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Moonglade
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Post by Kalos Savra on Jun 26, 2022 13:33:51 GMT -5
Skills
Skill | Level | Blade | Exalted | Marksmen | Exalted | Stealth | Exalted |
Item Limit11/20 Ability Limit
3/10
Back Pack | Added Space +8 to Item Weight |
WeaponsName | Type | Description | Enhancements | Yesterday | Marksman Large Piercing Ranged | Kalos Primary ranged weapon, it is crafted out of a solid piece of wood fitted with metal and cord to increase tension. The bow also grants the arrows fired from it unique abilities. When fired the arrows will blur, becoming incredibly hard to see while in mid air. They are not invisible but have 50% of their mass obscured or barely visible. When the fired arrow hits a surface, it will rupture, spraying tiny pieces of the metal outwards in a explosion like effect. | Blur Shrapnel | Onyx | Blade Small Slashing
| A small black dagger crafted from a piece of meteorite Kalos found on a hunt. It has been sharpened and modified to be extremely dangerous in close combat. The dagger has also been crafted using the energy left inside of the meteorite to be able to give off a blinding flash upon command, distracting his opponent when in battle.
| Flash | Razor Fang | Blade Medium Slashing Reach | A fine longsword with jagged and razor like edges meant to tear and rip flesh, leaving behind a nasty wound which can not be healed. The handle is made with soft fabric and designed in a way that allows the hand to flick, letting the weapon strike twice.
| Serrated Double Strike
| Thuds x10 | Marksman Small Bludgeoning Ranged | Twenty, small, metal balls that rest in a leather pouch on Kalos side. These metal balls can be thrown as blunt weapons, that can knock enemies backwards or even to the ground. | Bashing
| Wooden Stake x2 | Specialty
| A small piece of carved wood with a sharp stabbing tip on its end, about the size of a normal dagger. This stake can be worn on the body and easily concealed and is a go to tool for monster hunters and vampire slayers. While this seemingly harmless piece of wood does not do very much damage, if it pierces or cuts into a monster they monster will not be able to use any abilities or unique features. Additionally if this pierces or cuts a player character with a curse, they will be unable to use any abilities from their curse for the next two post, ending any current active effects.
| None |
Quiver | 40 Arrows | 5 Fear Tips | 5 Blighter's Arrows
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GearName | Description | Smoldering Cape
| 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. | Vainful Gauntlets
| Metal, sharp gauntlets that seem to fit perfectly onto your hand, attaching themselves to your skin. Once worn these gloves can never come off, staying with you to the end of time. Some corpses can still be found in their graves wearing these gauntlets. The armor protects your hands and wrist, and can never be cut through or broken. This allows you to grip dangerous objects like blade edges or even toxic material. These will not protect you from elemental damage however. Has two hit preventions and does not stack with other hit preventions on your arms.
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Items Name | Description | Pouch Sand | A small bag of fine white sand said to be mixed with finely ground glass and only found in this part of the world. The owner can grab a small handful of this sand and throw it, using it as a distraction or a tool for blinding and damaging an enemies eyes. If this sand enters the eyes, it will damage the eyes and cause blindness for their next post. If inhaled, the sand will cut and damage the throat, making the injured unable to speak or use vocal abilities/spells for their next post. There is only enough sand to be used twice per topic and the sand can only be thrown up to 5 feet from your person.
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Martial Abilities Name | Description | Viper Dance
| A unique fighting style crafted by desert assassin's and unarmed fighters using quick speed and agile reactions. If you are in the process of being attacked by a physical weapon attack and have both hands free (not physically holding anything) you can use a free hand to snake up the attackers arm while stepping to the side to dodge the attack. You then strike the wielders upper arm with your finger tips, dealing a small amount of damage but forcing them to drop the weapon used to attack. This can only be used once per topic.
| Blade Dance
| With your weapons feeling as light as air in your capable hands, you are able to whirl them around you in beautiful and complicated ways as if you were performing a dance. If you are within melee range of an enemy while whirling your weapons in this way, your next attack will ignore hit preventions. If you are not within melee range of an enemy, you will instead gain one hit prevention against ranged physical attacks. Can only be used twice per topic.
| Boomerang Arc
| With your heightened skill-level with the blade, you have learned how to throw a bladed weapon as if it was a boomerang. The violent spinning causes a whirlwind of air sharp enough to cut through stone. Its spin also functions as a multi-hit upon interacting with objects that have hit preventions, eliminating up to three hit preventions upon contact. One post to throw, one post to return. |
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Adventurer
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Post by Kalos Savra on Jul 19, 2024 20:20:37 GMT -5
Prestige Classes
Sharpshooter Level Three Shooters Sense You have spent so much time behind a ranged weapon that you have started to form a sixth sense, able to read your enemies movements and predict the shot, even without being able to see them. You are now able to passively aim at your target, even if your sight is obscured by things like mist, smoke or even the darkness. Vision impairing abilities or effects no longer prevent you from shooting at your enemy. | Far Sight Your aim and range as a marksman has increased, making you even deadlier at long ranges while using a marksman weapon. You can see just as clear as normal but now at twice the distance, letting you track and see targets even at incredibly long distances. Your reach with a weapon has also increased, letting you fire a weapon twice as far as you normally would be able to.
| Quick Draw You now have become incredibly quick and agile with your weapons, allowing you to manipulate and use them faster than others. You now ignore the reload speed of any ranged weapon that uses ammo and can draw a ranged weapon from its resting place in twice the speed, letting you get more shots off or respond to enemies much faster than you normally could.
| Blood Trail Damage done by your range weapons now cause the wounds to bleed even more, forcing excess blood from the wound. This will cause anyone who has taken damage to leave behind a blood trail, which you have trained to track. This blood trail will spatter the ground, leading you directly to your target. This makes it incredibly hard for your enemy to hide once you have damaged them.
| Piercing Shot With the focus and patience of a true sharpshooter, you have gained the ability to charge a shot, holding back your strike for a short duration and building up tension. You can choose to super charge your next shot, giving it extra punching power. The charged shot will ignore things like armor, structures or walls and can be used to pierce things, ignoring the defensive capability of it. This allows you to shoot through a barrier or even hit an enemy directly, ignoring their armor. You only get two charged shots per topic.
| Crippling Wounds Damage with your range weapons now cause crippling wounds, wounds that sting and burn, lasting longer than normal. These wounds can not be healed by spells or abilities and take twice as long to heal naturally. This prevents others from healing the damage you dealt, allowing you to close in and truly finish off your prey.
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Hunter
Level Four Standard Equipment
Investigation Kit A collection of the necessary tools for any investigations, its use over time while searching will generate information on the scene. During the first post of use, the user gathers information from a specific area that reveals the number of individuals, their weight, and their height over the last few hours. During the second post of use, direction of travel, track details (shoes, paws, etc), and general movement (did a fight occur, do they have a limp, etc) are all revealed to the hunter. During the third post of use, cloth fragments, hair/fur particles, and other such physical particles that would be relevant to the scene are discovered.
Camouflage Kit Much like the Investigation Kit, this too has the necessary tools for its purpose. This camouflage paint allows the user to blend into any environment that they find themselves in and can be applied to any of their gear, clothing or items. Once applied, it significantly reduces your visibility while on the move, and when remaining still, the user becomes effectively invisible to traditional non-magical means of detection. Requires one post to apply to a single item.
The Cloak A full body cloak with long wide sleeves and a hood, made of canvas and often comes in a flat, matte color, such as grey, tan or cream. The cloak is large enough to fully cover the users body, and then some, able to hide the users arm and leg movement while under the cloak. Internally it has a wealth of pockets which hold your various equipment and has a storage value of 8 item points. Is largely rain proof.
The Harness Worn underneath the cloak, but over normal attire, the harness comes equipped with numerous leather rings and straps to which larger equipment can be secured close to the body so as to prevent the items from making sound while moving. Has a storage value of 4 item points.
The Mask A form fitting white matte mask, it covers the entirety of the face from the forehead to the chin. This mask provides one hit prevention against physical attacks that would strike your face, the mask shattering if struck again. | Improvisation Equipment
Spidersilk Wire Extremely thin and strong wire made from the silk of a very rare spider, it is considered the lynchpin to a Hunter’s equipment load out. Comes in four spools of a hundred feet each.
Crude Gunpowder The most expensive piece of the Hunter’s equipment, they carry a small satchel of gunpowder with them at all times (3 uses per topic).
Carabiners A hinged hook around the size of a human palm, the hooklocks in place when the clasp closes around an object while meeting the point of the hook. Comes in a set of five.
Anchors A small piece of metal with a spike on one end and a loop on the other. Can be hammered or screwed into a surface and can be used to anchor an object to a surface. Comes in a set of 10 and can hold the weight of one average player character.
Glass Spheres An empty glass sphere with a hole that is closed off by a cork. Used to store liquids, powders, etc. Four bottles come included in the kit.
Smoke Powder A handful of mixed charcoal powders, when thrown or propelled outward, creates a medium sized cloud of black smoke, which impairs normal vision for the next two post. Comes with two uses.
Flash Powder A handful of light yellow powder with tiny bits of flint mixed within. When this powder is thrown or propelled forward, it will react with the bits of metal to create a non magical flashing effect in the immediate area. Comes with two uses.
Powdered Capsaicin A handful of bright red powder made from various plants and peppers that are spicy in nature. If this powder comes into contact with the eyes, nose or is breath in through the mouth, it will cause intense burning and irritation. Anyone affected can not use novice level spells, martial or stealth skills for their next post. Comes with two uses.
Powdered Glass A handful of white powder made from ground up glass. If this powder comes into contact with the eyes, nose or is breath in through the mouth, it will deal damage, create discomfort and prevent the target from taking any action other than moving during its next post. Comes with two uses.
Caltrops A multi prong metal object around the size of a golf ball, when stepped on they produce a bleed effect as if they had the Serrated enchantment. Comes in a set of ten.
Sticky Paste A pouch of moldable, sticky paste that can be attached to surfaces. It is not strong enough to hold a person but can support the weight of small objects. Comes with 5 uses.
Camo Cloth Small patches of cloth that mimic your cloak and are made with colors and designs meant to match the environment around them. These patches of cloth blend in with the area and can be used to hide objects. Comes in a set of four.
| Improvisation Engineer While a Hunter is tremendously skilled in traditional combat methods, it’s their ability to analyze and use their environment to their advantage that gives them an edge against opponents that would be considered stronger than them. With access to your Improvisation Equipment, a Hunter can turn any environment into a proverbial minefield. Once per post, a Hunter is able to combine up to three of their Improvisation gear into a new item or combination of items on the fly. This can be used until you run out of improvised gear. | Tracker Extraordinaire On top of the Hunter’s Investigation Kit, they have a collection of heightened physical and innate senses. Physical senses such as smell, touch, hear, sight, and taste. Innate senses like, a perfect sense of direction, the feeling that something seems off or misplaced, and other such subconscious communications. This allows the hunter to pick up on clues or tracks that would other wise be hidden.
| Creative Inventor Having spent enough time utilizing your standard and improvised gear, your ability to craft random items or systems has increased. You can now create two different make shift items or systems in a single post. (Counts as two separate actions) You can now mix your standard gear with improvised gear as well, giving you access to more unique combinations. This feature can be used until you run out of improvised gear to use. | Intuitive Bloodhound Your ability to pick up on context clues or sense that things are out of place have increased. You can feel if there is anything around you that is hidden or cloaked in non magical ways. If a person is attempting to hide, or something you are looking for is disguised, you will get a mental ping of its general location. You will have a basic idea of where anything that is hidden could be found as long as it is not being hidden by magical means.
| Improvisation Master Now a master of combining and crafting improvised items, your full inventory becomes a series of deadly weapons. You can now create three different make shift items or systems in a single post and can be used until you run out of improvised gear. If you used this ability three times in one post, the third creation counts as a free action. You can now also combine your Improvised, Standard and normal inventory gear together, gaining access to a full arsenal of items to be improvised together.
| Magicians Secret Nothing can get passed the Hunter's ability to sense their surroundings now. You are able to sense any hidden object, person or living creature, regardless of how they are hidden. You will get a mental ping of the exact location of where something is trying to be hidden from you, and can even sense things that are magically hidden, such as by spells or abilities. You can sense invisible enemies or detect things covered up by magic.
| Welcome to the Jungle Now a master of your craft, all of your creations no longer take an action, letting you create up to three different combinations in a single post while also doing other things. Additionally you have learned the inner workings of trap creation, able to locate and even disarm other traps. Your movements no longer trigger systems that are hidden like traps and can be disarmed by you without being triggered.
| Always Watching Not only does nothing get passed you, but you are also now able to react to someone attempting to strike or harm you from a hidden location. If someone tries to ambush you or attack you from within a cover, normal or magic, you gain a hit prevention against that attack, dampening your enemies attempts to surprise you. Your opponent must be obscured when launching the attack, such as in smoke, invisible or silently undetected.
| The Houdini Act As you reach peak mastery of your hunting skills, your Camouflage Kit now applies a magic obfuscation on top of its regular disguise effect. This obfuscation causes the equipment to be coated in it to no longer be detected through magical methods. Spells or class abilities will no longer detect you, allowing you to stay hidden from both normal and magical means.
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