Ak'ka's Stuff
Nov 17, 2022 21:54:07 GMT -5
Post by Ak'ka the Bonegrinder on Nov 17, 2022 21:54:07 GMT -5
Skills
Unarmed | Exalted |
Arcana: Sea Domain | Master |
Animal Handling | Master |
Renown: 8
Tradesfolk
Items
Item | Description | Weight |
Bare Hands | While most people can throw punches and use their hands to attack, only those who have trained and mastered the art of hand to hand combat have truly turned their fist into weapons. This upgrade gives bare hand users the edge, allowing their hands to act like small clubs. -One enchantment slot (applies to both hands)- Heavy Enchantment A Heavy weapon is one that has been enchanted to weigh twice the amount it normally would. While this makes the weapon heavy and slower, it doubles its cutting or damage dealing ability. Strikes from this weapon are staggering and often deal insane amounts of damage. Double Strike This enchantment allows the wielder to strike twice with a weapon while only making one attack. This lets you deliver two consecutive strikes in the same amount of time it would take to make one. -Applied to fists from Monk I- | 0 |
Tree | A small, 6 foot pine tree uprooted and crafted into a weapon. Used much like a two handed hammer, this tree can be swung around with both hands and deals heavy amounts of blunt damage. Once per topic the tree can be aimed, then fired, using magic to propel all of the tiny pine needles forward in a massive shower of needles. These needles deal very minor amounts of damage but can be fired in a large wave, covering a wide area. The pine needles do nothing against armor and can be destroyed with fire. Glimmerstring A long string of silver and gold sparkling material meant to be wrapped around the exterior of a Winter’s Crown tree. It shines when it catches the light, giving it a sparkling quality. When you apply glimmerstring to your tree, you give it a shimmering and bright quality. Additionally, when you whack someone with the tree, once per topic you gain the ability to tangle them in the Glimmerstring, trapping them in your snare for the next post - they are not only grappled, but are also dragged around with the tree for the duration of your next post. This item can only be applied to the Tree Only one item can be applied to the Tree at a time | 4 |
Necklace of Animal Speech | 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. | |
Up Down Rock | A smooth, hocky puck shaped stone with a cord wrapped around it. This cord can be held or tied around your finger, which will then allow you to treat this item just like a yo-yo, with a 4 foot reach. This item can be pulled in and pushed out, giving you a yo yo like effect while turning the item into a weapon, able to deal blunt damage and strike enemies in quick succession. | 1 |
The Snuggle | A large jacket, cloak, or cape made out of a heavy blanket and designed to be worn backwards; as such, it has arm holes on the front and allows the blanket to fully wrap around your body while keeping your hands free. While average looking at first, the Snuggle can be commanded; and its wearer can cause the cloth to fly from their body and assault their enemies, attempting to bind them in the Snuggle. The cloth itself is not very strong and any amount of effort can remove it, but it makes for a great distraction. | |
Northern Snow Mask | A unique mask crafted from animal bone and hide which is often worn by hunters or tribesmen in the cold north. This mask comes fitted with warm fur and narrow eye slits which protect the eyes from snow, dirt, and dust. While this mask is worn, your eyes can not be damaged or affected by particulates that might harm them such as dust and smoke. Does not protect against blinding effects. | |
Vine Club | A large chunk of wood that can be used like a club, dealing blunt damage. This club however has a thick vine wrapped around it with two inch sharp vines extending from the vine. This adds a bit of stabbing power to your melee attacks, giving them a bit of a more bite when slamming into enemies. -Winter's Crown Gift from Javal- | 2 |
Rime Mantle | The Rime Mantle is a relic of ages past used by the first people of the Pale City long before the Dark elves called it home. These stark white and almost translucent cloaks conceal the wearer perfectly in any snowy environment and can be hardened at will with a small input of the wearers mana. Doing so turns the Rime Mantle's fabric into a steel-like density to block physical attacks with. The cloak can only be activated twice per topic and lasts for two post. | 1 |
Wand | A wand is normally a small enlongated item made out of wood or metal and often has unique carvings or designs on it. Wands are magical items that store the users magic, remembering it and imprinting their spells on the item. Wands allow mages to cast their spells from it while also amplfying their magic. -Increases spell limit by 5 spells- | |
Tent | Tents come in all kinds of shapes, sizes and designs, often made out of cloth or leather. Tents are used for camping out and sleeping in the wilderness and can fit up to six people. Fitted with rope, stakes and a cloth floor, that make for comfortable living quarters when on the go. |
Total Weight (9/12)
Spells
Spell | Description |
Frozen Feet | You fill your feet with ice magic, coating the bottom of your feet with ice. This allows you to skate across the ground or the surface of objects. Now with a slippery set of shoes, you can move twice as fast as your normal speed, darting across the surface of the earth. |
Glacial Wall | A large solid block of ice rises up from the ground, creating a medium sized wall out of the frozen water. This wall can be popped up anywhere in the immediate area, sometimes being used to block off areas of the battle field. This wall will also protect anyone on the other side of it from ranged attacks. |
Undying Fervor | 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 posts. 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. |
Summon: Snowball | By concentrating your mana within your fingertips, you summon a ball of snow into your hands. This snowball is formed with the moisture lingering in the air, and is made of fine, packed ice particles. You can throw this snowball as a distraction, or otherwise use it to be a general annoyance. This snowball does not melt when exposed to heat, but if placed directly into fire, or hit by a fire spell, this snowball will melt back into the water particles that it was pulled from, and evaporate back into the atmosphere. |
Cold Fist | This spell causes a thick coating of solid ice to form on the user's hands and forearms, giving them gauntlets of ice around their fists. Any melee attack made with these fists will deal ice damage and cause a small chunk of the ice to break off. After striking three times with this spell active, the ice around your hands will fully fall off. The shards that fall off during your strikes will take the form of extremely sharp spears which can be picked up and used as weapons for the rest of the topic. |
3 Minutes with Ak'ka | You cause many, massive shards of ice to rise up out of the ground, creating a medium sized square ring. Five foot walls of solid ice create a perimeter, trapping anyone caught inside for three post. The walls are extremely hard, having a single hit prevention against any physical attack and deals exalted blunt damage when collided with. Once per cast, If anyone attempts to escape the ring while Ak'ka is also within it, she will quickly grab them and tug them back in, whether they jump, climb or even fly out, preventing them from escaping. This spell can be used once per topic. |
Brittle Shatter | You target an ice structure, a currently existing object made out of ice. You can then cause that structure to shatter, sending hundreds of tiny pieces of sharp ice flying in all directions. Not only is this useful for removing frozen obstructions but is also good for dealing minor amounts of damage. -Deals ice damage- |
Snow Flurry | Creates a large storm of fluffy and fast-moving snow. This causes the tempature to drop, maing the area much colder. And while the snow does no damage, it can be difficult to move in and obscures vision ever so slightly. |
Martial Abilities
Martial Ability | Description |
The Wheel | A very crafty martial skill used by goblins and orcs in battle. This ability allows an ally of yours to grab your hands, then spin you around in a circle three times, using your legs and feet as a blunt object. Your legs are considered exalted in blunt for this attack and can deliver three consecutive attacks. This ability has a three post cooldown to prevent the user from getting dizzy. |
Delaela's Cold Iron Touch | Your hands exhibit certain spiritual properties of Cold Iron-- a painstaking process of forging that ensures a piece of metal never knows the kiss of heat. When the hands of the user make contact with denizens of the Elder realm, they cause a fear effect upon them that lasts for one post per hit. (Denizens of the Elder realm include Fae, Spirits, Undead, and other Supernatural monstrosities.) This technique lasts for three posts and must go on cooldown for a single post before using it again. |
Weaken Armor | A scroll which depicts, describes, and elaborates on the common weak points of armour; after learning this, a martial fighter may target a single weak-point on a piece of armour, and reduce the hit preventions on the targeted piece of armour by two points if it hits. Due to the exertion this technique causes, it may only be used once per topic. |
Tavern Champion | You fight best when you have a rowdy environment and an audience cheering you on. When you are fighting multiple opponents, you can take an action to become emboldened for the next four posts - you cannot be overwhelmed by multiple enemies; where their numbers would normally overwhelm you, you know how to maneuver around them. During this period, you can take an action to redirect one of their attacks towards you to another enemy. Additionally, if a projectile is thrown at you during this period, you can catch it and use it as an improvised weapon, which breaks at the end of this emboldened state. |
Total Spells (12/15)
Tattoos
Tattoo | Description |
Bull's Strength | This tattoo increases your normal strength, making you twice as strong as you normally would. This is a latent tattoo that is always in effect, making you permanently strong. This tattoo does not stack with itself or other strength buffing items. -Can only get this tattoo once- |
Extra Arms | This tattoo allows you to grow two extra arms that are identical to your two normal arms. These arms will sprout forth from your torso, directly underneath your current arms. These arms can do anything your normal arms can, wielding weapons, casting spells or interacting with objects. -Can only get this tattoo once- |
Juggernaut's Fury | A series of tribal like tattoos or markings that are designed to inspire the bearer with courage or rage in the heat of battle. Twice per topic the bearer can activate the energy in the tattoo, causing them to enter a rampage like state for two post. During this duration the bearer can not have their movement reduced or restrained and they can not be knocked off of their feet or made to go prone. |
Tail Winds | A feather like tattoo placed on the owners back. This tattoo can be activated twice per topic and last for one post, but affects both the owner and any ally that is standing behind the owner, up to ten feet. While the tattoo is affected, any moving individual within the range will find their speed slightly increased, and they will be unable to have their movement decreased or slowed in anyway. |
Suture Tattoo | A tattoo that is applied to a single limb, resembling suture scars as if the limb has been sewn onto the body. This tattoo allows you to detach the limb that this tattoo has been applied to, which is now connected to your body with strings. This allows you to increase your reach up to ten feet away from your body without risk of losing it thanks to the sutures attaching it to your body. This limb can be attached and detached at will. Can be purchased multiple times -Applied to Arm with Durabone- |
Arctic Fox Whiskers | Tattooed markings resembling stripes on the sides of the face that resemble whiskers. This tattoo is commonly utilized by Frostgale shamans and travelers to represent their connection with nature. Twice per topic, you can activate this tattoo to glow, allowing you to turn into a white-furred fox. This form lets you act as a fox through actions such as burrowing in holes, blending into white and snowy environments, and climbing trees. While in hot environments, though, the thick winter pelt makes you sluggish and slow. Your fox form lasts for two posts. |
Grafts
Graft | Description |
Durabone | You replace one limb, either an arm or a leg, with extremely strong and durable bone. This bone is unable to be broken or shattered by anything, letting you use that limb to attack or block without fear of losing the arm. While you will still take and feel damage, the limb can never be destroyed. |
Giant Heart | A graft that adds extra valves to the heart, making it mimic that of a giant's heart. This graft causes the user to permanently grow an extra three feet, with their body proportions growing to match their new size. |
Baloth Muscles | Key muscles in a specific arm or leg is replaced with Baloth muscles, increasing the effect that limb has on structures. It is now extremely easy for the bearer to use said limb to rip through doors, knock down walls, or break holes in structures such as created walls or blocked door ways. This graft applies to a single limb but can be purchased multiple times. -One Baloth Muscle Applied to Right Arm- -One Baloth Muscle Applied to Left Arm- |
Frozen Solid | A very unique gland that is frozen and iced over, installed in the body, causing the user to feel very cold to the touch. This graft will allow the user to not be bothered by non magical warmth or heat, and will constantly give off a small aura of cold around their body. This cold is not enough to deal damage, but can be uncomfortable if exposed to for an extended amount of time. |
Pets
Pet | Description |
"Squeak" Door Mouse | A small normal sized mouse trained and honed to work with individuals. A highly intelligent creature capable of problem solving, skilled in staying silent and moving through tight areas. While the mouse offers no combat effectiveness, it can lurk and sneak silently and is able to hold small items on its back. Comes with a tiny back pack that people use to store or hide important information. (Does not count against npc cap) |
"Snips" Crab Apple | A unique crustacean which disguises itself as an apple; the Crab Apple lives in the branches of native apple trees near bodies of water, tucking its limbs into itself to give itself an apple-like appearance. These quizzical crabs are incredibly territorial, dropping down to lash out at anyone who attempts to pick an apple from their home tree; they are not very threatening, but the Crab Apple can deliver quite the pinch to an unsuspecting passerby. (Counts against pet npc cap) -Gift from Yokai- |
Keiga, the Tidal Serpent | A lake-or-sea dwelling serpent distantly related to drakes and wyrms; the tidal serpent is a legless aquatic beast which can be used as a mount in water. This creature grows big enough, and long enough, to carry up to two people on its back; the Tidal Serpent can cast Smashing Wave once per thread, and can use its tail and fangs as a weapon. (Counts against pet npc cap) -Birthday gift from Shitakibo- |
The Joyless | A squat, two-legged creature that scuttles around in a hunch and mutters to itself. Its uncanniness is only furthered by the fact that it seems to exert an aura of misery. Those who hear its mutterings are struck with a feeling of sluggishness and despair, making their movements and reactions slower as they become depressed. They are more active in the months surrounding the winter solstice when there is less light and are commonly attributed to seasonal despair. They never wander off from their owner and constantly complain, bring everyone around them down. This has caused many a Joyless to wander the wild seeking new owners. (Counts against pet npc cap) |
Bell Troll | A foot tall golem made out of stone and an old bell. It always knows the time of day and can tell you what time it is upon asking. Once per topic the golem will expel a loud, crying like sound for a minute, deafening anyone around. This effect will happen once a day and is random. (Does not count against pet npc cap) |
Monk One
Monk Traditions
Monks are masters of the physical world, honing and training their body to a specific style of combat. When you obtain this level you may choose one of the Ways listed below, further enhancing your physical prowess. You may only choose one of the paths listed below and can only choose a path if you have the required martial skill needed.
-Way of the External Fist- Requires Master in Unarmed
Those who have entered the way of the fist have focused their unarmed skills, becoming skilled melee combatants. All items from the Unarmed shop come with an additional enchantment slot now for you to further enchant your items.
Art and Style
While monks draw their power from within and hone their own bodies with physical training, they are also able to tap into the spiritual world, pulling elemental energy from the world around them. You may choose one of the Arts listed in the Arts Table to add to your repertoire. You can choose any of the seven skills regardless of element or martial skill, letting you dip into other domains while honing your skills.
Monk Two
Myriad Barrier
Tapping into the world around them, monks have learned to balance both the physical and elemental world, adapting their bodies to the energies of the universe. When you use an Art from the listed table, you gain a resistance to the element that correlates to the art used, keeping the resistance until you use a new Art. While resistant you will take half damage from that specific damage type, can not be killed (knocked unconscious) by that elemental type and any effects of that damage type that effect you for more than one post will have the duration of that effect lowered by one.
More Style
Having increased your ability and have grown closer to the spiritual realm, the monk has attuned further, allowing you to choose another art from the listed table. You can still choose any of the arts you have not already chosen, regardless of elemental or martial skill.
Monk Three
Martial Prodigy
Now as a master of the spiritual arts, you have elevated yourself to the highest order one can be, a true Master. You have earned the right to create your own Art, or martial ability, bringing your own skills and techniques to the table. You can craft one Martial Art that is related to your Martial skill or Arcane domain. You will receive this art upon creation. All arts that are created by masters of this class will be stored below, allowing you the ability to earn more Arts created by other people. In order to earn another Master's art, you must complete the quest below.
Before your time
Having increased your ability and have grown closer to the spiritual realm, the monk has attuned further, allowing you to choose another art from the listed table. You can still choose any of the arts you have not already chosen, regardless of elemental or martial skill.
Art | Description | Origin |
Art of the Soul | Some monks ignore the elemental energy of the world around them and instead harness their own raw spirit. You enter a unique trance for the next three post, increasing the range of all your martial attacks by ten feet. When you make an attack with a melee attack, such as a punch or sword slice, a wave of spiritual energy will be released from the attack, allowing the attack to become ranged. Once during this duration, you can channel all of the spiritual energy to fire out a 20 foot long beam of raw energy. This will end the Art early but will prevent any one struck by the beam from using spells or class abilities for their next post. | Art and Style |
Art of the Avalanche | You create two hand axes made out of strong ice that act just like a normal hand axe, allowing you to deal ice and slashing damage with the weapons. These weapons will last for three post and will deal medium cold damage to anyone they damage. During the duration you can cause each axe to explode into a shower of ice, sending out ice shards in all directions from the point of origin. These ice shards will pierce into enemies, ignoring your allies. If the axe detonates on a surface instead of hitting an enemy, it will create a patch of frozen ice. Anyone who touches the frozen surface will slip and slide, or find it impossible to grip or grab the frozen item. The frozen surface will remain for one post. | More Style |
Art of the Iron Fist | Your arms, (shoulder down) and your legs (hips down) become coated in stone for the next three post, making your melee attacks sturdy and impactful. Your melee attacks will now deal earth damage that is not considered magical. Each limb gains one hit prevention (does not stack with armor) and once per duration you can redirect one elemental ranged spell, causing it to deflect, bounce, or channel off of your body. | Before Your Time |
Bonegrinder's Battlesong | Your fighting style revolves around tapping into the primal rage in your inner being and unleashing that willpower on your surroundings. Your emotions and fighting style, in combat, create the Battlesong; where your movements are the harmony, your weapons are the instrument, and your heartbeat is the drum. Once per topic, you let out a primal scream, tapping into your deepest well of rage - this scream triggers your Battlesong for the next post. You stamp your feet on the ground to the beat of your heart, akin to the pounding of a drum. Your sheer willpower makes the very ground beneath you shake, creating a powerful earthquake in all directions, at which you are the epicenter. You cannot yet make attacks but you cannot be knocked down. Enemies can still cast spells and take actions during this quake, but preventing from being knocked prone requires concentration and will severely drain and take mental strain on them, leaving them exhausted. Conversely, any allies which hear your cry are emboldened. For the next two posts after your battlesong, you and your allies have an innate understanding and synergy one another, not requiring words to fight in coordination. Conversely, you have rattled your enemies, forcing them to slip up and reveal their weak points to you. When you are under rage or fear effects that speed up your heartbeat, the severity of the quake increases. When you are subjected to a spell or effect that calms the mind, the ability ends and does not take effect. It is a technique that forces you to halt your combat, but can be a powerful rallying cry that, when used strategically, can turn the tide of any battle. | Martial Prodigy |
Brawler One
Hands are Weapons
The brawler knows that the best weapon is the one that can never be taken from you, the one that is always there with you, your hands. You have been in so many fights and have used your fist so often that they have begun to become stronger. Your fist are now considered weapons and deal blunt damage like a normal blunt weapon would. The skin of your fist have become tougher, ignoring minor damage such as cuts or bruises. You can now use your fist like they were made of metal, able to grab sharp edges without being cut, or blocking a blunt weapon without feeling the impact.
Improvised Weapons
While the brawlers best weapon is their fist, they realize that sometimes the situation calls for more creative means of offense. They can turn any mundane item at their disposal into a make shift weapon, allowing it to deal damage equal to the lowest form of their damage type. They can grab things like a chair leg and use it as a club, or a iron bar and use it as a dagger. This gives the brawler access to a multitude of weapons regardless of what situation they are in.
Iron Grip
Due to all the training and strengthening of their hands, the brawler has gained an incredible grip strength, able to hold onto anything or anyone. Their grip is so tight now that they can no longer have things ripped from their grasping, preventing things from knocking or pulling objects out of their hand, regardless of how hard it was hit or how strong the force was. This also makes them excellent grapplers, able to hold onto an enemy without easily being pushed off.
Path of the Elementalist One
Frost Cloak: Upon entering a meditative state, the Elementalist is capable of generating falling snow within a large area. Each subsequent post after the initial meditative state will generate three feet of snow, up to a total of twelve feet of snow.
Primordial Paths:
The primordial paths of the Elementalist draw on the energies of the Primordial Planes and the very essence of the domains and elements, allowing them to claim mastery over their chosen paths as they weave fantastical elemental magic, that has been further enhanced by the loosening of the planar veil caused by the destruction of the Sol Stone. When you achieve certain skill ranks in Magic Domains you unlock more paths to invest into with your growing ties to the Primordial Plane.
Master Skill in a Domain allows you to open up three pathways (this counts for each time you achieve master rank in one of the three elemental domains).
Exalted Skill in a Domain opens an additional three pathways (this counts for each time you achieve exalted rank in one of the three elemental domains).
Sea Domain opens the Paths of Water and Ice, Earth Domain opens Fire and Earth, Sky Domain opens Air and Lightning.
With Exalted Skill in all Domains you should have a total of eighteen pathway points to spend.
After you have reached Level Four in this class, and have Exalted in all three Domains, you may spend 50 Solars per pathway to purchase the remaining six unopened skills.
Crystallization: Focusing your magic on a visible liquid, the Elementalist is capable of turning that liquid into ice after two posts of concentration. This freezing effect covers a total of a medium size object/creature/person at a time.
Heat Death: Once a creature/person is affected by Crystallization any ice spell or effect that hits that creature/person will cause their movement to slow to half upon first contact. Any subsequent contact will further the effects; no movement, slowed breathing, minimal breathing, and lastly an unconscious state.
Paths of Ice
Crystallization: Focusing your magic on a visible liquid, the Elementalist is capable of turning that liquid into ice after two posts of concentration. This freezing effect covers a total of a medium size object/creature/person at a time.
Heat Death: Once a creature/person is affected by Crystallization any ice spell or effect that hits that creature/person will cause their movement to slow to half upon first contact. Any subsequent contact will further the effects; no movement, slowed breathing, minimal breathing, and lastly an unconscious state.
Frost Cloak: Upon entering a meditative state, the Elementalist is capable of generating falling snow within a large area. Each subsequent post after the initial meditative state will generate three feet of snow, up to a total of twelve feet of snow.
Primeval Warden One
One with Nature:
As a warden of nature, you have built a bond with your natural environment, befriending the animal life in that region and are now able to change your form into that of the myriad of creatures that call Charon home. Your forms that you are able to change into are dependent upon the region you call home, as you are intrinsically bonded to that natural space and the flora and fauna that live there. Upon earning this level, you must choose one region to be your home region, or if you have already claimed a region, you will use that one, however you cannot change this region after claiming it for this class.
Once per topic you can choose to shift into the natural, non-magical form of an animal from that specific region. Your transformation will last for two posts and will give you the natural abilities of that animal. (Wings for birds, gills for fish, etc.) While in this form, any attack you make with natural features will count as Novice with unarmed if you do not possess the unarmed skill. You cannot access any of your items or gear but are still able to cast spells and use features while transformed.
Region | Description |
Frost Gale | Canines, Felines, Ungulates, Ursines, Equine, Primates and Bovine that are commonly found in Tundra or Arctic like habitats. |
Wildspeaker:
Now attuned to your environment you are able to speak and communicate with non-magical animals from your selected regions, even in your normal, non-transformed form. You can perfectly understand their actions and intentions, as well as relay and communicate your own thoughts and intentions to them. Animals from your home region view you as one of them, a friend and an ally, but this does not affect animals owned by others, such as pets or mounts. You also begin to grow very minor physical changes related to an animal from your region, from things like fur and whiskers, to feathers, claws, fangs, or even fins. Each Primeval Warden is different in what they grow, taking on their own colors and patterns, allowing them to blend in with other animal life. These physical changes can be toggled on or off but generally speaking are as intrinsic as breathing.
Now attuned to your environment you are able to speak and communicate with non-magical animals from your selected regions, even in your normal, non-transformed form. You can perfectly understand their actions and intentions, as well as relay and communicate your own thoughts and intentions to them. Animals from your home region view you as one of them, a friend and an ally, but this does not affect animals owned by others, such as pets or mounts. You also begin to grow very minor physical changes related to an animal from your region, from things like fur and whiskers, to feathers, claws, fangs, or even fins. Each Primeval Warden is different in what they grow, taking on their own colors and patterns, allowing them to blend in with other animal life. These physical changes can be toggled on or off but generally speaking are as intrinsic as breathing.