Vail's certainties
Dec 10, 2022 20:39:31 GMT -5
Post by Vail on Dec 10, 2022 20:39:31 GMT -5
Skill Type | Level |
Stealth | Exalted |
Unarmed | Master |
Light Domain | Master |
Space Domain | Novice |
(Skills/Spells)
Skill Slot | Skill | Description |
1 | Lock Pick | This skill gives you the ability to pick just about any lock using simple tools such as a piece of metal, or even natural items like a stick. You can expertly manipulate the item to find the tumblers and quickly unlock the object, be it a chest, door or even a jail cell. |
2 | Surface Scaling | This technique makes you an expert climber or scaler, giving you the knowledge of how to climb and cling to surfaces. Almost like a spider you have gained the unnatural ability to hang onto walls or solid surfaces and climb up vertical surfaces that normal people could not. You have expert knowledge of hand holds and vertical movement, letting you reach higher places than normal. |
3 | Soft Body | For the next two post one of your limbs becomes incredibly stretchy, able to bend and form in very unnatural ways. It can extend up to three times its normal length and wrap around objects. This can be used to assault foes from afar or even restrain enemies with your limbs. You still take damage as normal while in this state. |
4 | Steel Catch (Martial Skill) | Fighters who learn this technique can, when necessary, catch an incoming blade with their bare hands while sustaining minimal damage. They clap their hands over the flat of an incoming blade with tremendous speed, halting its progress and momentarily trapping it between their hands. This technique takes a large amount of finesse and can only be used if the fighter was completely unarmed before the incoming attack even began. |
5 | Purity Bolt | This spells allows you to form a small bolt of light, pulsating energy in the palm of your hand. This bolt is about the size of a dagger and while it can effectively be used in melee combat, it excels at range, growing in size as it soars through the air. It can grow in size to equal a spear, piercing its enemies and dealing damage. -Deals light damage- |
6 | 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. |
7 | Circle of Life | You create a small magical ring around you that protects your person and anyone standing next to you. As long as you are standing in this circle you and anyone else inside of it will be protected from taking damage. This prevents any wound that would come from an attack by a weapon or spell, regardless of its type. This ring will move with your person and last for two post. (This can only be cast once per topic) |
8 | Resist the Elements | You can choose yourself or an ally, coating them in an aura of energy. Upon casting this spell you must choose one of the eight elemental damage types (Fire, Earth, Wind, Lightning, Water, Ice, Light or Dark) For the next two post the effected target will become immune to that single damage type, taking no damage from spells or effects of that damage type. You can only effect one person at a time with this spell and can only cast it twice a topic. |
9 | Divine Ascent | Two bright golden angelic wings spring forth from your back. These wings give off an immense amount of light and also give you the ability to fly. These wings will remain for three post and will allow you to move through the air much like other creatures with wings. These wings mimic the flight spell. |
10 | Piercing Light | You call down a beam of light, pure energy cascading down from the sky. This light will cover a medium sized area, filling it with light. This light will burn anyone who stands inside of it, scorching their skin and causing them to take damage. For as long as they stand inside of the light they will continue to take the damage. -Deals light damage- |
11 | 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. |
12 | 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 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. |
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Items (5/12)
Item | Description | Weight |
Extra:Vail's notebook | A small notebook Vail carries on his person at all times. Has no practical use outside of record keeping. | 0 |
Hand Wraps | 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)- Enchantment 1: Life Link - This Enhancement allows the wielder to heal from attacks landed against an enemy. After dealing damage to an enemy with this weapon you heal a minor wound which slowly heals up giving the weapon's wielder some rejuvenation. Can be applied to all weapon types. Enchantment 2 (Monk): Cold Iron - When a weapon with this Enhancement is drawn in the presence of 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). Causes a lingering effect of malaise, slowing the target’s speed by half and preventing them from accessing their magic. Can be applied to any weapon type. Enchantment 3 (Tourney Favor): 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. Master Unarmed Enchantment (Applies to body, not weapon dependent):Dashing - This enchantment buffs the user instead of the weapon, allowing the wielder to dash a very short distant while simultaneously striking, giving them the chance to close a gap and attack at the same time. The dash can be seen but gives them a spurt of energy. | 1 |
Gauntlets of Ginma (Armour) | A pair of overgrown, magical gauntlets made of stone and covered in moss and small white flowers. These gauntlets provide one hit prevention, and allow the wearer to smash through stone as if it were glass, and lift natural boulders more than twice their weight. The abilities of these gauntlets will last as long as they have a hit prevention left. | 2 |
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. | 0 |
Phantom Plate (Cuirass) | A plate of armor that is almost incorporeal, as if it has been taken from a ghost. It weighs practically nothing, allowing its user to remain nimble. It does little to protect from normal physical attacks however, but gives you three hit preventions against effects or attacks that could bypass armor, either due to abilities, spells, or effects. It also renders all enchantments on a weapon that attempts to attack through the armor useless. This negates all effects from enchantments on the weapon as the attack is being made. | 0 |
Smoldering Cape (Clothing) | A large black cloak that can be worn on the back and is made out of comfortable fabrics. It comes equipped with a hood that can be used to cover ones head. While wearing the cloak with the hood up, the user can command a plume of smoke to escape from the cloak and cover the owner in a cloud of dark smoke. This smoke will obscure the wearer for three post until it dissipates. The cloud will be large enough to hide the owner inside of the cloud, making it hard to find them. | 2 |
Volcano Ash Cigar | A rare, expensive Cigar made from ash wood near Mt. Drakolt. It is more of a status symbol than a true cigar, with many smokers only taking one puff from the item to preserve its lifespan. However, when lit, black smoke will dance from the cigar, even allowing the smoker to control the smoke, creating shapes, designs or even cover with the smoke. The smoke is heavy and can not be moved by things such as wind, but will fade on its own after one post. Can be used three times per topic. | 0 |
Grafts + Tattoos + Spell Focus
Ravager's Mark (Bulls Strength Tattoo) | A collection of six dots in a hexagonal pattern adorning his back. The top most dot is a crimson red, while the remainder are a pale white. (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. ) |
Arcane Mark | Arcane marks are unique focuses that are placed on the body and hidden away. These include things like tattoos, birthmarks or even carvings etched into the skin. A arcane mark is often hard to come by with very few spell casters ever encountering one. While unique they are powerful, giving its owner increased magic and allowing them to cast more spells. -Increases spell limit by 10 spells- |
Bonus:
Aura of Vulcadreaus | Your encounter with Vulcadreaus has left its mark on you. A very tiny fraction of Earth Domain Primordial energy now pulsates from your body. Its effect on you has yet to be understood, but you can feel its presence lingering somewhere in the back of your mind. You can feel the energy of the primordial realm around you as it flows back into Charon. Your encounter with the Earth Domain Avatar has left a lingering essence around your spirit (no mechanical effect). |
Consumables:
Dragon chocolate (cast Heat Wave once per topic)
Storm chocolate (cast Call Tornado once per topic)
Blizzard chocolate (cast Sheer Cold once per topic)
Prestige Classes:
Shadow Dancer
Level One
One with the Shadows:
You are always aware of any form of shadow or body of darkness in the immediate area, able to passively sense where these shadows are and what is creating the shadow. In addition you can manipulate your own shadow, changing its size, shape and even removing it altogether. While within a shadow you have the effects of the spell Shadow hiding active at all times, but can now move and interact with objects without breaking the effect.
Shadow Sight:
While inside of a shadow created by you or another object, you can see perfectly, your vision not hindered by the darkness. You can also see others who would attempt to conceal themselves in the shadows or darkness. You can see the outline of others who are within the shadow or darkness as if you could see them in the daylight however this does not apply to magical means from spells or abilities.
Pass without a trace:
The shadow dancer has learned to completely conceal themselves while hidden, becoming one with the very shadows. While under the effects of a hiding spell or ability, or while concealed in a shadow, you can no longer be detected by any some of the mortal senses. You can not be smelled or heard, preventing people with increased senses to detect you. For as long as you are concealed they can only find you by physically detecting you or removing you from the shadow. Your tracks also no longer exist, leaving no foot prints or indentations in the ground.
Level One
One with the Shadows:
You are always aware of any form of shadow or body of darkness in the immediate area, able to passively sense where these shadows are and what is creating the shadow. In addition you can manipulate your own shadow, changing its size, shape and even removing it altogether. While within a shadow you have the effects of the spell Shadow hiding active at all times, but can now move and interact with objects without breaking the effect.
Shadow Sight:
While inside of a shadow created by you or another object, you can see perfectly, your vision not hindered by the darkness. You can also see others who would attempt to conceal themselves in the shadows or darkness. You can see the outline of others who are within the shadow or darkness as if you could see them in the daylight however this does not apply to magical means from spells or abilities.
Pass without a trace:
The shadow dancer has learned to completely conceal themselves while hidden, becoming one with the very shadows. While under the effects of a hiding spell or ability, or while concealed in a shadow, you can no longer be detected by any some of the mortal senses. You can not be smelled or heard, preventing people with increased senses to detect you. For as long as you are concealed they can only find you by physically detecting you or removing you from the shadow. Your tracks also no longer exist, leaving no foot prints or indentations in the ground.
Brawler
Level Two
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.
Two Piece:
Brawlers have learned to combo their attacks, able to deliver quick successful attacks one after another. If a brawler is able to successfully land an attack with just their fist, they can launch another attack with their other fist directly after it as apart of the same attack. This follow up attack follows the outcome of the first, meaning if the first strike lands, the second one will automatically land.
Deflecting Palm:
Not only is the brawler an excellent offensive fighter, but they have also mastered the skill to defend themselves, even at a range. If they are attacked with a ranged physical attack such as an arrow, bolt or spear, they can use their deflecting palm to either knock the projectile out of mid air or even catching it, allowing them to throw it back. If a weapon is caught and thrown back, it can only go half its normal distance and will only deal half its normal damage. This can be used twice per topic.
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.
Brawlers have learned to combo their attacks, able to deliver quick successful attacks one after another. If a brawler is able to successfully land an attack with just their fist, they can launch another attack with their other fist directly after it as apart of the same attack. This follow up attack follows the outcome of the first, meaning if the first strike lands, the second one will automatically land.
Deflecting Palm:
Not only is the brawler an excellent offensive fighter, but they have also mastered the skill to defend themselves, even at a range. If they are attacked with a ranged physical attack such as an arrow, bolt or spear, they can use their deflecting palm to either knock the projectile out of mid air or even catching it, allowing them to throw it back. If a weapon is caught and thrown back, it can only go half its normal distance and will only deal half its normal damage. This can be used twice per topic.
Monk
Level One
Level One
--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 with the Unarmed tag come with an additional enchantment slot now for you to further enchant your items.
Current Monk Arts:
Those who have entered the way of the fist have focused their unarmed skills, becoming skilled melee combatants. All items with the Unarmed tag come with an additional enchantment slot now for you to further enchant your items.
Current Monk Arts:
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. |
Acolyte
Level One
Vestige of Light:
Your bond to the light or dark domain has manifested itself as a in the form of a physical object. This object can take the form of any weapon or armor from the general martial shops and can be used as a casting focus for your Light or Dark domain spells (You may also choose an item you already own to become your vestige). Your vestige can be equipped with enhancements from the weapon or armor shops, but cannot be used in the Blacksmith system. While dormant, the vestige looks like its normal form - however once per topic you can activate the vestige, causing it to dimly radiate with light, whether the bright harsh light of the sun or the dim light of the moon, which gives off a medium range aura for the next six posts. This aura will illuminate the area, even in magical darkness. While the Vestige is active, it can also be used to activate and target others with your Blessings and other class features.
Your bond to the light or dark domain has manifested itself as a in the form of a physical object. This object can take the form of any weapon or armor from the general martial shops and can be used as a casting focus for your Light or Dark domain spells (You may also choose an item you already own to become your vestige). Your vestige can be equipped with enhancements from the weapon or armor shops, but cannot be used in the Blacksmith system. While dormant, the vestige looks like its normal form - however once per topic you can activate the vestige, causing it to dimly radiate with light, whether the bright harsh light of the sun or the dim light of the moon, which gives off a medium range aura for the next six posts. This aura will illuminate the area, even in magical darkness. While the Vestige is active, it can also be used to activate and target others with your Blessings and other class features.
-Path of the Sun Blessing of the Hallowed
If your Vestige of Light is in effect, you can activate this blessing, affecting all allies within your aura. For the next three posts your allies within the aura will have their weapons engulfed in divine fire and glow with a warm light, allowing their attacks to now deal Light and Fire damage in addition to their normal damage. Their spells will also now deal Light and Fire damage in addition to their normal types. Damage against creatures that fall under the Horrors/Undead category cannot be ignored or prevented by hit preventions.
Controlled Immunity:
Gaining mastery over the healing arts has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect lasts for one turn less on you and will not affect you as much as normal.
If your Vestige of Light is in effect, you can activate this blessing, affecting all allies within your aura. For the next three posts your allies within the aura will have their weapons engulfed in divine fire and glow with a warm light, allowing their attacks to now deal Light and Fire damage in addition to their normal damage. Their spells will also now deal Light and Fire damage in addition to their normal types. Damage against creatures that fall under the Horrors/Undead category cannot be ignored or prevented by hit preventions.
Controlled Immunity:
Gaining mastery over the healing arts has increased your control over your own body. You have now become resistant to poison and toxins, your body able to fend them off with ease. Any poison or toxic effect lasts for one turn less on you and will not affect you as much as normal.
Berserker
Level One
Berserkers Rage:
The Berserker's bread and butter, the legendary rage. These warriors are said to be able to enter a blood thirsty trance, where all logic and caution is replaced by pure anger and the desire to fight. They begin by going into a frenzy, getting angrier and throwing caution to the wind. While under the influence of rage you now ignore all pain, not able to feel the effects of damage. While you still sustain the damage you ignore the pain, which allows you to continue fighting with out the distraction of an injury. However because of the pure anger caused by this rage you are unable to cast any spells for the duration. Your rage last for three post and can only be used once per topic at level one.
Undying Rage:
Berserkers are monsters, unable to be stopped while raging and fighting. As long as a berserker is in their rage, they can not be killed or knocked unconscious, despite how much damage they take. They will continue to push through, even after taking fatal wounds. However once the rage ends the full force of their damage and pain will return, washing over their body and causing them to feel any effects of pain or damage.
Sweeping Fury:
While rage can be a useful tool for the berserker, it forces them to see everyone as a foe, unable to separate friend from their target. While in rage their attacks become more reckless, wild and for everybody. Their melee attacks with their weapons will turn into sweeping cleaves, wide attacks that attempt to hit everyone in their range. They can strike multiple targets with one sweeping strike, with the force of the weapon having just as much impact as a normal strike. Because of this however they can sometimes strike friends who may be standing by their side in battle.