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Post by maltholloth on Jun 24, 2022 17:16:26 GMT -5
Skills: Light domain novice Animal handling
Inventory: Medical kit 10
Spells: Major healing 30
Other: Grafts - Wings (currently ineffective)
Solars: 10
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Post by maltholloth on Jun 25, 2022 8:38:31 GMT -5
Skills: Light domain novice Animal handling
Inventory: Medical kit - 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. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armor or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon.
Spells: Major healing - A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell.
Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colors, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenced, sparky will return to its owner the next day.
Solars: 10 + 25 (founders prizes) = 35
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Post by maltholloth on Jun 26, 2022 7:40:14 GMT -5
Skills: Light domain novice Animal handling
Inventory: Medical kit - 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. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armor or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon.
Spells:
Major healing - A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell. Minor Healing - By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. - 15 solars
Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colors, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenced, sparky will return to its owner the next day.
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Post by maltholloth on Jun 27, 2022 1:53:07 GMT -5
Skills: Light domain novice Animal handling
Inventory: Medical kit - 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. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armor or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon.
Spells: Major healing - A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell. Minor Healing - By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. - 15 solars
Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colors, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenced, sparky will return to its owner the next day.
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Post by maltholloth on Jun 28, 2022 2:06:53 GMT -5
Skills: Light domain novice Animal handling
Inventory: Medical kit - 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. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armor or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon.
Spells: Major healing - A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell. Minor Healing - By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. - 15 solars
Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colors, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenced, sparky will return to its owner the next day.
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Post by maltholloth on Jun 29, 2022 15:11:09 GMT -5
Skills:
Light domain novice Animal handling Inventory: Medical kit - 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. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armor or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells: Major healing - A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell. Minor Healing - By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. - 15 solars Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colors, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenced, sparky will return to its owner the next day. Solars: 95 + 25 (3x rp on 29/6 talesofcharon.proboards.com/thread/292/fairy-fire-drake?page=1&scrollTo=534 1x rp on 29/6 talesofcharon.proboards.com/thread/224/kingswood-hunt-sol-stone?page=2&scrollTo=501 1x rp on 29/6 talesofcharon.proboards.com/thread/248/anothers-home )- 100 purchase (https://talesofcharon.proboards.com/thread/303/elrodan-flies )= 20Prestige Classes Bard
Master Muse:
You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device.
Note of Momentum:
You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could.
Become another person:
While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else.
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Post by maltholloth on Jun 30, 2022 15:51:47 GMT -5
Skills:
Light domain novice
Animal handling
Inventory:
Medical kit - 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.
Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armor or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon.
Spells:
Major healing - A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell.
Minor Healing - By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. - 15 solars
Other:
Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colors, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations.
Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenced, sparky will return to its owner the next day.
Solars: 20 = 30
Prestige Classes Bard
Master Muse:
You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device.
Note of Momentum:
You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could.
Become another person:
While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else.
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Post by maltholloth on Jul 1, 2022 15:59:11 GMT -5
Skills:
Light domain novice
Animal handling
Inventory:
Medical kit - 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.
Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armor or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon.
Spells:
Major healing - A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell.
Minor Healing - By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. - 15 solars
Other:
Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colors, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations.
Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenced, sparky will return to its owner the next day.
Solars: 30 = 40
Prestige Classes Bard
Master Muse:
You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device.
Note of Momentum:
You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could.
Become another person:
While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else.
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Post by maltholloth on Jul 2, 2022 14:51:20 GMT -5
Skills: Light domain novice > Light Domain MasterAnimal handling Inventory: Medical kit - 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. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armor or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells: Major healing - A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell. Minor Healing - By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. - 15 solars Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colors, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenced, sparky will return to its owner the next day. Solars: 40 + 15 (1x rp on 2/7 talesofcharon.proboards.com/thread/292/fairy-fire-drake?page=2&scrollTo=707 And 1x rp on 2/7 talesofcharon.proboards.com/thread/367/mash-medical-adventurers-support-hospital and 1x rp on 2/7 talesofcharon.proboards.com/thread/248/anothers-home?page=1&scrollTo=773 )- 50 (purchase Master Light talesofcharon.proboards.com/thread/371/come-light )= 5 Prestige Classes Bard Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else.
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Post by maltholloth on Jul 3, 2022 10:13:48 GMT -5
Skills: Light domain novice > Light Domain Master Animal handling Inventory: Medical kit - 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. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells: Major healing - A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell. Minor Healing - By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. - 15 solars Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day. Solars: 5 + 15 (2x rp on 3/7 talesofcharon.proboards.com/thread/367/mash-medical-adventurers-support-hospital?page=1&scrollTo=795 1x rp on 3/7 talesofcharon.proboards.com/thread/292/fairy-fire-drake?page=2&scrollTo=861 )
= 20 Prestige Classes Bard Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else.
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Post by maltholloth on Jul 5, 2022 1:11:37 GMT -5
Skills: Light domain novice > Light Domain Master Animal handling Inventory: Medical kit - 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. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells: Major healing - A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell. Minor Healing - By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. - 15 solars Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day. Solars: 20 + 15 (1x rp on 4/7 talesofcharon.proboards.com/thread/367/mash-medical-adventurers-support-hospital?page=1&scrollTo=795 2x rp on 4/7 talesofcharon.proboards.com/thread/292/fairy-fire-drake?page=2&scrollTo=861 )= 35 Prestige Classes Bard Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else.
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Post by maltholloth on Jul 6, 2022 7:03:48 GMT -5
Skills: Light domain novice > Light Domain Master Animal handling
Inventory: Medical kit - 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.
Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon.
Spells: Major healing - A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell.
Minor Healing - By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. - 15 solars
Other:
Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations.
Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day.
Solars: 35
)
= 50
Prestige Classes Bard
Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device.
Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could.
Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else.
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Post by maltholloth on Jul 6, 2022 13:28:56 GMT -5
Skills: Light domain novice > Light Domain Master Animal handling
Inventory: Medical kit - 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.
Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon.
Spells: Minor Healing - By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. - 15 solars
Major healing - A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell.
Massive healing - A healing spell that can be used to heal un healable wounds. This includes things like lost limbs or body parts. It will regrow a lost arm or leg, repair a damaged eye or other organ. This will give the target full control of a healthy limb or organ as if it was never damaged before. You must touch the target for this to take effect. Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments)
Other:
Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations.
Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day.
Solars: 50
) - 65 shop purchase (massive healing, remove poison) = 0
Prestige Classes Bard
Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device.
Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could.
Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else.
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Post by maltholloth on Jul 7, 2022 18:23:58 GMT -5
Skills: Light domain novice > Light Domain Master Animal handling Inventory: Medical kit - 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. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells: Minor Healing - By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. - 15 solars Major healing - A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell. Massive healing - A healing spell that can be used to heal un healable wounds. This includes things like lost limbs or body parts. It will regrow a lost arm or leg, repair a damaged eye or other organ. This will give the target full control of a healthy limb or organ as if it was never damaged before. You must touch the target for this to take effect. Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments) Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day. Solars: 0 +10 (1x rp on 8/7 talesofcharon.proboards.com/thread/367/mash-medical-adventurers-support-hospital?page=1&scrollTo=795
1x rp on 8/7 talesofcharon.proboards.com/thread/292/fairy-fire-drake?page=2&scrollTo=861
)
= 10
Prestige Classes Bard Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else.
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Post by maltholloth on Jul 9, 2022 19:05:16 GMT -5
Skills: Light domain novice > Light Domain Master Animal handling Inventory: Medical kit - 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. Founder's Sigil - A small rune or sigil, normally drawn on a piece of cloth, etched into armour or worn on the clothing. A symbol marking you as one of the first few to explore Charon. This sigil can be stored in your inventory as a reminder of your origin, and displayed before others, cementing you into the history of Charon. Spells: Minor Healing - By touching yourself or an ally you can instantly heal any surface level wounds that have been obtained. This includes scratches, cuts, bruises or other skin level wounds. - 15 solars Major healing - A healing spell that heals the target of all wounds, regardless of how severe. This will heal them of deep wounds such as cuts or gashes. It will also heal them from things like burns or wounds that may prevent them from continuing on. This will not return any lost limb or organs however and you must touch the target to use this spell. Massive healing - A healing spell that can be used to heal un healable wounds. This includes things like lost limbs or body parts. It will regrow a lost arm or leg, repair a damaged eye or other organ. This will give the target full control of a healthy limb or organ as if it was never damaged before. You must touch the target for this to take effect. Remove poison - By touching a person or object, you can remove any form of poison or toxin. If used on a person it will remove any poison or toxic effect currently afflicting the person. If used on an item it will remove any poison from the item. (this will cancel out the effect of poison enchantments) Other: Grafts - Wings (currently ineffective need purchase) - You get a pair of wings grafted onto your back that allows you to fly much like a bird or other animal with wings. These wings can come in a variety of colours, shapes and designs and function like the fly spell. These wings are not strong enough to take you miles into the air or fly for very long, but they are functional for short durations. Mystical Archive Ticket > Sparky - A tiny living mote of fire, an elemental that hovers around its owner. While devilish in appearance, it is quite tame, enjoying to float around and play rather than fight. It is quick to bond with its owner and will protect them at all cost. The tiny ball of fire can shoot tiny motes of fire from its mouth and ignite things it touches. However the smallest bit of water will snuff the creature. If quenched, sparky will return to its owner the next day. Solars: 10 +15 (1x rp on 9/7 talesofcharon.proboards.com/thread/367/mash-medical-adventurers-support-hospital?page=1&scrollTo=795
1x rp on 9/7 talesofcharon.proboards.com/thread/292/fairy-fire-drake?page=2&scrollTo=861
1x rp on 9/7 talesofcharon.proboards.com/thread/248/anothers-home?page=1&scrollTo=1068 )
= 25Prestige Classes Bard Master Muse: You have mastered the art of playing an instrument and have now begun to learn how to weave your artistic skills in combat. You can choose one of the instruments from the table above to make a focus for this class. You are now able to play this instrument while in battle, its noise being amplified to be heard over the sounds of combat and struggle. In addition you can use this instrument as a spell casting focus for your normal spells, regardless of the domain, allowing you to cast spells through the musical device. Note of Momentum: You have now learned magical notes, abilities you can cast through your music to affect allies or enemies. Only one note can be played at a time, but is able to effect anyone who hears it, regardless of it being an ally or an enemy. The note of momentum allows you to play at a very quick pace, your music becoming very quick. For the next three post all allies who can hear your music will have their speed increased, able to move twice as fast as they normally could. In addition an enemy that hears this note will have their speed reduced, moving half as quickly as they normally could. Become another person: While bards are skilled musicians they are also great entertainers, acting and preforming for large crowds. They have spent a lot of their time learning voices, dialects and taking on many different roles. This has allowed the bard to take on a persona, becoming another character for a while. They can change their voice, their personality, their accent, and even keep make up kits on them to alter their appearance. With all of this combined the bard is able to hide their true identity while becoming someone else.
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