Granth's Stash
Sept 1, 2022 16:15:01 GMT -5
Post by Granth on Sept 1, 2022 16:15:01 GMT -5
SKILLS
Marksmen - Master
Animal Handling - Novice
ITEMS (7/12)
Longbow (Marksmen Shop) (2)
The long bow is the larger brother of the short bow. A bigger, thicker piece of wood or metal is bowed together, allowing it to have a longer range than the short bow. However because of this it is slower to fire and requires more strength to pull. Long bows require more concentration to fire, making them deadly at long ranges.
Ammunition - Arrows (Marksmen Shop) (1)
Arrows are the prime ammunition for Short and Long bows. Long, slim pieces of wood fitted with small stones or blades make arrows deadly. They can be notched into the bow, pulled back then fired to be launched from medium to long ranges. These arrows are perfect for piercing enemies at long ranges. Arrows come in packs of 20.
Fear Tips x5 (Jackie's Fall Shop) (1)
A set of metal arrow heads or bolt tips that can be fastened to arrows or bolts. When this bladed tip injures someone, for the next post that person will become terrified of the person who shot the projectile. They can not move towards the shooter and can not take any offensive actions against the shooter.
Blighter's Arrows x5 (Mystical Archive) (1)
Each of these long, red arrows is wrapped in a tight leather covering. When it is peeled away, one must take care not to touch the black muck that coats the shaft. When a Blighter's Arrow strikes a surface, it cracks and splatters this acidic muck across surfaces in a five foot diameter. Any bare skin that comes into contact with the substance will become incredibly painful. The victim will also find that their movement speed is cut in half, causing them to struggle when walking for the next two post.
Crown of Anguish (Mystical Archive) (1)
A black obsidian crown filled with the angry, tortured souls of slain enemies. Once you place this crown upon your head, it will fuse itself to you, filling your mind with anger and rage. Once per topic you can summon the dark energy of the crown for three post, allowing you to ignore any hit preventions a target may have as long as that target is currently under a fear effect of yours.
Necklace of Animal Speech (Corvak's Magical Items) (1)
A brown piece of cord or leather with silver designs of animals and vegetation etched into it. While worn this necklace allows its wearer to speak to animals as if they could speak common. This could be birds, cats, bears, any natural animal. This does not let you speak to summoned creatures by magical means, and speaking to an animal owned by someone else will not grant you any special features from them.
Rope (General Goods) (0)
50 foot of rope coiled around itself in a bundle. This rope is sturdy and strong, able to withstand a very large amount of weight. The rope can be used to tie to objects, bind things or even restrain creatures. It has a large variety of uses.
Medical Kit (General Goods) (0)
A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds.
ABILITIES/SPELLS (1/10)
Undying Fervor (Mystical Archive - Campfire Story)
A spell used by warriors to give them bravery and courage during even the most violent battles. When this spell is activated you become cleansed of all fear effects that may currently be present on you. In addition you can not be feared or affected by fear inducing abilities for the next four post. Once during the four post duration you can send a pulse out from your body, pushing back all enemies who are within a 10 foot diameter. This may cause them to stumble, fall down or slide backwards.
PETS
Nightmare Steed (Jackie's Fall Shop)
A pitch black horse with deep red glowing eyes and a mane of flames. These flames will not hurt its rider but will hurt anyone who does not own the horse. This creatures acts as a normal horse and can be used as a mount. The horse is extremely loyal to its owner and is immune to any fear or mental effect that would cause it to leave or turn on its owner.
Wolf (Exotic Canine) (Stables) x2
Exotic Canines are large, non domesticated dogs that are wild and fierce. They can range from wolves to foxes or coyotes. While they can not be ridden and are not trained for combat, they are not helpless. With their large claws and teeth these dogs are able to defend themselves, and their power makes them vicious allies.
Earth Domain Apprentice (Mystical Archive)
A young student from the Academy who has decided to join you and study under you. They have begun to study the Earth Domain, having access to a small amount of spells they can cast. They must follow all spell caster rules just like a normal character.
Can cast: Mold Earth; Fire Bolt; Thorn Whip
PRESTIGE CLASSES
WARLORD
Level I
Hired Help
A Warlords true power comes from the influence they impose on others, recruiting other people to do their dirty work for them. At level one you have hired a trusty minion to work for you. This minion has novice level in one martial or utility skill of your choice and comes with one item or ability from the shop related to the skill chosen. This minion gets added to your inventory as an NPC in your employ, choosing the skill and weapon upon earning of this level.
Banner Lord
The warlord often wears a symbol or sigil portraying their influence. This can come in the form of a banner worn on their person, a cloak, cape or other piece of fabric brandishing their mark or some other form of recognition of their power. The warlords own power emanates from this mark, instilling fear in those around them. A 10 foot diameter aura pulsates out from this banner, allowing the warlord to exert their influence and fear. Once activated any enemy within the range of the aura will become fearful of the warlord, unable to move towards them or take offensive actions against them for their next post. This ability can only be used once per topic.
Level II
Two For One
The warlords name and power have started to grow, more and more people aware of their presence. You have now hired a second minion to assist you in your endeavors. This minion follows the same rules as the first, having a single martial or utility skill at novice and having a single item or ability from that skills related shop. You now have two novice level minions in your employ.
Enchanting Sigil (Fire Rune)
The power of the warlords name and mark have increased, allowing you to instill and grant more power to those that follow you. You may choose one of the following runes to mark your banner with, listed below. This mark can not be changed and is always present on your banner. Any minion granted to you by this class will have their weapons enchanted with the chosen rune permanently.
SHARPSHOOTER
Shooter's Sense
You have spent so much time behind a ranged weapon that you have started to form a sixth sense, able to read your enemies movements and predict the shot, even without being able to see them. You are now able to passively aim at your target, even if your sight is obscured by things like mist, smoke or even the darkness. Vision impairing abilities or effects no longer prevent you from shooting at your enemy.
Far Sight
Your aim and range as a marksman has increased, making you even deadlier at long ranges while using a range weapon. You can see just as clear as normal but now at twice the distance, letting you track and see targets even at incredibly long distances. Your reach with a weapon has also increased, letting you fire a weapon twice as far as you normally would be able to.
Marksmen - Master
Animal Handling - Novice
ITEMS (7/12)
Longbow (Marksmen Shop) (2)
The long bow is the larger brother of the short bow. A bigger, thicker piece of wood or metal is bowed together, allowing it to have a longer range than the short bow. However because of this it is slower to fire and requires more strength to pull. Long bows require more concentration to fire, making them deadly at long ranges.
-Two enchantment slots (applies to ammo)-
Ammunition - Arrows (Marksmen Shop) (1)
Arrows are the prime ammunition for Short and Long bows. Long, slim pieces of wood fitted with small stones or blades make arrows deadly. They can be notched into the bow, pulled back then fired to be launched from medium to long ranges. These arrows are perfect for piercing enemies at long ranges. Arrows come in packs of 20.
-No enchantment slots-
Fear Tips x5 (Jackie's Fall Shop) (1)
A set of metal arrow heads or bolt tips that can be fastened to arrows or bolts. When this bladed tip injures someone, for the next post that person will become terrified of the person who shot the projectile. They can not move towards the shooter and can not take any offensive actions against the shooter.
Blighter's Arrows x5 (Mystical Archive) (1)
Each of these long, red arrows is wrapped in a tight leather covering. When it is peeled away, one must take care not to touch the black muck that coats the shaft. When a Blighter's Arrow strikes a surface, it cracks and splatters this acidic muck across surfaces in a five foot diameter. Any bare skin that comes into contact with the substance will become incredibly painful. The victim will also find that their movement speed is cut in half, causing them to struggle when walking for the next two post.
Crown of Anguish (Mystical Archive) (1)
A black obsidian crown filled with the angry, tortured souls of slain enemies. Once you place this crown upon your head, it will fuse itself to you, filling your mind with anger and rage. Once per topic you can summon the dark energy of the crown for three post, allowing you to ignore any hit preventions a target may have as long as that target is currently under a fear effect of yours.
Necklace of Animal Speech (Corvak's Magical Items) (1)
A brown piece of cord or leather with silver designs of animals and vegetation etched into it. While worn this necklace allows its wearer to speak to animals as if they could speak common. This could be birds, cats, bears, any natural animal. This does not let you speak to summoned creatures by magical means, and speaking to an animal owned by someone else will not grant you any special features from them.
Rope (General Goods) (0)
50 foot of rope coiled around itself in a bundle. This rope is sturdy and strong, able to withstand a very large amount of weight. The rope can be used to tie to objects, bind things or even restrain creatures. It has a large variety of uses.
Medical Kit (General Goods) (0)
A small bag of medical supplies used for everyday use. Comes filled with basic medical supplies such as bandages, tape, ointment and other basic items helpful in mending wounds.
ABILITIES/SPELLS (1/10)
Undying Fervor (Mystical Archive - Campfire Story)
A spell used by warriors to give them bravery and courage during even the most violent battles. When this spell is activated you become cleansed of all fear effects that may currently be present on you. In addition you can not be feared or affected by fear inducing abilities for the next four post. Once during the four post duration you can send a pulse out from your body, pushing back all enemies who are within a 10 foot diameter. This may cause them to stumble, fall down or slide backwards.
PETS
Nightmare Steed (Jackie's Fall Shop)
A pitch black horse with deep red glowing eyes and a mane of flames. These flames will not hurt its rider but will hurt anyone who does not own the horse. This creatures acts as a normal horse and can be used as a mount. The horse is extremely loyal to its owner and is immune to any fear or mental effect that would cause it to leave or turn on its owner.
Wolf (Exotic Canine) (Stables) x2
Exotic Canines are large, non domesticated dogs that are wild and fierce. They can range from wolves to foxes or coyotes. While they can not be ridden and are not trained for combat, they are not helpless. With their large claws and teeth these dogs are able to defend themselves, and their power makes them vicious allies.
Earth Domain Apprentice (Mystical Archive)
A young student from the Academy who has decided to join you and study under you. They have begun to study the Earth Domain, having access to a small amount of spells they can cast. They must follow all spell caster rules just like a normal character.
Can cast: Mold Earth; Fire Bolt; Thorn Whip
PRESTIGE CLASSES
WARLORD
Level I
Hired Help
A Warlords true power comes from the influence they impose on others, recruiting other people to do their dirty work for them. At level one you have hired a trusty minion to work for you. This minion has novice level in one martial or utility skill of your choice and comes with one item or ability from the shop related to the skill chosen. This minion gets added to your inventory as an NPC in your employ, choosing the skill and weapon upon earning of this level.
Banner Lord
The warlord often wears a symbol or sigil portraying their influence. This can come in the form of a banner worn on their person, a cloak, cape or other piece of fabric brandishing their mark or some other form of recognition of their power. The warlords own power emanates from this mark, instilling fear in those around them. A 10 foot diameter aura pulsates out from this banner, allowing the warlord to exert their influence and fear. Once activated any enemy within the range of the aura will become fearful of the warlord, unable to move towards them or take offensive actions against them for their next post. This ability can only be used once per topic.
Level II
Two For One
The warlords name and power have started to grow, more and more people aware of their presence. You have now hired a second minion to assist you in your endeavors. This minion follows the same rules as the first, having a single martial or utility skill at novice and having a single item or ability from that skills related shop. You now have two novice level minions in your employ.
Enchanting Sigil (Fire Rune)
The power of the warlords name and mark have increased, allowing you to instill and grant more power to those that follow you. You may choose one of the following runes to mark your banner with, listed below. This mark can not be changed and is always present on your banner. Any minion granted to you by this class will have their weapons enchanted with the chosen rune permanently.
SHARPSHOOTER
Shooter's Sense
You have spent so much time behind a ranged weapon that you have started to form a sixth sense, able to read your enemies movements and predict the shot, even without being able to see them. You are now able to passively aim at your target, even if your sight is obscured by things like mist, smoke or even the darkness. Vision impairing abilities or effects no longer prevent you from shooting at your enemy.
Far Sight
Your aim and range as a marksman has increased, making you even deadlier at long ranges while using a range weapon. You can see just as clear as normal but now at twice the distance, letting you track and see targets even at incredibly long distances. Your reach with a weapon has also increased, letting you fire a weapon twice as far as you normally would be able to.