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Chapter 71 by 4og8zzjkc 4og8zzjkc

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Skye Kimura - As of the End of Day 9

Skye Kimura

Class: Rogue

Subclass: Duelist

Level: 3

Str +1 (farm work is hard)

Dex +0

End +2 (farm work is hard)

Int +0

Cha -1 (shy)

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

HP 11 (6 base HP + 1 for each level + 2 for endurance modifier)

Armor 0

SP N/A

Transformation Features:

Skill Proficiencies: Athletics (Expertise), Nature, 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, 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.

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 (current bonus damage: +2)

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.

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.

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 spells for whatever spellcasting class she ends up taking:

◦ 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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