell points are restored at the completion of a long rest (a full night’s sleep or equivalent).

Primal Awareness: Skye gains additional spells when she first is granted the ability to cast Ranger spells of that level. These spells will be denoted in her Spells Known list with a (PA). She may cast each of those spells once a day for free, provided she is not in a state of animal heat.

Gloom Stalker Magic: Skye gains additional spells when she first is granted the ability to cast Ranger spells of that level. These spells will be denoted in her Spells Known list with a (GS). She may cast each of those spells once a day for free, provided she is not in a state of animal heat.

Dread Ambusher: During Skye’s first round of combat, she gains 10 ft of movement speed. If she takes the Attack action on that turn, she may make an additional attack as part of that action. If that attack hit, she deals an additional 2 damage.

Umbral Sight: Skye’s darkvision vision range increases by 30 ft. While in darkness, Skye is invisible to creatures that rely on darkvision to see Skye in that darkness.

Spells Known:

Cantrips – Create Bonfire, Dancing Lights, Mending

1st Level – Ceremony, Cure Wounds, Disguise Self (GS), Faerie Fire, Healing Word, Hunter’s Mark, Magic Missile, Searing Smite, Speak with Animals (PA), Zephyr Strike

Feats:

Magic Initiate: Skye gains access to a tiny amount of magic. She learns 2 cantrips and 1 1st Level spell of her choice from the druid’s spell list (recorded above). These spells will count as Ranger spells. She also gains 2 SP.

Equipment:

Agent of Eilistraee Shortsword: magical short-sword, finesse, light, thrown (range 20/60), 2 damage on hit. The sword has 3 charges. A charge can be spent while throwing the blade to guarantee a critical hit on a target or a charge can be spent while not in Skye’s hand to have it return. Charges can only be regained when Skye uses the sword hilt to masturbate to orgasm.

Invisi-Shades: Ever want to wear sunglasses at night without being made fun of ‘em? Well, Invisi-Shades got you handled. These progressive shades adjust to light conditions to keep your eyes pleasantly protected, without ruining your looks by being visible when worn. Side effects include making it hard to find them if you leave them in your hair and the inability to see clothing worn by others.

Estoc of the Sword Dancer (Level 2): Finesse. 2 piercing damage, [2] radiant damage. May be used as a spellcasting focus for followers of Eilistraee. When wielded by a follower of Eilistraee, the blade will shed moonfire and sing hymns to Eilistraee in the presence of an evil creature. Evil creatures will suffer the same effect to moonfire exposure as they would to bright sunlight and experience the effects of a Fear spell cast at base level. Leveled items can be increased by meeting set conditions. To Level: An irredeemably evil aberration, fiend, or undead creature must be slain using this blade in service to Eilistraee.

Additional Boons:

Chosen by Eilistraee: Skye has been blessed by Eilistraee as her champion on this season. She gains the following benefits, so long as she is in The Lady’s good graces:

  • Her hair turns a lustrous shade of silver. She may, as a bonus action, manifest moonfire in her hair. Her hair will float and silvery fire will engulf her hair, but not damage it. Evil creatures suffer the same effects to moonfire exposure as they would to bright sunlight. She may spend her bonus action to end this effect.
  • While wearing no armor and wielding a sword she is proficient with one-handed, she gains +1 Armor.
  • She may use a magic sword that she is proficient with as a spellcasting focus appropriate for whatever spellcasting class she ends up taking.
  • She gains the following spells when she first gains the ability to cast a spell of that level. Once she gains these spells, they do not count against the number of spells she know. These spells nonetheless count as Ranger spells for her:
  • Level 1 spells: Ceremony, Magic Missile
  • Level 2 spells: Misty Step, Moonbeam
  • Level 3 spells: Blinding Smite, Lesser Spellsong (see below)
  • Level 4 spells: **** Ward, Freedom of Movement
  • Level 5 spells: Holy Weapon, Steel Wind Strike

Lesser Spellsong

3rd level Conjuration spell

Casting Time: 1 action (ritual)

Range/Area of Effect: As spell created

Components: V, S, sometimes M

Duration: As spell created

Attack/Save: As spell created

Damage/Effect: As spell created

This spell enables the caster to cause an effect equivalent to any cleric spell of 3rd level or less, in effect casting the spell with normal effects, range, duration, saving throws, and so on, but replacing the usual gestures with dance. Material components that have a gold costs must still be provided.

If this spell is cast as a ritual, you may substitute material components that have a gold cost by increasing the casting time by 10 minutes per 100 gold of value of the material component.

The caster must be able to dance and sing free of magical restraint or silencing for the entirety of the casting. If concentration while casting this spell as a ritual is broken, you fail to cast the spell and must expend 3 Spell Points.

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