Arashi's Inventory
Jan 9, 2023 23:18:06 GMT -5
Post by Arashi Tento on Jan 9, 2023 23:18:06 GMT -5
Skills
Blade: Exalted
Unarmed:Master
Space Domain:Master
Sky Domain: Exalted
Body Enhancement from Master Unarmed:
- 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.
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.
Items
Name: Katana
Type: Blade
Size: Medium
Damage Type: Slashing
Specialty: None
Enhancements: Double Strike
Type: Blade
Size: Medium
Damage Type: Slashing
Specialty: None
Enhancements: Double Strike
Dexcription: A medium length single edged sword typical from the Crescent Isles, Usually wielded with two hands, it excels as a slashing weapon, it's slightly curved blade helping to extend the contact during a slash while not being so curved that it wouldn't be effective at thrusting. This sword has been at Arashi's side since before he began his journey, crafted by a smith who armed the Crescent Isles army, it's a reminder of both, his training days, and why he began his journey. Although it might go through upgrades and modifications. It is unlikely Arashi will get rid of this sword.
Name: Cloth Wraps
Type: Unarmed
Size: Small
Damage Type: Bludgeoning
Specialty: Hand to hand
Enhancements: None
Type: Unarmed
Size: Small
Damage Type: Bludgeoning
Specialty: Hand to hand
Enhancements: None
Description: Simple wraps for his wrists and ankles, to diminish chances of injury while training or fighting unarmed, although not the same item, these were Arashi's first "Weapon" as he began training how to fight even before he was allowed to wield a sword, he tended to injure himself by hitting too hard something he didn't have the strength to move or break, and so he tended to get wrist and ankle sprains. One day after patching him up yet again Mizu gifted some of these to him and they helped reduce his chance of injury. Although those first are too small for him now he still keeps them for sentimental value.
Dragon Chocolate
A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
A dark black bottle filled with thick liquid that shimmers a deep purple color. When this potion is consumed the drinker will be filled with dark magic for a sort period of time. For the rest of the topic the drinker may choose any spell from the dark domain shop, but can only choose one. They can cast that spell for the rest of the topic regardless of their skills (must still follow the rules of the spell)
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.
Grappling Hook:
A 50 foot coil of rope with a metal hook or claw attached to the end of it. This can be used to latch onto objects, cling to walls or even use as a make shift weapon. The hooked head is extremely good at latching onto objects or the top of walls and the rope allows you to scale or pull the item towards you.
Vulcadreaus Scale:
Replicant:
You snap your fingers, summoning a perfect copy of yourself, mimicking the exact way you appear when casting the spell. This copy is physical in form, can speak and mimics your exact personality. This form can move around, away from you and even interact with its environment. This clone can even cast spells and attack, however will deal no damage with any of its abilities or strikes. As soon as this copy takes damage, it will vanish.
Hold Person:
You can touch another being, humanoid or creature, and bend space around them. For as long as you touch this being, you both will be completely frozen, unable to do anything, speak, move or interact with things. The only movement that can be done is the caster of this spell choosing to release the touch and spell. Things can still interact with you however, dealing damage or affecting you. If pulled apart the spell will break.
Age Item:
You can target a weapon or item with this spell, causing it to age instantly. This will cause it to obtain any effects of that age, meaning rust, rot and decay. This can be used to render an object useless or remove it completely. This can not be used on living beings and can only be used to affect one item at a time. If a new item becomes aged, the previous one will return to normal.
Suspend Item:
You target an item suspending it in an aura of time and space. As long as this item is suspended it can not be affected in any way. It will not age, rot or rust, it takes no damage and deals no damage. Any effects or abilities are also suspended, preventing them from being activated or used. The item can still be used, just has no effect and can not be effected. Can not target living beings and can only effect one item at a time.
Meditate:
You take a moment to yourself to recoup, drawing energy from the space domain to heal yourself. In order to use this spell you must become completely still, unable to move or take any actions for the next few seconds. During this meditation you heal yourself of all minor and surface level wounds, including scratches, cuts and minor wounds. If you are attacked while meditating the spell will end.
By pointing your finger, you send forth a thin, quick beam of lighting shooting out. It will crackle and course through the air in a straight line, blasting through anything in the path of your finger. While it is a thin, easy to dodge beam, it delivers a high amount of damage.
Can cast:
Void Slash:
The primordial paths of the Elementalist draw on the energies of the Primordial Planes and the very essence of the domains and elements, allowing them to claim mastery over their chosen paths as they weave fantastical elemental magic, that has been further enhanced by the loosening of the planar veil caused by the destruction of the Sol Stone. When you achieve Master level in the elemental Domains, you unlock paths to invest into with your growing ties to the Primordial Plane.
[/div]Storm Chocolate x 2
A small piece of chocolate with a fluffy, white filling. When consumed, the eater will be able to cast Call Tornado once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Blizzard Chocolate x 2
A small piece of chocolate with a cold, blue filling. When consumed, the eater will be able to cast Sheer Cold once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Dragon Chocolate
A small piece of chocolate with a bright red, spicy filling. When consumed, the eater will be able to cast Heat Wave once during a topic without needing to know the spell. You can cast the spell anytime during the topic but lose the ability to do so if you consume a new Chocolate before the spell is used.
Name: Paladin's Blade
Type: Blade
Size: Medium
Damage Type: Slashing
Specialty: None
Type: Blade
Size: Medium
Damage Type: Slashing
Specialty: None
Dexcription: A gold long sword that deals slashing damage and works like a normal long sword. However while holding the sword you can choose to fire out a beam of pure light. This beam has a medium range and shoots out in a straight line. If the beams strikes an enemy it will deal a large amount of light damage, and if the beam passes through an ally it will heal them of all surface level wounds. Can pass through multiple targets and even solid surfaces.
Arashi's
Hidden Blossom Blade:
A beautiful, Cherry Blossom quarterstaff With A a pattern of Branches Carved in Low Relief, Cherry blossoms still sprout from them; the bottom of the quarterstaff is actually the blade’s hilt, allowing the blade to be hidden. Upon removal from its hilt, the Blossom Blade is long, and an extremely thin, sharp, durable blade crafted by master blacksmiths in the Crescent Isles. This weapon can be used as a blade when unsheathed; a quarterstaff or walking stick when sheathed; and it is extremely effective against plants and creatures made of similar materials.
The Quarter staff is 5'10 which is around Arashi's height with the hilt being about 2 feet long and the blade being the rest, the sword is only 1 inch shorter than the quarterstaff
0 Points
Arashi's
Lightning Spear:
A long spear made of silver with etchings of Lightning carved into the weapon. The tip of the spear is also silver and acts like a normal spear. The spear can be wielded with both hands to be used as a melee weapon, but also can be thrown. When thrown the entire spear will turn into a bolt of blue lighting, arcing through the air. The lightning will pierce and shock anyone it hits, turning back into a spear after landing. If the spear is not in your hand you can command it to return back to you, allowing the spear to teleport back into your hands after being thrown.
0 points
Ray Bow:
A golden long bow with elegant filigree lacing the metal bow with the string being a thick piece of silver cord. This acts like a normal long bow, however does not need any ammo when being used. Instead of notching an arrow, you can simply pull the string back, causing an arrow of pure light to form where a normal arrow would normally be. These light arrows deal light damage and can illuminate an area of darkness, be it magical or natural.
3 points
Name: Dart of Teleporting
Type: Marksman
Size: Small 1 Point
Damage Type: Piercing
Specialty: Range
Type: Marksman
Size: Small 1 Point
Damage Type: Piercing
Specialty: Range
Dexcription: A single pitch black dart said to have been crafted by a highly skilled shadow dancer. This dart acts like a normal dart, can be thrown and used to deal minor amounts of damage. However the owner of the dart can teleport to the darts location, allowing them to move through time and space to return to the dart. This can be a tricky item, as sometimes the dart ends up in a dangerous area. When teleporting, you can not be affected until you return to the dart. This ability can only be used once per topic
Name: Dancing Wakizashi (Dancing Dagger)
Type: Blade
Size: Small
Damage Type: Slashing
Specialty: N/A
Type: Blade
Size: Small
Damage Type: Slashing
Specialty: N/A
Dexcription: A small dagger that fits comfortably in the hand and can easily be stashed or hidden. This dagger also has the unique property to hover or float next to you, almost like a pet bird. While floating the dagger will stay next to you and follow you around. When the dagger is away from you it can also be summoned, flying back to you like a boomerang.
Witches Brew:
A dark black bottle filled with thick liquid that shimmers a deep purple color. When this potion is consumed the drinker will be filled with dark magic for a sort period of time. For the rest of the topic the drinker may choose any spell from the dark domain shop, but can only choose one. They can cast that spell for the rest of the topic regardless of their skills (must still follow the rules of the spell)
Arcane Proxy:
A foot long metal rod that can be extended outward up to 5 feet. The rod itself has no combat abilities and is easily bent or broken. However, the rod can act like an antenna for spellcasting. If the owner is within 100 feet of the rod, they can choose to use this rod as an origin point for their spells. Spells they cast can come from this rod or affect the area around this rod instead of their person as an origin point. All rules of the spell must still apply.
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.
Grappling Hook:
A 50 foot coil of rope with a metal hook or claw attached to the end of it. This can be used to latch onto objects, cling to walls or even use as a make shift weapon. The hooked head is extremely good at latching onto objects or the top of walls and the rope allows you to scale or pull the item towards you.
Spell Book:
A spell book is a large book wrapped in leather or cloth but can also be made out of unique materials like wood or metal. A spell book allows its owner to store spells inside of it, giving them quick access to their spells in the middle of battle. Most spell casters hold their books when casting, but can also store it in a bag or a special holder on their body.
-Increases spell limit by 5 spells-
Extra Pages x2:
This item can only be purchased if you already own a spell book. The mage will add extra pages to their spell book increasing the amount of space they can use to write more spells down, and ultimately gives them access to more magic.
-Increases spell limit by 5 spells-
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).
Spirit Bottle:
A bottle of silver, milky liquid, tied with a cord. When this bottle is opened and the drink is consumed, the user has their eyes opened to ghosts and spirits, glazing over and becoming silver like the moon. For the next three post you can see anything under an invisible effect, including things unseen by magic or abilities. You can also see ghost and spirits that may have remained on Charon, even able to speak and communicate with them for a moment. Can be consumed once per topic.
Talisman of the Lightning Catalyst:
A long chain necklace containing a topaz-colored lightning catalyst gem at the end which is encased by a mimic slime. As the user wears this necklace, they can select one of the common grafts from Madam Evalyn’s Curiosities. This graft manifests on the user as pure lightning - it possesses the same form, position, and function as the graft from the shop. When the user strikes an enemy with these grafts, it will shock the target and numb the body part that has been struck. These lightning grafts cannot be altered to use the properties of other elements and they do not possess a true corporeal form. The selected graft lasts for three posts and requires a two-post cool down before the talisman can be used again. Two grafts cannot be summoned at once.
Equipment Load: 4/12
Mystical Archive Tickets: 1
Crafting Materials:
Vulcadreaus Scale:
A single scale dropped from Vulcadreaus during his emergence at Mt. Drakolt. This scale radiates with intense Earth Domain energy and pulsates raw magic. If this material is used to craft an item, that item becomes a spell focus for you, allowing you to cast spells through the item without needing to have a free hand. If the item is capable of dealing damage it will now deal fire damage in addition to its normal damage types. If the item is a defensive item, it will give you one hit prevention against an attack that deals fire damage, be it normal or magical.
Lightning Catalyst x 1
Crystal Eye x 1
Ooze Core x 1
Spells & Abilities
Spell Slots: 23/25
Space Domain:
Blink
This spell allows you to move your body a short distance through space itself. By blinking you can teleport yourself a short distance to a location you can currently see. This removes your body from space and causes it to reappear in the new location. You can not be intercept mid teleport and will not appear inside an object. This can not be used to move to a location if you can not see that location. Blink has a cooldown on your body and can not be used for two post after being used.
Quicken
By casting this spell on yourself or an ally, you cause them to speed up for their next post. During the next few seconds the person effected will be able to move twice as fast as normal, increasing their running and moving speed.
Summon Possession:
You can call forth a weapon or item that you own, causing it to return to you. This will call forth anything not currently on your person, regardless of where it is. That item will vanish from its current location and reappear in your hand or in a storage item. This item does not travel and instead just teleports. You can not use this spell on something to big or heavy to hold.
Replicant:
You snap your fingers, summoning a perfect copy of yourself, mimicking the exact way you appear when casting the spell. This copy is physical in form, can speak and mimics your exact personality. This form can move around, away from you and even interact with its environment. This clone can even cast spells and attack, however will deal no damage with any of its abilities or strikes. As soon as this copy takes damage, it will vanish.
Hold Person:
You can touch another being, humanoid or creature, and bend space around them. For as long as you touch this being, you both will be completely frozen, unable to do anything, speak, move or interact with things. The only movement that can be done is the caster of this spell choosing to release the touch and spell. Things can still interact with you however, dealing damage or affecting you. If pulled apart the spell will break.
Age Item:
You can target a weapon or item with this spell, causing it to age instantly. This will cause it to obtain any effects of that age, meaning rust, rot and decay. This can be used to render an object useless or remove it completely. This can not be used on living beings and can only be used to affect one item at a time. If a new item becomes aged, the previous one will return to normal.
Suspend Item:
You target an item suspending it in an aura of time and space. As long as this item is suspended it can not be affected in any way. It will not age, rot or rust, it takes no damage and deals no damage. Any effects or abilities are also suspended, preventing them from being activated or used. The item can still be used, just has no effect and can not be effected. Can not target living beings and can only effect one item at a time.
Meditate:
You take a moment to yourself to recoup, drawing energy from the space domain to heal yourself. In order to use this spell you must become completely still, unable to move or take any actions for the next few seconds. During this meditation you heal yourself of all minor and surface level wounds, including scratches, cuts and minor wounds. If you are attacked while meditating the spell will end.
Sky Domain:
Lightning Bolt:
By pointing your finger, you send forth a thin, quick beam of lighting shooting out. It will crackle and course through the air in a straight line, blasting through anything in the path of your finger. While it is a thin, easy to dodge beam, it delivers a high amount of damage.
-Deals lightning damage-
Bullet Dash:
By swirling wind and lightning around your person, you create enough of a charge to dash insanely quickly in any direction. Your body blurs forward, dashing at inhuman speeds for a very brief distance. This spell is a great gap closer or spell for dodging quick attacks.
Push/Pull:
By summoning a large amount of wind energy, you can either cause the wind to pull towards you or push away from you. This will happen in one large gust. This spell will either pull all the loose objects in the area towards you, or push it all away from you. This can also effect other people or creatures.
Static Field:
Static Field:
You cause the air around you to become charged, creating a small bubble of static energy around your person. This aura will protect you from the next two ranged attacks that are thrown your way, be it spells or physical weapons. Once it protects you from two attacks, the field fades.
Lightning Armor:
Lightning begins to course around your body, slightly illuminating your form in crackling energy. This armor will shock anyone who touches you while it is own, numbing the body part that it struck. The armor will remain for three post, protecting the user from anyone who comes into melee range. If someone has a limb shocked, that limb will go limp for the next post.
-Deals lightning damage-
Flight:
The peak of sky domain movement, you can now fly, moving through the air as if it was nothing. You surround yourself with wind, lifting up into the air, making yourself able to fly short distances. You still cant soar very high or far, but it is great for battlefield movement.
Phase Blade:
You create a medium sized rod of pure energy, pulsing with lightning and wind energy. This rod gives off a light transparent glow, like a saber of light, which can be held by its caster. The rod deals a medium amount of burning damage that stings and leaves a lasting wound. This rod however is able to pass through objects, such as other weapons or armor. It will phase right through objects dealing direct damage to anything behind it. This makes the weapon hard to defend against.
-Deals lightning and wind damage-
-Deals lightning and wind damage-
Lightning Lure:
This spell causes five small rods of pure lightning to rise up from the ground. They will radiate energy and shock anyone who touches them. The rods will remain in the location that they are summoned in, but will remain there until activated. When activated the user will cause a beam of lightning to run from their body to the rod, cutting through anything in between the two. Once the rod connects to you, it vanishes.
-Deals lightning damage-
-Deals lightning damage-
Mystical Archive:
Remove Condition:
This spell allows you to touch yourself or an alley, completely removing all negative effects applied to them. This includes mental and physical effects the would negatively influence or harm the target. This will remove any negative spell that has a duration and can also cure effects from poisons or toxins. This spell can only be used twice per topic.
Ring of Daggers
You cause three ghostly daggers to form and begin floating around you. These daggers will hover and orbit around you until all three have been used. You can command one of the daggers to fly forward, striking an enemy much like a throwing knife. The daggers will continue to float until all three of them have been fired off. This spell can not be cast again while it is still active.
Petal Dispersion
(Insect Dispersion):
This spell can be used in reaction to receiving damage or being hit with a successful attack. Instead of getting hit or sustaining the damage, you can cause your body to burst into a cloud of blue petals. They can move in unison up to 15 feet from your original location before reforming into your normal form. This will ignore the damage or negative effects from the attack. This spell can only be used once per topic.
Vanishing Flowers:
This spell allows you to protect yourself by turning into a cloud of flowers and reforming somewhere else. When you are struck by a successful attack your body will burst into a cloud of flowers. In this cloud you can move up to ten feet away from your last location before reforming into your normal body. This protects you from the attack that triggered the spell, dealing no damage. This spell can only be used once per topic.
Divinities Blessing:
You target yourself or an ally, coating them in a shield of divine protection. Until your next post they will ignore all damage received from any source, absorbing the damage as energy. They can then release that energy from their body in a burst, healing all allies in a 20 foot range and dealing light damage to all enemies in that same range. This spell can only be used once.
Martial Abilities:
Steel Catch:
A scroll describing an unarmed technique. 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 palms. 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.
Arashi's
Reversal Slice:
By standing still the user adopts a defensive position with a sheathed blade, keeping their hand on the handle and attention at the ready. If they are attacked by a physical melee or ranged attack the same post they took the stance, they gain a single hit prevention against the attack and can deflect the attack with their own weapon.
The stance can only be used three times per topic but can be cancelled early. If the stance does not block an attack, it does not consume a use of this ability. If multiple attacks are launched within the same post (same use of stance) they each can be blocked, consuming a use of this ability.
EX: If three enemies attack you in one post, all three of your uses can be consumed to block all three attacks at once.
Directly after blocking an attack, the user can retaliate with their own attack, using the same weapon they used to deflect the attack. This attack is considered a free action, a part of the defensive block. After each successful block, the user gains a small buff based on how many attacks have been deflected so far.
First Block
Your next attack with the weapon used to deflect will ignore all physical hit preventions against the blocked enemy. You also now move twice as fast as normal for your next post.
Second Block
Your next three attacks with the weapon used to deflect will ignore all physical hit preventions against any target, blocked or not. Your speed increases again, your movements now blurred, making it hard to track or follow your movements.
Third Block
Your next attack made with the weapon used to deflect will deal a grievous wound, which can not be healed or repaired for the rest of the topic. The attack also moves so fast that the target can no longer dodge or evade using movement, and must physically block the attack.
The stance can only be used three times per topic but can be cancelled early. If the stance does not block an attack, it does not consume a use of this ability. If multiple attacks are launched within the same post (same use of stance) they each can be blocked, consuming a use of this ability.
EX: If three enemies attack you in one post, all three of your uses can be consumed to block all three attacks at once.
Directly after blocking an attack, the user can retaliate with their own attack, using the same weapon they used to deflect the attack. This attack is considered a free action, a part of the defensive block. After each successful block, the user gains a small buff based on how many attacks have been deflected so far.
First Block
Your next attack with the weapon used to deflect will ignore all physical hit preventions against the blocked enemy. You also now move twice as fast as normal for your next post.
Second Block
Your next three attacks with the weapon used to deflect will ignore all physical hit preventions against any target, blocked or not. Your speed increases again, your movements now blurred, making it hard to track or follow your movements.
Third Block
Your next attack made with the weapon used to deflect will deal a grievous wound, which can not be healed or repaired for the rest of the topic. The attack also moves so fast that the target can no longer dodge or evade using movement, and must physically block the attack.
Base NPCs:
Wind Pixie description:
A tiny, six inch, pixie with wings that can fly. Pixie's are extremely loyal creatures that come from a mysterious realm, and will attach themselves wholly to their owner. The pixie will avoid most combat situations and chooses to remain by their owner's side at all times, hovering next to them or resting on their head or shoulders. Once per topic this Pixie can coat its owner in wind magic, which turns all damage the owner would do into wind damage, regardless of the damage type it was before. For the next two post, any source of damage from the owner will be only wind damage, going back to their normal damage types after the duration. Because of how loyal, and jealous, these creatures get, you can only OWN one elemental pixie at a time.
A tiny, six inch, pixie with wings that can fly. Pixie's are extremely loyal creatures that come from a mysterious realm, and will attach themselves wholly to their owner. The pixie will avoid most combat situations and chooses to remain by their owner's side at all times, hovering next to them or resting on their head or shoulders. Once per topic this Pixie can coat its owner in wind magic, which turns all damage the owner would do into wind damage, regardless of the damage type it was before. For the next two post, any source of damage from the owner will be only wind damage, going back to their normal damage types after the duration. Because of how loyal, and jealous, these creatures get, you can only OWN one elemental pixie at a time.
Can Cast:
-Wind Cutter
Sea Domain Apprentice:
A young student from the Academy who has decided to join you and study under you. They have begun to study the Sea Domain, having access to a small amount of spells they can cast. They must follow all spell caster rules just like a normal character.
Can cast:
-Breath Water
-Ice Spike
-Swirling Vortex
-Ice Spike
-Swirling Vortex
This can not be re flavored and must stay an Academy Apprentice Minion
Counts against NPC cap
Counts against NPC cap
Prestige Classes:
Monk:
The Monk is the master of both internal and external energy, achieving complete mastery over themselves. This culmination of spirit and physical prowess manifests into the ability to manipulate one's spiritual inner energy and effect the outside world with their understanding of the nature of all of things. By combining both the physical and elemental world, a Monk can marry the two, becoming one masterful wielder of both worlds.
Level 1:
Monk Traditions
-Way of the Budo-
Requires Master in Blade, Blunt or Polearm Those who have entered the way of the budo have focused their martial skills, becoming skilled weapon combatants. All items from the Blade, Blunt and Polearm shop now have no weight, losing their point values and no longer encumbering you while worn.
Art and Style
While monks draw their power from within and hone their own bodies with physical training, they are also able to tap into the spiritual world, pulling elemental energy from the world around them. You may choose one of the Arts listed in the Arts Table to add to your repertoire. You can choose any of the seven skills regardless of element or martial skill, letting you dip into other domains while honing your skills.
While monks draw their power from within and hone their own bodies with physical training, they are also able to tap into the spiritual world, pulling elemental energy from the world around them. You may choose one of the Arts listed in the Arts Table to add to your repertoire. You can choose any of the seven skills regardless of element or martial skill, letting you dip into other domains while honing your skills.
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.
Level 2:
Myriad Barrier:
Myriad Barrier:
Tapping into the world around them, monks have learned to balance both the physical and elemental world, adapting their bodies to the energies of the universe. When you use an Art from the listed table, you gain a resistance to the element that correlates to the art used, keeping the resistance until you use a new Art. While resistant you will take half damage from that specific damage type, can not be killed (knocked unconscious) by that elemental type and any effects of that damage type that effect you for more than one post will have the duration of that effect lowered by one.
More Style:
Having increased your ability and have grown closer to the spiritual realm, the monk has attuned further, allowing you to choose another art from the listed table. You can still choose any of the arts you have not already chosen, regardless of elemental or martial skill.
More Style:
Having increased your ability and have grown closer to the spiritual realm, the monk has attuned further, allowing you to choose another art from the listed table. You can still choose any of the arts you have not already chosen, regardless of elemental or martial skill.
Art of the Storm Bow
Lightning begins to course around your body, creating a small electric field up to ten feet from your person that moves with you. This last for three post and any enemy who enters this field will be delivered a terrible shock that will stun them for one post. If stunned they can not make any offensive actions, such as attacking or casting a spell (they can still move however). Once during the duration you can summon a bow of pure crackling lightning. From this bow you can fire a single bolt of lightning, which will penetrate up to two barriers (such as a wall) and will ignore hit preventions.
Level Three
Martial Prodigy
Now as a master of the spiritual arts, you have elevated yourself to the highest order one can be, a true Master. You have earned the right to create your own Art, or martial ability, bringing your own skills and techniques to the table. You can craft one Martial Art that is related to your Martial skill or Arcane domain. You will receive this art upon creation. All arts that are created by masters of this class will be stored below, allowing you the ability to earn more Arts created by other people. In order to earn another Master's art, you must complete the quest below.
Martial Prodigy
Now as a master of the spiritual arts, you have elevated yourself to the highest order one can be, a true Master. You have earned the right to create your own Art, or martial ability, bringing your own skills and techniques to the table. You can craft one Martial Art that is related to your Martial skill or Arcane domain. You will receive this art upon creation. All arts that are created by masters of this class will be stored below, allowing you the ability to earn more Arts created by other people. In order to earn another Master's art, you must complete the quest below.
-Monastery Quest-
You can obtain a Master Art created by another master by completing this quest. In order to do the quest, you must roleplay with another character with the Monk Prestige Class (does not have to be the one who created the art). Your topic must be you training with the other monk to learn the desired Art. How you do this is completely up to you. The topic itself must reach at least 5 post with each post being 150 words or more. Once you have completed this quest you can add the Art you were training for
You can obtain a Master Art created by another master by completing this quest. In order to do the quest, you must roleplay with another character with the Monk Prestige Class (does not have to be the one who created the art). Your topic must be you training with the other monk to learn the desired Art. How you do this is completely up to you. The topic itself must reach at least 5 post with each post being 150 words or more. Once you have completed this quest you can add the Art you were training for
Void Slash:
The user concentrates their mana into their blade and performs a slow starting but swift slice vertically in front of them, this can do one of two things: it can either do hefty non elemental magic damage to whatever it hits or it opens a portal in front of them that anything entering it will exit at another point within 20 feet. This can be used to block or redirect attacks or for nearly instantaneous movement. Once this has been used it can't be used again for three posts.
Before your time:
Having increased your ability and have grown closer to the spiritual realm, the monk has attuned further, allowing you to choose another art from the listed table. You can still choose any of the arts you have not already chosen, regardless of elemental or martial skill.
Art of the Iron Fist:
Your arms, (shoulder down) and your legs (hips down) become coated in stone for the next three post, making your melee attacks sturdy and impactful. Your melee attacks will now deal earth damage that is not considered magical. Each limb gains one hit prevention (does not stack with armor) and once per duration you can redirect one elemental ranged spell, causing it to deflect, bounce, or channel off of your body.
The Path of the Elementalist:
Level 1:
Primordial Paths:
The primordial paths of the Elementalist draw on the energies of the Primordial Planes and the very essence of the domains and elements, allowing them to claim mastery over their chosen paths as they weave fantastical elemental magic, that has been further enhanced by the loosening of the planar veil caused by the destruction of the Sol Stone. When you achieve Master level in the elemental Domains, you unlock paths to invest into with your growing ties to the Primordial Plane.
- Master Skill in a Domain allows you to open up three pathways (this counts for each time you achieve master rank in one of the three elemental domains).
- Sea Domain opens the Paths of Water and Ice, Earth Domain opens Fire and Earth, Sky Domain opens Air and Lightning.
Level 2:
Partial Elemental Manifestation:
An Elementalist is capable of manifesting the properties of an elemental over a chosen portion of their body. The elemental type is based on which paths you have opened and with multiple paths open, you can choose which elemental type you want to manifest. These properties, based on what element is chosen, are as follows: Immunity to that specific elemental damage, the ability to move through solid objects, and causes contact damage of that elemental type. This level of manifestation lasts for three posts
Level 3:
Enhanced Primordial Paths:
You have further tapped into the energies of the Primordial Plane, giving you even more ways to bend the elements to your will. When you achieve Exalted level in the elemental Domains, you unlock more paths to invest into with your growing ties to the Primordial Plane.
- Exalted Skill in a Domain opens an additional three pathways (this counts for each time you achieve exalted rank in one of the three elemental domains).
- Sea Domain opens the Paths of Water and Ice, Earth Domain opens Fire and Earth, Sky Domain opens Air and Lightning.
- With Exalted Skill in all Domains you should have a total of eighteen pathway points to spend.
Full Elemental Manifestation:
Achieving further mastery has allowed the Elementalist to evolve their Partial Manifestation into a full body physical transformation of that chosen elemental type. The duration remains the same, and you may now move through solid objects with your whole body, cause contact damage based on the element that you are manifesting with any part of your body, and whole body immunity to all elemental damage of the corresponding element.
Pathways:
Sky Domain:
Air:
Windtalker: Your elemental attachment to the realm of air is all encompassing and gifts you with the ability to harness and guide airflow around you up to ten feet in all directions. This culminates in the ability to push and pull objects within ten feet of you that weigh 1 point or less, as well as letting you levitate a foot off the ground permanently.
Lightning:
Bolt Dancer: Whenever you use the Lighting Bolt spell you can instead of damaging with it, move with the bolt itself materializing where it ends. This has a one post cooldown between uses but can be used any amount of times in a thread.
Electrical Surge: As you cast lightning spells you built up static charges within yourself. 1 charge for Novice, 2 charges for Master, and 3 charges for Exalted level spells. You can never have more then 4 charges at a time, and you may spend these charges to enhance a spell one stage higher then it currently is for the purpose of damage and clashing. You do not gain charges for a spell that was enhanced with charges.
Static Synapses: If you posses static charges from other Path of Lightning abilities you can use them in hand to hand combat to paralyze and control the movement of your foes. If you posses any charges you can release them upon a successful melee attack to stun the affected limb for an equivalent amount of posts equal to the static charges you used.
Magnetism: You can magnetize any metallic object that you effect with a spell or ability that deals lightning damage placing a static charge upon it. This allows you to freely manipulate the object and whatever is attached to it when within ten feet of you.
Snap, Crackle, Pop: Any spell or ability that is currently using charges from Electrical Surge can as an alternative effect from enhancement, produce a foot diameter sphere of electrical discharge in the area when activated by this ability. This electrical discharge produces a brief moment of paralysis that lasts a single post. The number of charges that are being used affects the number of times the Elementalist can activate the electrical discharge.
Subclasses
Oniwanban Foot soldier:
Multi-Attack:
The Oniwanban Footsoldiers are trained in the ways of the mighty Bushi of the Isles and are capable of attacking with rapid speed. Three times per topic, when an Oniwanban Footsoldier attacks with a melee weapon they make an additional attack in the same moment. This can stack with the Double strike enhancement allowing for three strikes in the breadth of one motion. This also affects weapons indicated in the Throwing Arts ability.
Gun Brace:
The Oniwanban have used the black powder supplies they steal for another purpose as well, arming their operatives with a brace of two pistols that have an over under double barrel architecture. Each pistol has two shots per topic. The pistols are of solid enough construction that they can be used as clubs or tonfa like weapons as well and the gun itself can be enhanced with enhancements from the Blunt Shop.
-Has one enhancement slot that only affects the pistols when used as clubs or tonfa.-
-Has one enhancement slot that only affects the pistols when used as clubs or tonfa.-
Throwing Arts:
The Footsoldier is never without a weapon as long as they have a sharpened stone or length of metal. Ninja Stars, Throwing Knives, and Blowguns have twice the amount of ammo and an extra enhancement slot when wielded by an Oniwanban Footsoldier as they have been taught the secret ways of shurikenjustsu long used by the Oniwanban.
Climbing Arts:
Foot soldiers are experts in getting to their targets and allow nothing to stand in their way. They have perfected the ability to scale walls and hazardous inclines without getting hurt or triggering traps. Walls, barriers or other obstacles can easily be scaled or maneuvered over without slowing the foot soldier down at all. They also ignore obstacles such as spikes or hot water, and do not trigger traps intended to prevent movement, on or off the ground.
Tools of the Trade:
The Oniwanban use unconventional weaponry that can be quickly converted into other more mundane items if the need arises. As a member of the Oniwanban you also have access to the below items:
The Monk Spade
The Monk Spade is a staff used commonly by the traveling monks of the Isles, and sports a crescent moon on one end and a stylized spade tool head on the other side. Both are razor sharp on either the inner or outer edges of either end and are as durable as the stone itself. The staff hides a hidden use as well other then appearing as a symbolic ritual tool of the Crescent Isles Moon Sect. A chain resides in the rod of the staff and with twists of the handle it can separate into a three section staff, opening up new avenues of attack.
-Has two Enhancement Slots that can be used with either the Blunt or Blades shops-
The Walking Sword
The walking sword typically looks like a bamboo cane found throughout the crescent isles, however it hides a deadly secret as it houses two wakizashi length blades at either end of the cane that can be unsheathed from it. This blades are deadly in the hands of the Oniwanban and easily concealed by their agents.
-Has two (Blades) enhancement slots-
The Monk Spade
The Monk Spade is a staff used commonly by the traveling monks of the Isles, and sports a crescent moon on one end and a stylized spade tool head on the other side. Both are razor sharp on either the inner or outer edges of either end and are as durable as the stone itself. The staff hides a hidden use as well other then appearing as a symbolic ritual tool of the Crescent Isles Moon Sect. A chain resides in the rod of the staff and with twists of the handle it can separate into a three section staff, opening up new avenues of attack.
-Has two Enhancement Slots that can be used with either the Blunt or Blades shops-
The Walking Sword
The walking sword typically looks like a bamboo cane found throughout the crescent isles, however it hides a deadly secret as it houses two wakizashi length blades at either end of the cane that can be unsheathed from it. This blades are deadly in the hands of the Oniwanban and easily concealed by their agents.
-Has two (Blades) enhancement slots-
Pills of Vitality:
One of the secret alchemical arts of the Oniwanban, every Foot soldier is given a small case of three pills that can be consumed while in battle. You can only be under the effects of a single pill at a time, with each pill lasting for two post. After the effects of the third pill wear off, you are burdened with fatigue, unable to cast spells or use martial skills for the rest of the topic.
For each post you are under the effects of a pill, you gain an extra Action during the Action System, all of your weapons are considered to have the double strike enchantment and you gain one hit prevention against physical attacks or martial skills per post.
For each post you are under the effects of a pill, you gain an extra Action during the Action System, all of your weapons are considered to have the double strike enchantment and you gain one hit prevention against physical attacks or martial skills per post.