Cursed Class: Bunny (Alpha 0.1)
Added 2022-04-18 04:52:45 +0000 UTCKnown for their iconic and revealing uniforms made up of tight bodysuits, heels, cuffs, and bunny ears and tails, Bunnies can be found in casinos and risqué establishments across the Realm of Mortals. While in some rare cases an individual will actively pursue this class, in most cases, it is forced upon an indebted individual in order to help them work off their owed funds to a given casino or club. While bunnies are far from adept in combat, they are known for their ability to charm others.
If a character's class levels are replaced with Bunny, their stats receive the following augmentations:
HP: +0
Will: +0
MP: +0
Strength: -3
Mind: +0
Defense: -3
Resolve: -2
Finesse: +2
Speed: +2
Awareness: +0
Diplomacy: +3
Knowledge: +0
Physicality: -2
Subtlety: +0
When a character's class levels are replaced with Bunny class levels, they automatically gain the following abilities.
Tip-Prone: Any creature adjacent to you may offer you a tip of any amount of gold as a one-handed action. You cannot target the creature that has given you the largest tip within the past hour with attacks, spells, or abilities other than Bunny's Seduction.
Bunny's Seduction: As a two-handed action, you may attempt to charm a sentient creature within three spaces of you. Roll 1d6, adding your Diplomacy. If the total is greater than than the target's resolve, they become charmed by you for the next minute or until you use this ability again (whichever happens first). While charmed this way, a creature can't attack you or target you with non-harmful spells. If creature charmed this way attempts to move a direction away from you, it must roll 1d6, adding their resolve. If the total is less than your Diplomacy + 3, that creature is incapable of using its movement that turn.
Mandatory Uniform: If you are not wearing each part of a Bunny Uniform, each of your combat stats are reduced by -3. While a Leporine Beastfolk with levels in the Bunny class retains this ability, they do not suffer this penalty if they are not wearing a Bunny Ears or a Bunny Tail.
For each additional class level after one that is replaced with Bunny class levels, gain one of the following abilities. Based on the circumstance, a GM may have the source of the Bunny class levels dictate which abilities are taken rather than the player.
Arm Candy: As a one-handed action, you can latch yourself to the arm of an adjacent allied creature. Until the beginning of your next turn, that creature cannot be charmed by effects produced by creatures without class levels in Bunny, and if that creature moves, you move with them.
Waitress Training: If you use a one-handed action to hand an adjacent ally a potion, if that ally drinks the potion within the next minute, it provides twice as much HP, Will, and/or MP than it would normally.
Advanced Arm Candy: (Can only be gained if you have Arm Candy) While attached to a creature using the Army Candy ability, the creature you're attached to gains +1 movement +2 Strength, Mind, and Finesse, and that creature is resistant to psychic damage.
Heel Adept: You ignore movement penalties provided by footwear and you gain +1 movement while wearing high heeled footwear. Additionally, as long as footwear you're wearing has high heels, wearing non-Basic high heels doesn't cause you to suffer the penalty of Mandatory Uniform.
Unruly Libido: When using Bunny's Seduction, roll the d6 twice, using the higher roll. However, if an effect would cause you to make a resolve roll against being charmed, you automatically fail.
Tip Driven: Whenever a creature uses an action to tip you, your Mind and Finesse gain +1 for the next minute. A single creature can only trigger this ability once per day and this ability only triggers if the inciting tip is the largest tip you've received in the past hour..
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.
Battle Bunny: You lose the Mandatory Uniform ability. However, you must obey verbal commands issued to you by the creature who has given you the largest tip in the last hour.
Perplexing Flirt: As a one-handed action you can start flirting with a creature within three spaces of you. Until your next turn, whenever that creature would deal damage to you, it sustains an an amount of Psychic damage equal to your Diplomacy. (You may use this ability twice within a single turn, but if you do, two different creatures must be targeted.)
Masterful Charm: (you may only gain this ability if you have five or more levels in the Bunny class) when using Bunny's seduction, if that creature is immune to the charmed condition, you ignore this immunity as long as the target is sentient. If you target a creature with Charm Immunity this way, your roll 1d4 rather than 1d6.
Legendary Seducer: (You may only gain this ability if you have 10 or more levels in the Bunny class) Creatures with resolve less than your Diplomacy cannot target you with attacks or non-harmful spells. However, a creature making a Diplomacy roll to seduce you automatically succeeds.