Performer Profession in Novence Eternal | World Anvil

Performer

Hit Dice: 1d8
HP Bonus: Ld4+L*CON
TP: 100
Feat Slots: 5

Proficiencies

Same as Bard + Skill: Performance

Requirements

  • (Class Bond) Bard: You must have fully unlocked every ability of the Bard class.

Abilities

Ultimate Ability: From the Top

REQ: Stage Presence | Rarity: Rare | UP: 50 | ZP: 3 | ZL: 0 | Cost: 3 TP
Set your Song Gauge to 100.

Stage Presence

Level 1 | CC: Performer | Rarity: Mythic | Cost: 15 TP
Gain proficiency in singing, dancing, and a musical instrument of your choice. Gain the ability to use Battle Songs-- powerful team-wide buff combinations that must be maintained through strategic dice rolls.

Gain a resource known as Song Gauge, with a maximum value of 100, resetting to 0 after each encounter. Song Gauge is used when singing Battle Songs; each round that you sing the song, the Song Gauge is depleted by an amount determined by the song, known as the Drain Value. So long as there is enough Song Gauge to feed the Battle Song, its effects will activate.
In order to fill the Song Gauge, the song’s Vocalists must be determined. This can either be only one player, a number of players of your choice, a number of random players, or every player in the party– the manner in which Vocalists are determined depends on the individual Battle Song.
Each Battle Song also has a number of Song Dice, which are rolled and summed together at the start of each round to determine the Harmony Value for that round. Whenever a vocalist makes a combined dice roll as part of an action, the Song Gauge is filled by a value equivalent to 10 - D, where D = the absolute value of the difference between the roll result and the Harmony Value. If D is greater than or equal to 10, the Song Gauge does not increase.

You may safely end a Battle Song at the start of your turn, immediately after the Drain Value is subtracted from your Song Gauge. If at the start of your turn you do not have enough Song Gauge to meet the Drain Value requirements, gain Stage Fright. Stage Fright prevents you from singing any Battle Songs or gaining Song Gauge for a number of rounds depending on how much Song Gauge you still needed to meet the Drain Value (+1 additional round for every 20 Song Gauge).

Lip Syncing

Level 2 | REQ: Stage Presence | Rarity: Rare | Cost: 3 TP
Gain a number of charges of Lip Syncing equivalent to your Performer level / 2, replenishing to full every short rest. You may use a charge of Lip Syncing to reroll the Song Dice of a song.

Freestyle

Level 2 | REQ: Stage Presence | Rarity: Rare | Cost: 3 TP
Spend your entire turn freely singing and dancing improvisationally, gaining 20 Song Gauge. You can only use this ability while there is no active Battle Song.

In the Zone

Level 3 | REQ: Stage Presence | Rarity: Exotic | Cost: 5 TP
Whenever a vocalist’s roll lands exactly on the Harmony Value, gain 1 Flow Point (FP). Your Flow Point maximum is equal to your Performer level. You may spend Flow Points on Dances, which add bonus effects if you successfully meet the Drain Value at the start of your next round. Only one Dance may be active per round. Dances can sometimes cost Song Gauge as well to execute, so be wary of your Song Gauge economy– lest you end up getting Stage Fright.

Capitvating Dance

Level 3 | REQ: In the Zone | Rarity: Rare | Cost: 2 TP
[1 FP]: If you successfully meet the Drain Value at the start of your next turn, all enemies must make a CHA save against a DC equivalent to 14 + your CHA + Prof, or be inflicted with Charmed (III) (1).

Class Feat Slot VI

Level 4 | CC: Performer

Autotune

Level 5 | REQ: Stage Presence | Rarity: Legendary | Cost: 4 TP
Gain a number of charges of Autotune equivalent to your Performer level / 5, replenishing to full every short rest. You may expend a charge of Autotune to make a second roll of the Song Dice, allowing for two simultaneous Harmony Values this round. For calculating how much to fill the Song Gauge, use the Harmony Value that is closest to the roll result.

Hyped Up Dance

Level 5 | REQ: In the Zone | Rarity: Rare | Cost: 3 TP
[3 FP]: If you successfully meet the Drain Value at the start of your next turn, all allies gain Morale (I) (1) and Brave (I) (1).

Rejuvenating Dance

Level 6 | REQ: In the Zone | Rarity: Rare | Cost: 3 TP
[4 FP]: If you successfully meet the Drain Value at the start of your next turn, all allies gain Regen (V) 9d10 (2).

Super Hot Dance

Level 7 | REQ: In the Zone | Rarity: Rare | Cost: 2 TP
If you successfully meet the Drain Value at the start of your next turn, all enemies gain Burning (III) 10d10 (2).

Class Feat Slot VII

Level 8 | CC: Performer

Perfect Pitch

Level 9 | REQ: In the Zone | Rarity: Legendary | Cost: 2 TP
You now gain 1 Flow Point if a vocalist’s roll lands at a difference of 1 to the Harmony Value.

Take the Stage

Level 10 | REQ: Stage Presence | Rarity: Exotic | Cost: 8 TP
Can only be used while at 100 Song Gauge. Begin a full performance routine. Choose four songs to play one at a time across four turns, automatically regaining 25 Song Gauge between songs. Failing any song will end the performance and give you Stage Fright (IV).

Diva's Ego

Level 11 | REQ: In the Zone | Rarity: Legendary | Cost: 5 TP
Make a boastful bet that your vocalists will sing on key. This round, if the difference between a vocalist’s roll and the Harmony Value exceeds 10, lose Song Gauge equivalent to the absolute value of the difference - 10. You cannot lose more than 10 Song Gauge per roll in this manner; however, if your Song Gauge reduces to 0 or below, immediately fail the song. If you succeed in meeting the Drain Value, immediately gain 1d6+4 FP.

Class Feat Slot VIII

Level 12 | CC: Performer

Backup Dancers

Level 13 | REQ: In the Zone | Rarity: Legendary | Cost: 4 TP
You may apply more than 1 dance effect to the same song. For each dance applied above 1, reduce the Song Gauge by 5x the FP cost.

Electrifying Dance

Level 14 | REQ: In the Zone | Rarity: Legendary | Cost: 3 TP
[5 FP]: If you successfully meet the Drain Value at the start of your next turn, all enemies gain Shocked (V) 10d10 (2).

Lewd Dance

Level 14 | REQ: In the Zone | Rarity: Legendary | Cost: 3 TP
[5 FP]: If you successfully meet the Drain Value at the start of your next turn, all enemies gain Overwhelmed (V) 10d10 (2).

Sponsored Dance

Level 15 | REQ: In the Zone | Rarity: Legendary | Cost: 4 TP
[5 FP]: If you successfully meet the Drain Value at the start of your next turn, all vocalists gain 1000 gp.

Class Feat Slot IX

Level 16 | CC: Performer

Encore

Level 17 | REQ: Stage Presence | Rarity: Rare | Cost: 2 TP
After safely ending a song, you regain 10 Song Gauge each round, until you start a new song or until you’ve regained Song Gauge equivalent to the Drain Value of the last song you played.

Crazy Fast Dance

Level 18 | REQ: In the Zone | Rarity: Legendary | Cost: 4 TP
[10 FP]: If you successfully meet the Drain Value at the start of your next turn, all allies gain an additional ability action this round.

Class Feat Slot X

Level 19 | CC: Performer

Full Combo

Level 20 | REQ: Stage Presence | Rarity: Exotic | Cost: 7 TP
For each consecutive round where you successfully meet the Drain Value of a song, gain a 5% boost to your ATK and DEF (max +25%), resetting when you end the song or when you fail to meet the Drain Value.

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