Lux Aeterna
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The Cantor

In the great symphony of the universe, I am a maestro. Born with the power to speak the Logos of Creation, I sing to the soul of all beings. With a chord, I strike fear. With a word, I speak life. With a story, I shape reality. I am a Cantor.
Every artist tells a story...yours just happen to come true. Born with a mysterious power known as the Logos of Creation, you "speak to the soul", commanding enemies to fall to their knees and allies to be strengthened. You don't simply orate or sing - your words have the power to reshape the world, making you an incredible support and a versatile asset to the rest of your allies.

Stats At Level 1

Hit Points: 6 + (Brawn)d4
Resolve: d6
Strain: 5
Actions: 2.5
Speed: 5
Attack: 3
Defense: 2 
Save: 2
Spellcraft: 1

Bardic Training

25 Lux for Starting Equipment
10 Supply
​
Pick ONE of the following Features: 
A Way With Words
Creative Genius
Entertainer
​I'm Gonna Wing It
Storyteller
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Arts of Rapture

Passive
The Cantor starts the game with this ability at Notch 1.
Pick an Art you practice. This is not an artform, but the means by which you acquire and spend Animus, the passion that fuels your powers. You lose all the Animus you've accumulated when you take a Full Rest.

Pick a new Art with each Notch you gain in Arts of Rapture.
Arts
Ascendance
You can treat your Animus like a pool of communal Actions that you or any ally within 10 meters of you may use. Each Animus counts as a Half Action which you and your allies may draw from as needs arise.
​
Once per day, you gain 1d6 + (Notch) Animus when you get someone to do something they don't want to do.
Concert
As a free Interrupt, you can reduce or increase any instance of damage that occurs within 10 meters of you by (Charisma) for every point of Animus you spend as part of this Interrupt. You can spend up to (Notch) Animus in a single use of this Art.

​Once per day, you gain 1d6 + (Notch) Animus when you perform for a group of at least 20 others and they love the performance.
Confidence
As a Half Action, spend a point of Animus to grant a creature within 10 meters a +1 bonus to two of the following: Attack, Defense, Save, or Spellcraft. This bonus lasts for the next (Notch) rounds.

Once per day, you gain 1d6 + (Notch) Animus when you get someone to trust you, even for a moment.
Élan
As a Half Action, spend a point of Animus to move a creature (who isn't you) up to (Notch + Charisma) meters. An unwilling creature may Save to resist this effect.

Once per day, you gain 1d6 + (Notch) Animus when you
meet a new person and learn something important about them.
Elation
During any Rest, you may spend an Animus to remove one Strain from yourself or an ally who can see and hear you.

Once per day, you gain 1d6 + (Notch) Animus when you claim a material treasure.
Harmony
As a Free Action during your turn, you may spend an Animus to restore 1d6 HP to an ally within 10 meters.

​Once per day, you gain 1d6 + (Notch) Animus when you talk your way out of a fight.
Ideation
When an ally within 10 meters of you makes a Feat, Attack, Defense, Save, or Spellcraft roll, you may spend an Animus to grant Advantage to the roll.

Once per day, you gain 1d6 + (Notch) Animus when you come up with a plan or idea that your allies decide to try out.

Ipseity
As a Half Action, you may spend an Animus to allow an ally within 10 meters of you to end any status condition which a Save could normally end.

Once per day, you gain 1d6 + (Notch) Animus when you do something that allows you to answer "Yes" to one of your Keys.

Mischief
When an enemy within 10 meters of you makes a Feat, Attack, Defense, Save, or Spellcraft roll, you may spend an Animus to impose Disadvantage on the roll.

Once per day, you gain 1d6 + (Notch) Animus when make everyone around you laugh (either in or out of character).

Moirai
When an ally within 10 meters of you makes a Feat, Attack, Defense, Save, or Spellcraft roll, you may spend an Animus to grant them one Bump on the roll.

​Once per day, you gain 1d6 + (Notch) Animus when you succeed on a roll that has Disadvantage.

Sortilege
As a free Reflex, you may spend an Animus after a dice has been rolled to tilt that dice one degree in any direction.

Once per day, you gain 1d6 + (Notch) Animus when you learn a secret you're not supposed to know.

Temerity
Use a Half Action to Fixate an enemy within 10 meters on a willing ally of your choice (Save ends). While Fixated, this enemy instantly takes 1d10 + (Charisma) Psychic damage when they make an attack that doesn't include your ally as a target, 

Heartstrike

Action
Make a weapon attack which deals an additional 1d4 Physical damage for every Animus you have spent so far this Scene.

Heartstrike damage die increase in size by one degree for each Notch you have in Heartstrike (beyond the first).

Melodium

Half Action - Concentration
Spend one Animus as you begin to play, sing, or orate. Your art carries power which affects every creature within Notch +1 meters of your position.

Pick one Theme you know, which determines the effect of your Melodium. You learn a new Theme for each Notch you have in Melodium (beyond the first) and may weave any number of available Themes into your Melodium when you first invoke it.

Themes
Courage & Cowardice
Allies within your Melodium's area of effect gain a +(Notch) bonus to Attack rolls.
Enemies within your Melodium's area of effect suffer a -(Notch) penalty to Attack rolls (to a minimum of 1).

Empower & Enfeeble
The first (Notch) rolls made by creatures (who are not you) within your Melodium's area of effect will either have Advantage (if the creature is an ally) or Disadvantage (if the creature is an enemy).
Enchant & Enervate
Allies within your Melodium's area of effect gain a +(Notch) bonus to Spellcraft rolls.
Enemies within your Melodium's area of effect suffer a -(Notch) penalty to Spellcraft rolls (to a minimum of 1).
Fortify & Falter
Allies within your Melodium's area of effect gain a +(Notch) bonus to Saves.
Enemies within your Melodium's area of effect suffer a -(Notch) penalty to Saves (to a minimum of 1).
Heal & Harm
Allies who start their turn within your Melodium's area of effect gain a (Notch)d4 Endurance.
Enemies who start their turn within your Melodium's area of effect take (Notch)d4 Psionic damage.
Nourish & Nullify
Allies within your Melodium's area of effect increase all instances of healing received by (Notch)d4.
Enemies within your Melodium's area of effect cannot recover HP.

Shield & Shatter
Allies within your Melodium's area of effect gain a +(Notch) bonus to Defense rolls.
Enemies within your Melodium's area of effect suffer a -(Notch) penalty to Defense rolls (to a minimum of 1).
Swift & Stifle
Allies within your Melodium's area of effect gain a +(Notch) bonus to their Speed.
Enemies within your Melodium's area of effect suffer a -(Notch) penalty to their Speed (to a minimum of 1).
Wax & Wane
Allies within your Melodium's area of effect gain a +(Notch) bonus to damage rolls.
Enemies within your Melodium's area of effect suffer a -(Notch) penalty to damage rolls.

Poetry in Motion

Reaction - Interrupt
Trigger: An ally who can see you rolls a non-Feat dice and the result is the maximum number the dice could roll.

The triggering dice may be rolled again, adding its roll to the total value of the dice's original roll.

Example: an ally rolls 1d10 for damage and rolls a 10, triggering Poetry in Motion. They roll another 1d10 for a result of 5. 10+5=15. The total result of the triggering roll is now 15 instead of 10.

Poetry in Motion 
​can be triggered up to (Notch) times each Scene.


Perks


Holding Aces

You start each Scene you are in with Animus equal to the Notches you have in Arts of Rapture​.

Magnum Mysterium

Gain three Rotes of your choosing. You are able to cast Spells using Rotes and you learn a new Rote every third Level (Levels 3, 6, 9, 12, etc.).

​When you cast a Spell using the tools of your art (an instrument, brush, etc.), you can expend Animus in place of taking on Strain at a rate of 2 Animus for every Strain.

Phenom

Whenever you spend Animus, you or an ally of your choice who can see you gains (Charisma) Endurance.

Poetry in Motion

Whenever you gain Animus, gain one additional point of Animus.

Song of Rest

While you are present during a Short Rest, any Resolve rolled by your allies for the recover of HP are treated as though they had rolled their maximum value.

Wunderkind

Pick two of the Features below. Whenever you succeed on a Feat that uses one of these Features, gain one Animus.

A Rare Talent
Convincing Orator
Outside the Box
Secret Seeker
Speak to the Heart
​Spinner of Yarns


Rituals


Catharsis

Gently play your instrument, sing a soothing song, recite poetry, or tell calming stories. You and all allies who are present recover (Charisma)d8 HP.

Furor Loquendi

You have a conversation with a creature you are able to communicate with. During the course of your talk, you learn (Charisma) of the following things about them:
Something they really like or hate
Their Background or three Features
One of their goals or dreams
​Someone they admire or want to impress

One of their greatest failures or regrets
​One of their closest relationships
​One of their greatest strengths or virtues
One of theire greatest weaknesses or vices

It's Showtime

You begin to perform, putting your artistic powers of expression on display for all to see and experience. Choose two of the following: 
You draw a huge crowd of at least a hundred spectators.
You make a huge, distracting spectacle that's hard to ignore or look away from.
You earn (Charisma)d8 Lux in tips.
You make a new fan, friend, lover, or contact (GM picks).
People in this area will remember you; you are mildly famous here for the next week or so.
Convince most of the crowd of the merits of an idea expressed in your performance.

Nine Days' Wonder

You create a piece of art that fills anyone who experiences it with a feeling or notion of your choosing. Pick one of the following. Those who experience this work of art...
...are put into a Mood of your choosing for 1d6 hours.
...harbor either loyalty or resentment towards authority figures for 1d6 hours.
​...easily fall in love for the next 1d6 hours.
...are motivated to take up a cause of your choosing for the next 1d6 days.
...increase their Bias towards you by one degree for the next 1d6 days.

Once Upon a time

Tell everyone a fairy tale (you can make it up on the spot). The GM will grant everyone who hears it three Features related to the events in the story, its characters, and its moral lesson (if there is one). These Feature last until your next Full Rest ends.

Tongues of Babel

For the next hour, you study a language with great focus and full dedication of your lexical genius. Until the end of your next Full Rest, gain the ability to read, write, speak, and understand a language with the fluency of a native speaker.

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  • Home
  • How to Play
  • Setting
    • AfterLight
    • Belhaven
  • Character Creation
    • Species
    • Backgrounds
    • Assets
    • Features
    • Foils
    • Class >
      • The Berserker
      • The Cantor
      • The Dread
      • The Engineer
      • The Esper
      • The Exorcist
      • The Hallowed
      • The Hunter
      • The Magus
      • The Monk
      • The Occultist
      • The Sage
      • The Scoundrel
      • The Verdant
      • The Warrior
  • Adventure
    • Arms and Equipment