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Quests Of Change
Quests Of Change

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Cursed Class: Cheerleader (Alpha 0.2)

Found primarily within colosseums and within the employ of the notably wealthy, cheerleaders are upbeat performers known for their acrobatics and ability to lift the spirits of others. However, they have somewhat of a reputation when it comes to their association with bimbos. 

If a character's class levels are replaced with Cheerleader, their stats receive the following augmentations:

HP: +0

Will:  +0

MP: +0

Strength: +0

Mind: -1

Defense: -2

Resolve: +0

Finesse: +1

Evasion: +2

Speed: +2

Awareness: +0

Diplomacy: +2

Knowledge: +0

Physicality: +2

Subtlety: +0

When a character's class levels are replaced with Cheerleader class levels, they automatically gain the following abilities.

Acrobatic Maneuver: Once during each of your turns, as part of your movement, you may jump an additional two-spaces, not requiring the use of an action and not counting as your used movement that turn.

Uplifting Cheers: As a one-handed action, you can can motivate your allies through your signature cheers. Choose one target creature within three spaces of you that can hear you, providing that creature with one of the following effects:

-The target regains 3d8 MP.

-The target gains +1 Strength, +1 Mind, and +1 Finesse for as long as you maintain this cheer routine.

-The target gains +1 Defense,+1 Resolve, and +1 Speed for as long as you maintain this cheer routine.

-The target gains +1 Movement and +1 Evasion for as long as you maintain this cheer routine.

Whenever you choose to use this ability again, you can choose to either end your current cheer routine, ending its current effects, or further develop your routine. If you further develop your routine, choose an additional effect from above, applying it simultaneously to all other cheering effects you're maintaining. Then, roll 1d8. If the result is less than or equal to the number of effects part of your cheer, replace one of your non-Cheerleader levels with a level of cheerleader. If each of your class levels are levels of Cheerleader, gain one stage of bimbofication. 

Mandatory Uniform: If you are not wearing each part of a Cheerleader Uniform, each of your combat stats are reduced by -3.

For each additional class level after one that is replaced with Cheerleader class levels, gain one of the following abilities. Based on the circumstance, a GM may have the source of the Cheerleader class levels dictate which abilities are taken rather than the player.

Reactive Acrobatics: If a creature moves within one space of you, if you didn't use the benefits of Acrobatic Maneuver during your turn, you may use it immediately.

Inherent Charm: (You may choose this option up to Five times): Your Strength, Defense, and Resolve are reduced by -1. Your Diplomacy is increased by +2.

Gym Bunny: (You may choose this option up to three times): Your physicality is increased by +2.

Regenerative Cheers: At the beginning of each of your turns, you may have each creature currently effected by your active Cheer Routine regain an amount of HP equal to twice the number of levels you have in Cheer Leader. If you do, treat this as an additional effect of your cheer, causing you to roll 1d8, as specified in the Uplifting Cheers ability.

Long-Distance Cheers: (You may take this ability any number of times) Increase the distance of your Uplifting Cheers ability by +2.

Enhanced Cheers: Whenever you add a second effect to a cheer you maintain, that effect is doubled. However, roll 1d6 rather than 1d8 when resolving the additional cheer effect clause.

Charming Cheers: If you target a hostile creature with Uplifting Cheers, it immediately becomes charmed by you until the beginning of your next turn. While charmed this way, it cannot attack you or target you with harmful spells or effects. At the beginning of your turn, you may maintain this effect. If you do, roll 1d8. If the result is less than or equal to the number of turns the creature has been charmed, replace one of your non-Cheerleader levels with a level of cheerleader. If each of your class levels are levels of Cheerleader, gain one stage of bimbofication.

Group-Inspiring: (You may take this ability any number of times) When you use Uplifting Cheers, you may target any number of additional creature with that cheer as long as they each fit within a 2x2 space. If this ability is taken additional times, increase the size of the affected area by 1x1 for each additional time taken.

Pom-Pom Powered Pep: As long as each of your hands are holding Pom-Poms, whenever you target a creature with Uplifting Cheers, you may cure one mental stats effect afflicting that creature. However, whenever you hold a weapon, it's form magically forms to that of a harmless Pom-Pom for as long as you hold it. If you drop an item transformed this way, it is returned to its original form.

Infectious Cheers: (You may only gain this ability if you have 10 or more levels in the Cheerleader class) Whenever you target a creature with Uplifting Cheers, you may cause that creature to roll 1d8, adding their resolve. If the total is less than your Diplomacy, one of that creature's non-Cheerleader class levels is replaced with Cheerleader.


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